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O-Ho

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Revision as of 08:46, 10 July 2022Latest revision as of 08:47, 10 July 2022 
Line 59:Line 59:
 Despite being so dreadful, the O-Ho isn't ''completely'' awful at everything. Like other Japanese heavies, the O-Ho has no true frontal weakspots. This, with the combination of high rate of fire of its 10 cm gun, makes the O-Ho actually surprisingly menacing when its fighting lower tier vehicles. They cant penetrate its armor very well, and the O-Ho's fast rate of fire lets it destroy them very quickly. However, this is where the good things end. Despite being so dreadful, the O-Ho isn't ''completely'' awful at everything. Like other Japanese heavies, the O-Ho has no true frontal weakspots. This, with the combination of high rate of fire of its 10 cm gun, makes the O-Ho actually surprisingly menacing when its fighting lower tier vehicles. They cant penetrate its armor very well, and the O-Ho's fast rate of fire lets it destroy them very quickly. However, this is where the good things end.
  
?The O-Ho technically comes with two gun options - the top 10 cm AP gun, and the 15 cm derp gun. Keyword being "technically" - while the O-Ho is intended to have two guns to choose from, the 15 cm derp gun is '''completely useless'''. The combination of nerfs and HE rework has rendered this gun into being a awful joke. Its so horrible that despite being able to get those highly damaging HE penetrations on lightly armored targets, that its still not fun to use even for memes. Using this gun is '''an actual massive detriment to your team 95% of the time'''. It is extremely recommended to avoid using the 15 cm derp gun and use the 10 cm gun instead.+The O-Ho technically comes with two gun options - the top 10 cm AP gun, and the 15 cm derp gun. Keyword being "technically" - while the O-Ho is intended to have two guns to choose from, the 15 cm derp gun is completely useless. The combination of nerfs and HE rework has rendered this gun into being a awful joke. Its so horrible that despite being able to get those highly damaging HE penetrations on lightly armored targets, that its still not fun to use even for memes. Using this gun is actually detrimental to your team 95% of the time. It is extremely recommended to avoid using the 15 cm derp gun and use the 10 cm gun instead.
  
 The 10 cm has good rate of fire and DPM, but those are the only things it has going for. Unlike every other tank in the Japanese heavy branch, the O-Ho has rather mediocre alpha damage. While most of the Japanese heavies have several problems in general, at least having great alpha damage is a mostly universal benefit they have. Not on the O-Ho, however - 330 alpha damage is pretty mediocre for a super-heavy in 2022. The gun also has sub-par penetration, terrible aiming time (having some of the slowest in tier, despite the tier packing heavy tanks with 440-490 alpha damage nowadays) and poor dispersion. The awful aiming time and lowish penetration make using the good DPM a bit trickier.  The 10 cm has good rate of fire and DPM, but those are the only things it has going for. Unlike every other tank in the Japanese heavy branch, the O-Ho has rather mediocre alpha damage. While most of the Japanese heavies have several problems in general, at least having great alpha damage is a mostly universal benefit they have. Not on the O-Ho, however - 330 alpha damage is pretty mediocre for a super-heavy in 2022. The gun also has sub-par penetration, terrible aiming time (having some of the slowest in tier, despite the tier packing heavy tanks with 440-490 alpha damage nowadays) and poor dispersion. The awful aiming time and lowish penetration make using the good DPM a bit trickier.

Latest revision as of 08:47, 10 July 2022











































































O-Ho

AnnoJ27_O_I_120.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.
]
2,680,000  Credits Cost
1700340 HP Hit Points
120/12255.38/130 t Weight Limit
Crew
  1. Commander
  2. Gunner
  3. Driver
  4. Radio Operator
  5. Radio Operator
  6. Loader
Mobility
11001200 hp Engine Power
25/10 km/h Speed Limit
1719 deg/s Traverse
9.1721.67 hp/t Power/Wt Ratio
NoNo Pivot
Armor
// mm Hull Armor
200/200/200200/200/200 mm Turret Armor
Armament







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP//HE







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP//HE
Shells




















0/3600/190




















0/0/245
Shell Cost
300/300/360330/330/430 HP Damage
175/201/53215/253/53 mm Penetration



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5.71 r/m 

Standard Gun

Reload Times
Nominal: 10.5 s
50% Crew: 13.01 s
75% Crew: 11.36 s
100% Crew: 10.07 s
Rammer: 9.06 s
Vents: 9.85 s
Both: 8.86 s
Both and BiA: 8.67 s
Both and Max Crew %: 8.31 s

See Crew, Consumables, or Equipment for more information.



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6.45 r/m 

Standard Gun

Reload Times
Nominal: 9.3 s
50% Crew: 11.52 s
75% Crew: 10.06 s
100% Crew: 8.92 s
Rammer: 8.03 s
Vents: 8.72 s
Both: 7.85 s
Both and BiA: 7.68 s
Both and Max Crew %: 7.36 s

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






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1713

Standard Gun

Using Shell Type 1 (300 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1713
50% Crew: 1383
75% Crew: 1584
100% Crew: 1788
100% Crew
Vents: 1827
Rammer: 1986
Both: 2031
Both and BiA: 2076
Both and Max Crew %: 2166

Advantageous Damage Per Minute
First-shot DPM: 2013
50% Crew: 1683
75% Crew: 1884
100% Crew: 2088
100% Crew
Rammer: 2286
Vents: 2127
Both: 2331
Both and BiA: 2376
Both and Max Crew %: 2466

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (300 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1713
50% Crew: 1383
75% Crew: 1584
100% Crew: 1788
100% Crew
Vents: 1827
Rammer: 1986
Both: 2031
Both and BiA: 2076
Both and Max Crew %: 2166

Advantageous Damage Per Minute
First-shot DPM: 2013
50% Crew: 1683
75% Crew: 1884
100% Crew: 2088
100% Crew
Rammer: 2286
Vents: 2127
Both: 2331
Both and BiA: 2376
Both and Max Crew %: 2466

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (360 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2055.6
50% Crew: 1659.6
75% Crew: 1900.8
100% Crew: 2145.6
100% Crew
Vents: 2192.4
Rammer: 2383.2
Both: 2437.2
Both and BiA: 2491.2
Both and Max Crew %: 2599.2

Advantageous Damage Per Minute
First-shot DPM: 2415.6
50% Crew: 2019.6
75% Crew: 2260.8
100% Crew: 2505.6
100% Crew
Rammer: 2743.2
Vents: 2552.4
Both: 2797.2
Both and BiA: 2851.2
Both and Max Crew %: 2959.2

See here, here, or here for more information.






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2128.5

Standard Gun

Using Shell Type 1 (330 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2128.5
50% Crew: 1719.3
75% Crew: 1966.8
100% Crew: 2220.9
100% Crew
Vents: 2270.4
Rammer: 2468.4
Both: 2524.5
Both and BiA: 2580.6
Both and Max Crew %: 2689.5

Advantageous Damage Per Minute
First-shot DPM: 2458.5
50% Crew: 2049.3
75% Crew: 2296.8
100% Crew: 2550.9
100% Crew
Rammer: 2798.4
Vents: 2600.4
Both: 2854.5
Both and BiA: 2910.6
Both and Max Crew %: 3019.5

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (330 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2128.5
50% Crew: 1719.3
75% Crew: 1966.8
100% Crew: 2220.9
100% Crew
Vents: 2270.4
Rammer: 2468.4
Both: 2524.5
Both and BiA: 2580.6
Both and Max Crew %: 2689.5

Advantageous Damage Per Minute
First-shot DPM: 2458.5
50% Crew: 2049.3
75% Crew: 2296.8
100% Crew: 2550.9
100% Crew
Rammer: 2798.4
Vents: 2600.4
Both: 2854.5
Both and BiA: 2910.6
Both and Max Crew %: 3019.5

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (430 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2773.5
50% Crew: 2240.3
75% Crew: 2562.8
100% Crew: 2893.9
100% Crew
Vents: 2958.4
Rammer: 3216.4
Both: 3289.5
Both and BiA: 3362.6
Both and Max Crew %: 3504.5

Advantageous Damage Per Minute
First-shot DPM: 3203.5
50% Crew: 2670.3
75% Crew: 2992.8
100% Crew: 3323.9
100% Crew
Rammer: 3646.4
Vents: 3388.4
Both: 3719.5
Both and BiA: 3792.6
Both and Max Crew %: 3934.5

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


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0.41 m 

With 50% Crew: 0.508 m
With 75% Crew: 0.443 m
With 100% Crew: 0.393 m
With BiA: 0.384 m
With BiA and Vents: 0.376 m
Maximum possible: 0.361 m

For more details, see Crew


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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
Accuracy


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3.1 s 

With 50% Crew: 3.84 s
With 75% Crew: 3.353 s
With 100% Crew: 2.972 s
With GLD: 2.702 s
With BiA: 2.907 s
With BiA and Vents: 2.844 s
With both and GLD: 2.585 s
Maximum possible: 2.478 s

For more details, see Crew or Equipment


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3.1 s 

With 50% Crew: 3.84 s
With 75% Crew: 3.353 s
With 100% Crew: 2.972 s
With GLD: 2.702 s
With BiA: 2.907 s
With BiA and Vents: 2.844 s
With both and GLD: 2.585 s
Maximum possible: 2.478 s

For more details, see Crew or Equipment
Aim time
2020 deg/s Turret Traverse
360° Gun Arc
-10°/+20°-10°/+20° Elevation Arc
100100 rounds Ammo Capacity
General
2020 % Chance of Fire






380 m 

With 50% Crew: 298.6 m
With 75% Crew: 339.3 m
With 100% Crew: 380 m
With Recon and Situational Awareness: 399.2 m
With Coated Optics: 418 m
With Binocular Telescope: 475 m
Maximum possible: 544 m

For more details, see Skills or Equipment






380 m 

With 50% Crew: 298.6 m
With 75% Crew: 339.3 m
With 100% Crew: 380 m
With Recon and Situational Awareness: 399.2 m
With Coated Optics: 418 m
With Binocular Telescope: 475 m
Maximum possible: 544 m

For more details, see Skills or Equipment
View Range


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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


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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


VIII

AnnoJ27_O_I_120.png

2680000

The O-Ho is a Japanese tier 8 heavy tank.

The O-Ho was a further development of the idea of a superheavy tank with improved armor protection. The vehicle had a good set of guns that allowed for all-angle fire. The project was discontinued due to the war ending. No finished prototypes were built and the vehicle never saw action.

The O-Ho continues the Japanese superheavy line from O-Ni. The most noticeable improvement is significantly better rate of fire on its top 10 cm gun. Additionally, the O-Ho finally received improved side armor; while it is still unimpressive, it makes sidescraping a bit more reliable option. Furthermore, O-Ho's cheeks and miniturrets are no longer weaker than hull.

Unfortunately, that's where the good news end. The O-Ho is currently one of the absolute worst high tier vehicles in the game. It has mediocre guns, terrible mobility and huge profile. Even its armor is actually pretty weak for a large super-heavy tank. The worst aspect of the O-Ho is, however, its extremely limited gun depression on front. This greatly limits an already very poor vehicle even further. One must learn to how to position O-Ho correctly in order to do at least something in it. O-Ho can feel completely unplayable at first and is arguably harder to play than other Japanese superheavy tanks.

While its not outright unplayable once the player gets used to the gun depression, there's still a reason why the O-Ho has such a terrible reputation. In its current state, the O-Ho is a strong contender for the absolute worst tier 8 vehicle in the game, sporting a win rate of around 45-46% on the EU server.

The O-Ho leads to the Type 4 Heavy.

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)

VII 10 cm Cannon Type 92 175/201/53 300/300/360 5.71 0.41 3.1 1792 68500
VII 15 cm Howitzer Type 96 121/150/75 700/700/890 2.73 0.54 3.3 1432 71200
VIII 10 cm Experimental Tank Gun Kai 215/253/53 330/330/430 6.45 0.42 3.1 2500 124000

Ico_engine_alpha.png

Engines

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

VII 2x Kawasaki Type 98 V-12 (550) 1100 20 1020 51000
VIII 2x Kawasaki Type 98 V-12 (600) 1200 20 1020 77500

Ico_suspension_alpha.png

Suspensions

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

VII O-Ho 122 17 B/2 28000 19000
VIII O-Ho Kai 130 19 B/2 28000 38500

Ico_radio_alpha.png

Radios

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

VI Type 96 Mk. 4 Bo 425 50 14000
VIII Type 3 Otsu 550 240 22000
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:

- 2nd highest HP pool in its tier after the KV-5 (1700)

- Decently thick armor that lacks frontal weakspots, which is very effective against lower tier vehicles.

- The top 10 cm gun has fast reload for its caliber

- Very high mass makes O-Ho resistant to ramming

- Great gun depression over sides

- Gun is located extremely high on turret which means that O-Ho can shoot over almost any allied tank and many hills that other tanks wouldn't be able to


Cons:

- Mini-turrets heavily limit forward gun depression to as little as -3° (or -1° if the 15 cm gun is used), severely hampering the tank in a lot of ways and makes it even more clunky than it already is

- Huge profile; priority target to artillery and terrible camo values

- Awful mobility, 3rd slowest heavy tank in its tier. Only the VK 100.01 P and VK 168.01 P are slower

- Surprisingly mediocre armor for its type and size. The turret armor is rather easily penetrated even with standard ammunition, the hull armor itself is easier to penetrate with standard shells than the other Japanese heavies, and the armor is absolutely useless against many TDs, premium shells, or almost any higher tier vehicle

- Poor side armor; the miniturrets mean that the O-Ho often has to overangle to point its gun down, thus forcing it to expose its weak side armor, making it an ever bigger issue

- All guns suffer from terrible dispersion, aiming time and lacking penetration

- The 15 cm is a joke and completely useless due to its nerfs and HE rework in patch 1.13

- The 10 cm has poor alpha damage for a super-heavy tank and is mediocre to bad in almost every other aspect than rate of fire and DPM

- Doesn't get the top 10 cm from the O-Ni, making the stock grind much worse as opposed of being non-existent like it used to be back in a day (although its still short)

- Ammo rack is huge and easily damaged

- The view range is no longer disproportionately good for its tier, due to it not being improved from the O-Ni (380 m)

- Due to its size, and armor, mobility and firepower all being lacking, the O-Ho is absolutely useless when bottom tier


Performance

The O-Ho is one of the most unfortunate vehicles in the game. It has always suffered from several gun depression issues due to its frontal miniturrets, making it rather awkward to play. However, back in a day, it was fairly unique with its rapid-firing 15 cm derp gun, and armor that was very resilient against many popular vehicles such as the IS-6 at time. Thus, those who were able to put in some effort to mitigate the gun depression issue, the O-Ho was surprisingly effective, unique and fun meme machine. Sadly, those days are long gone. The 15 cm derp gun was nerfed significantly, having 5 seconds longer reload. The HE rework completely neutered this gun. Other than the addition of a premium shell to the (otherwise completely useless at time) 10 cm gun, the O-Ho has never been buffed. Because of this, the massive powercreep since 2015 has completely destroyed the O-Ho. Out of the massive list of tier 8 vehicles, the O-Ho is a contender for the absolute worst tier 8 in the game.

Despite being so dreadful, the O-Ho isn't completely awful at everything. Like other Japanese heavies, the O-Ho has no true frontal weakspots. This, with the combination of high rate of fire of its 10 cm gun, makes the O-Ho actually surprisingly menacing when its fighting lower tier vehicles. They cant penetrate its armor very well, and the O-Ho's fast rate of fire lets it destroy them very quickly. However, this is where the good things end.

The O-Ho technically comes with two gun options - the top 10 cm AP gun, and the 15 cm derp gun. Keyword being "technically" - while the O-Ho is intended to have two guns to choose from, the 15 cm derp gun is completely useless. The combination of nerfs and HE rework has rendered this gun into being a awful joke. Its so horrible that despite being able to get those highly damaging HE penetrations on lightly armored targets, that its still not fun to use even for memes. Using this gun is actually detrimental to your team 95% of the time. It is extremely recommended to avoid using the 15 cm derp gun and use the 10 cm gun instead.

The 10 cm has good rate of fire and DPM, but those are the only things it has going for. Unlike every other tank in the Japanese heavy branch, the O-Ho has rather mediocre alpha damage. While most of the Japanese heavies have several problems in general, at least having great alpha damage is a mostly universal benefit they have. Not on the O-Ho, however - 330 alpha damage is pretty mediocre for a super-heavy in 2022. The gun also has sub-par penetration, terrible aiming time (having some of the slowest in tier, despite the tier packing heavy tanks with 440-490 alpha damage nowadays) and poor dispersion. The awful aiming time and lowish penetration make using the good DPM a bit trickier.

The O-Ho is huge, slow and extremely cumbersome, so naturally it compensates for having strong armor...right? Nope. The frontal armor is no thicker than 200 mm, and its pretty flat. Even standard shells of many same tier heavies can go through the hull, the sides are huge and weak, and the turret cheeks, while fairly small, are actually pitifully weak for a super-heavy like this. Premium ammunition, TDs and higher tier vehicles completely neuter the O-Ho's armor. Overall, the armor of the O-Ho won't bounce shots very reliably if its not fighting lower tier vehicles. More often than not, it has to fight same tier vehicles and sometimes higher tier ones, so it cant really do the one thing it does really well as often as it wants to, which is bullying lower tiers. The armor also means that the O-Ho can't even use the one good trait of its 10 cm gun that well - lowish alpha damage but good rate of fire means that the O-Ho has to expose itself a lot, which means its actually pretty poor at trading blows, which is ironic, as this tends to be a strength of super-heavy vehicles.

The single biggest flaw of the O-Ho is its miniturrets. They limit its gun depression significantly. This means that another strength of the O-Ho's already fairly limited list of strengths is often completely negated and made into a weakness, instead. O-Ho often has to overangle itself to let it point its gun down, exposing its weak side armor. As if the O-Ho wasnt limited enough, the miniturrets greatly limit the O-Ho, as not only it has to deal with its poor mobility and huge size, but it also needs to consider its gun depression issues when positioning the tank.

Overall, the O-Ho is an absolute dumpster fire of a vehicle. It has very few strengths and a massive list of weaknesses. Even though its a super-heavy tank, its mediocre armor, clunky gun depression and gun that is inefficient for trading blows often forces it to play it like a very bad support vehicle. It relies on being able to meet lower tier vehicles, as against them, it maybe, just maybe, can perform its intended role of being a frontline dreadnought. However, other than that, it is vastly outclassed by tanks like the KV-4, which is not the strongest tier 8 heavy by itself, either. There's a reason why the O-Ho has very poor overall winrate as of 2022 - it is one of the absolute worst high-tier vehicles in the game. It is highly recommended to skip the O-Ho whenever possible, be it through free XP, usage of blueprints or not playing this tank at all. Its poor mobility, underwhelming gun, extremely bad armor profile, gun depression issues and large size means this tank should be avoided all but for the most dedicated masochists out there.


Early Research

If you have enough free XP and/or blueprint fragments, completely forget about the modules and skip the O-Ho entirely if possible. If you're not able to do either of these and be unfortunate enough to actually having to play through the O-Ho, then mount the top engine, as it is shared with the O-Ni. When stock, you're stuck with two guns that were available at tier 6; unsurprisingly, both are absolutely dreaful. The stock 10 cm is bad at everything, while the 15 cm derp gun is a terrible joke. Latter CAN still do significant damage to lightly armored targets, so it might be worth using it over the stock 10 cm and hope for lucky games. Get the top 10 cm gun ASAP. Its still a bad gun, but its at least much more usable than the other two.

Fortunately, the O-Ho doesn't require the top tracks; they don't really improve the mobility or gun handling that much, so it can be worth skipping the tracks and go for the Type 4 as soon as possible. Again, if possible, skip the O-Ho entirely if possible.


Suggested Equipment


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


Gallery

Historical Info

N/A - the O-Ho never existed.

The "O-Ho" is based on misconceptions of the O-I super-heavy tank. Post-war speculations about the mysterious O-I resulted in that it was commonly accepted that there were at least two variants of the tank:

  • 100 ton O-I, 3 turrets, built in 1941-1943 (known in-game as "O-Ni")
  • 120 ton O-I, 4 turrets, built in 1944 and shipped to Manchuria. (known in-game as "O-Ho")

The 120 ton O-I supposedly mounted a 105 mm gun on it's main turret, had two turrets in front and one in back, and up to 200 mm thick armor.

However, with more information now available to public, it is known that all of this is false, and that there is only one version of the O-I - the 150 tonne O-I with 15 cm howitzer (with prototype being "only" 97 tons, as it lacked turrets, main armament and additional 75 mm armor plates). The 100 ton O-I is based on misleading information of the O-I combined with it's design being based on very early sketch of the O-I.

It is however interesting to note how the information of the O-I 120t came up. It has been mentioned on multiple ocassions that it was supposedly "shipped to Manchuria in 1944" and "had 200 mm armor" - neither of these fitting the description of the O-I. It is possible that this misleading information might actually refer to Type 4/5 super-heavy tanks that may have existed, as a turret that possibly was originally meant to be used on these tanks was used in Manchuria on a bunker.


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.

* O-Ho is based on the drawings from the book “Imperial Japanese Army Ground Weapon Guide 1872-1945”. Unlike the drawings of "O-I 100t", which is what the tier 7 Japanese heavy tank O-Ni is based on, the dawings of the "O-I 120t" has basically no basis on them; they are *purely* based on false information and rumors. Due to this, the O-I 120t/O-Ho never actually existed.
  • In-game name is incorrect. The name "O-Ho" means "fifth (super) heavy tank". There however are no third and fourth super-heavy designs, as the O-I was the first and the Type 4/5, if they existed, the second design. If the O-Ho actually existed, a more realistic designation would be "O-I III" (as the both O-I 100t (O-Ni) and O-I 120t are based on designs that were earlier designs than the Type 4/5, they most likely would have been referred as "altnerate" designs to the O-I - O-I 100t and O-I 120t as O-I II and O-I III, respectively).


Sources and External Links

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 VIIIGonsalo VIIICaernarvon VIIICaernarvon Action X IXFV4201 Chieftain Proto 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 VIIIIS-3A Peregrine 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
ja:Tank:J27 O I 120