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Japan Ground Forces Review in War thunder New Power 2.1 Update /IN WORK/

Hello there all, I'm here to help clarify and survey the entirety of Japan's ground vehicles as of the 2.1 Update. This will generally be an in advancement direct with some minor to significant detail on explicit tanks from Rank I to Rank VII. I will give a valiant effort to precisely depict every vehicle just as a few line-ups for sufficient fight appraisals. I will try not to really expound on the majority of the air uphold choices except if there are some particular components to address. If it's not too much trouble let me know whether there are any subtleties you might want me to add anytime!


Presentation and Disclaimers


Before I start with this guide I might want to express that I will endeavor to give precise data that is fully informed regarding the current form of War Thunder. I might likewise want to introduce by saying I just have around 2000 hours of in game time, the vast majority of which is air sensible and ground powers practical so I will reference all ascribes in Realistic Battles mode. I will make an honest effort to give both base and aced details for all group related parts of these vehicles. Ultimately.


tier 1 (1.0)


I-Go Ko


BR: Reserve


Deadly implement


The I-Go Ko is one of the two save Japanese tanks accessible toward the beginning of the tree. It uses the both a Type 90 57 mm gun fit for discharging both an APHE round just as a HEAT round and a 6.5 mm frame mounted frontal automatic rifle. Regardless of the apparently huge type firearm the APHE round is just useful for around 21 mm of pen nearby other people while the HEAT round is fit for 55 mm at all distances. With its reload speed of around 4.0 seconds (3.3 Aced Crew) it very well may be very lenient on missed long reach shots, not that you should be taking numerous because of its short barrel and apparently conflicting execution. Its 23.0 deg/sec turn speed and weapon melancholy of - 15/20 deg give it nice turret portability.


Portability and Armor


The I-Go Ko flaunts practically non-existent shield the majority of which is just 17 mm - 25 mm in compelling thickness for what it's worth, including frontally. The motor has a maximum speed on streets of around 30 km/h with 4 pinion wheels and 4 km/h in converse with just 1 stuff. The tanks tall and earthy colored profile make it extremely simple to spot and its defensive layer (or absence of) makes it much simpler to murder. Ammunition is put away around focus of mass carefully in the body making it simple to explode on a middle body shot. With just 4 team focal in the tank, about each shot on this tank with any 20 mm or bigger round will bring about some type of end for the group, also some assault rifle rounds can destroy it too in a portion of its more vulnerable parts.


Strategies


The I-Go Ko isn't especially acceptable in any perspective, in any event, for a save tank its reasonably disappointing. That being said it can make itself helpful gratitude to its HEAT shell and handle some thicker targets when it gets a situating advantage.


Survey


Masters


Great HEAT round


Free! (Save Tank)


Nice turret navigate


Cons


Huge profile


non-existent reinforcement or security


firmly stuffed group


Generally speaking Rating


2/10


Skip it! or then again don't! Its simply a save, yet some of the time holds games can be entertaining!


Ke-Ni


BR: Reserve


Weapon


The Ke-Ni is the other of the two save Japanese tanks accessible toward the beginning of the tree. It uses the both a Type 100 37 mm gun fit for shooting an APHE round and a 7.7 mm coaxial frontal Type 97 mg. The APHE round is just useful for around 44 mm of pen nearby other people and 32mm at 1 km, nothing excessively great except for its gag speed of 700 m/s makes it simple to use at range. With its reload speed of around 4.0 seconds (3.3 Aced Crew) pretty norm for hold tier. Its 26.6 deg/sec pivot speed and firearm despondency of - 15/18 deg give it an alright turret cross speed.


Portability and Armor


The majority of the Ke-Ni is reinforced with around 16 mm of moved homogeneous shield with its greatest thickness at around 21 mm on one or the other side of the drivers port. It brags a pleasant maximum velocity around 50 km/h makes it a great tank to push ahead rapidly and position yourself for a snare. It team is firmly pressed a lot of like the I-Go Ko, anyway the Ke-Ni just holds 3 group individuals. This tank won't endure anything connecting much of the time, except if your rivals looks the side of you round-ish turret.


Strategies


This is a pleasant snare and chipping tank for tenderfoots, you clearly wont endure substantially more than a little stone hitting your frontal covering, yet its weapon with respectable entrance and APHE filler will generally end any tank you see around 1.0.


Audit


Professionals


Quick


Fair APHE


Modest! (Hold)


Cons


No defensive layer


Pressed team


By and large Rating


5/10


The Ke-Ni is a great save tank with a lot of potential to assist players with figuring out how the majority of Japan will feel not far off. It is an incredible small learning tank for more up to date players and can shield itself in an alright number of circumstances.


Ha-Go/Ha-Go Commander


BR: 1.0




Combat hardware


The Ha-Go is the principal non-hold tank for japan at a BR of 1.0. The Ha-Go has both a 37 mm Tyoe 94 gun with an APHE fired just as a 7.7 mm body mounted turret. The primary type weapon is wretched just recovered by its brisk reload of around 4 seconds (3.3 aced) with as it were


33 mm - 22 mm of pen at near medium reaches meaning it may struggle with certain objectives. It has both navigate velocities and height limits like the I-Go Ko with 25 deg/sec and-15/20 deg rise. There's truly very little more to tell about this tank as its genuinely dull in many viewpoints and I would prefer not to burn through your time. The solitary distinction (supposedly) between the Ha-Go and its exceptional "Leader" variation is the 66 mm smoke explosive launcher equipped on the Ha-Go Commander.


Versatility and Armor


Should be a record on rehash, greatest reinforcement thickness of the upper front plate is around 24 mm and wherever else is around 16 mm meaning its a serious vulnerable objective. Its group is, once more, firmly pressed and comprising of 3 team individuals. This winds up being very average of low BR tanks for Japan. It has a maximum velocity of some place almost 54 km/h and again just has 1 converse stuff around 5-6 km/h.


Strategies


As lacking as it could be, the Ha-Go can be an incredible snare tank giving your shooting first and at short proximity. Its quick reload can help dispatch different targets rather rapidly.


Survey


Experts


Incredible speed


Smoke explosive launcher on Ha-Go Commander


Cons


Feeble shield


Squeezed team


Helpless primary weapon


In general Rating


1/10


The Ha-Go was genuinely not a great encounter as another player and can even be dispiriting to fresher players who may consider japan to be a frail country based off their first experience. I would skirt this one.


Ka-Mi


BR: 1.0



Weapon


The Ka-Mi is the principal fun and extraordinary tank in tier 1 of Japan. It has both a 37 mm Type 1 gun with two APHE rounds to browsed (Type 1 and Type 94) the better being the Type 1 with a muzzel speed of 800 m/s and around 52 mm - 39 mm of pen at short to medium ranges just as 3x 7.7 mm automatic rifles (1 coaxial, 1 on structure and 1 on turret). This gun holds up very well underneath 1.7 and once in a while even 2.0 and can harm even the bigger tanks at this BR. It has a somewhat longer reload of about 4.5 seconds (4.0 aced) and a marginally more slow cross speed of just shy of 20 deg/sec with rise - 10/24 deg. Generally a respectable deadly implement.


Versatility and Armor


Presently the defensive layer on the Ka-Mi is slender much like its archetypes, anyway its likewise VERY square shaped. most any shot will wipe our your group of 4 and exploding your ammunition. Its motor is incredible with a greatest speed of 44 km/h. Ultimately, it is additionally one of only a handful few tanks in game fit for leaking untamed water and can coast clearing a path for some pleasant strategies on specific guides.


Strategies


The Ka-Mi's incredible firearm make it very adaptable in practically any job and I won't secure it to one since its about normal at all of them. It is a significant huge objective so hope to be seen effectively at all distances. The land and/or water capable part of this tanks can be utilized to position in some helpful areas on guides with trenches or lakes/sea shores.


Survey


Experts


Incredible gun


Land and/or water capable


Enjoyable to play


Cons


Feeble reinforcement


Squeezed team


In general Rating


6/10


One of the best time tanks in tier 1 for Japan. Energetically prescribe utilizing this tank to advance right off the bat.


tier 1 (1.3 - 2.0)


Ho-Ro


BR: 1.3



Weapon


The Ho-Ro is a tank destroyer equipped with a 150 mm Type 38 howitzer and a solitary 7.7 mm automatic weapon on the rooftop. The Main gun can shoot either a Type 92 HE round or a Type 95 APHE round at 290 m/s, the two of which are all that anyone could need to demolish about any objective you'll see at this BR. It has a pretty moderate turret navigate of 5.2 deg/sec and a wretched reload of around 23 seconds (20 aced). In general this tank destroyer has perhaps the best weapon for Japan at tier 1.


Portability and Armor


The Ho-Ro again has practically no shield, maximizing frontally at close to 28 mm close to the team. Hope to be one-shot by most adversaries and destroyed by about any SPAA truck that sees you. The greatest issue with the Ho-Ro is its open top plan, making you excessively defenseless to little arms fire from planes or flanking tanks. This tank additionally experiences Packed Crew Syndrome Lastly, it finishes out around 40 km/h with 4 km/h in opposite and handles about normal for a tank destroyer.


Strategies


This tank has an astonishing weapon however a genuinely low speed, it performs best at medium reach with some type of strong or visual cover from adversaries. Keeping around 400 - 600 meters from your objective is the best method to use the Ho-Ro.


Audit


Stars


Extraordinary gun


Enjoyable to play


Cons


Frail shield


Squeezed team


Slow reload


Open top


Generally speaking Rating


7/10


Derp weapons are such a huge amount of fun at a low BR and this tank destroyer is only that, FUN!


Chi-Ha


BR: 1.3



Weapon


The Chi-Ha is equipped with a 57 mm type 97 gun with a brisk reload of 4.3 seconds (3.3 Aced) fit for discharging both an AWFUL APHE shot and a HEAT shell fit for experiencing up to 55 mm of armor.it has an unremarkable cross speed of 12.6 deg/sec and is generally exceptionally dull in many angles.


Portability and Armor


Again we have practically nonexistent reinforcement other than a modest quantity around the principle gun offering aroung 35 mm of security. This tank has a maximum velocity of 40 km/h and 4 km/h in opposite with an enormous profile. The group is scarcely scattered enough to allow you to endure most shots to the turret however not the structure.


Strategies


By and by I think this tank plays like the Ha-Go significance its awful at about everything except for can trap when situated accurately. You can likewise use your HEAT shell to dispatch some heavier clueless tanks.


Audit


Professionals


Warmth shell at low BR


Cons


Frail defensive layer


Squeezed group


Powerless APHE


By and large Rating


1/10


If it's not too much trouble skirt this tank, it is in a real sense the most exceedingly awful tank I've ever played at Tier 1 for any country other than France. This tank is pretty horrendous in many viewpoints.


Type 94


BR: 1.3



Combat hardware


The Type 94 is Japan's just SPAA at tier 1 with a solitary Type 98 gun with both an AP and HE belt accessible that has a gag speed of around 950 m/s. This gun is stunning aside from its one defect of not having the option to shoot straightforwardly advance. Its AP-T best can pen from 48 mm - 37 mm at near medium reach, effectively to crash most tanks at its BR in some cases even frontally.


Versatility and Armor


This SPAA is very quick and very simple to drive. It can accomplish a maximum velocity of around 60 km/h which is more than quick enough at a low BR. Notwithstanding, It fundamentally has no defensive layer as you would anticipate from a truck, so shoot first and try not to go anyplace and you'll be fine.


Strategies


This SPAA dominates at flanking and ambushing yet isn't excessively incredible at bringing down air targets. Taking care of your responsibility as a SPAA isn't unimaginable, yet its very troublesome with a solitary 300 round/min firearm. This tank does best as a help function to your group through managing flankers or securing a cap point.


Audit


Aces


Extraordinary AP-T Belt


Can slaughter most tanks even frontally


Very quick


Cons


Can't fire straightforwardly advance


Effortlessly slaughtered


Essentially no protective layer


Generally speaking Rating


9/10


Hands down the best vehicle in all of tier 1 japan in spite of being a SPAA. This truck will without a doubt net you the greater part of your murders from the beginning in the event that you play it right.


Chi-Ha Kai


BR: 2.0



Deadly implement


This rendition of the Chi-Ha has an indistinguishable structure to the ordinary Chi-Ha however is equipped with a 47 mm Type 1 gun like the Ka-Mi. This gun is, as expressed previously, genuinely great with its Type 1 APHE round that can infiltrate up to 70 mm at short proximity. it has a quick reload speed of 4.3 seconds (3.3 aced) and a normal cross speed of 12.8 deg/sec. In general not a terrible combat hardware.


Versatility and Armor


Once more... we have practically nonexistent defensive layer other than a modest quantity around the principle gun offering aroung 55 mm of assurance this time. This tank has a maximum velocity of 40 km/h and 4 km/h in converse with an exceptionally huge profile. The team is scarcely scattered enough to allow you to endure most shots to the turret however not the body in addition to an extra group part to absorb more shrapnel.


Strategies


This tank plays like the Chi-Ha meaning its terrible at about everything except for can trap when situated accurately. You can likewise use your great APHE shell to dispatch some heavier tanks.


Survey


Experts


Great APHE


Cons


Feeble covering


Cramped team


Generally Rating


5/10


Very great firearm compensates for it being awful at about everything else except other than that, this tank isn't acceptable at much else. Very regular of Japan at this low BR.


tier 1 Premiums


Fast note: I wont incorporate the Ha-Go Commander here as I canvassed it in the typical Tier 1 (1.0) area.


Ro-Go


BR: 1.3



Deadly implement


The Ro-Go is an excellent medium tank equipped with both a 70 mm Type 94 gun and a 37mm Type 94 cannon.The 70 mm weapon has a HE, APHE, and HEAT round with the HEAT round being the best with around 80 mm of entrance at a speed of just 200 m/s. The 37 mm gun discharge just APHE with around 37 mm - 28 mm of infiltration at typical reaches that contains Picric Acid and has a gag speed of 575 m/s. Both of these guns can turn openly at the front 180 deg of the tank and the 70 mm can pivot an entire 360 deg. In conclusion, the principle firearm has a pretty quick reload of about 5.2 seconds (4.2 Aced) and an ABYSMAL 5.2 deg/sec navigate speed.


Portability and Armor


The Ro-Go has marginally more reinforcement than the greater part of Japan's tanks, maximizing frontally at in excess of 35 mm in many places yet is SEVERLY FLAT. With 6 team individuals, this tank can endure a shot or two and continue going by and large. This tank is VERY delayed at an incredible max speed of 23 km/h and an absolutly monstrous profile to be seen by anybody with at any rate one eye.


Strategies


This tank has a genuinely normal combat hardware yet some good defensive layer which implies it can play more agressive than most Japanese tanks. It is in no way, shape or form a vigorously reinforced tank, yet you will make due in any event 1 or 2 shots prior to going down. On the off chance that the open door introduces itself, terminating BACKWARDS having the back of the tank confronting the foe will allow you MUCH greater survivability.


Survey


Experts


Normal primary weapon


OK protective layer


Bunches of team


Quick reload


Cons


Huge objective


Slow speed


Slow navigate speed


Generally Rating


5/10


As I would like to think, this tank isn't worth 1370 GE using any and all means. Its exhibition is normal, best case scenario, however in case you're a gatherer, put it all on the line. It fits well into a 1.3 arrangement yet once more, I don't trust it merits the expense.


Chi-Ha Short Gun


Disclaimer: I realize this is in fact a Tier 2 vehicle, however its 1.3 BR and comparative skeleton to the Chi-Ha warrant it at a Tier 1 status.


BR: 1.3



Combat hardware


The Chi-Ha Short Gun is an excellent medium tank with a 120 mm naval force short weapon fit for shooting a Short Ordinary 120 mm HE round with 31 mm of entrance at a speed of 290 m/s. It has an AWFUL navigate speed of 5.1 deg/sec however an extraordinary reload speed of 13 seconds (10 spaded) for quite a huge type gun.


Portability and Armor


Allude to the next 2 Chi-Ha shield areas, It is flimsy, frail and the 5 group individuals are so firmly pressed you'll doubtlessly bite the dust in a solitary shot to the structure. It has a maximum speed of 40 km/h and a converse speed of 5 km/h.


Strategies


This is to a greater extent a joke tank as it can struggle slaughtering a few tanks with its HE round. In general, use it as a help tanks and keep your partners close. Focus on feeble focuses to make sure about more murders.


Survey


Experts


Totally enormous HE round


Nice reload for huge type


Cons


Feeble protection


Excessively moderate navigate speed


By and large Rating


This tank is important for an amateurs bundle with fair worth. I would prescribe purchasing the bundle contradicted to the tank without help from anyone else. I appreciate the tank and its enjoyable to play with a gathering.


tier 1 Air Support


F1M2


BR: 1.0



Outline


At 1.0, the F1M2 is one of the just (really may be THE lone) plane fit for conveying any sort of payload. That being stated, it just approaches two 60 kg bombs with a little harm span of around 2 meters. To put it plainly, this is truly one of your lone decisions.


Ki-10 Series


BR: Reserve - 1.0



Outline


The solitary other save and 1.0 planes accessible to Japan are the Ki-10 line (counting the Ki-10 II C). These planes are powerless, slow, and have an abandoned deadly implement. Be that as it may, it's your solitary decision and can manage different warriors reasonably effectively because of its mobility.


Ki-32


BR: 1.3



Outline


Moving into 1.3, the Ki-32 is a truly able light plane with a fair payload of 4x 100 kg bombs with a more satisfactory shoot range of around 3 meters. It is still moderate, frail, and has a wretched protective and hostile weapon, yet it can take care of business.


D3A1


BR: 1.3



Rundown


The D3A1 is most likely my most loved "plane" at this BR. It's fast to move, packs a 250 kg bomb that has a fabulous time range of 5 meters, and can give a few warriors a nice test in a canine battle. Notwithstanding all these incredible properties it actually comes up short on such a feasible protective deadly implement other than a solitary 7.7 mm turret and does not have any defensive layer.


tier 1 Lineups


Disclaimer: For my arrangements, I do like to have both a contender and a nearby air uphold plane accessible. This is 100% redundant, it is simply an issue of inclination. I wont be covering the contenders I use inside the guide yet I will make all progress uphold planes I use or would utilize.


1.0 Lineup



Audit


In short this is, as I would like to think, the best (and just) 1.0 setup you can make for Japan. Japan has a great deal of need gloss tanks in tier 1 (and some in tier 2) so its not shrewd to stay down in tier 1 for a really long time.


1.3 Lineup



Survey


Japan has a good time tanks at 1.3 and some better air uphold too. This setup is significantly more fun than the 1.0 arrangement and will presumably move you up to tier 2 a lot quicker than staying with 1.0.


tier 2 (1.7 - 2.0)


Ta-Se


BR: 1.7



Weapon


The Ta-Se is Japan's just SPAA at tier 2 with a solitary Type 98 gun with both an AP and HE belt accessible that has a gag speed of around 950 m/s. The Ta-Se can fire every which way meaning it is a huge move up to the Type 98 regarding turret abilities. Its AP-T best can pen from 48 mm - 37 mm at near medium reach, effectively to crash most tanks at its BR from side and back shots, however generally not from the front. It has a brisk cross speed of around 32 deg/sec and is a serious agreeable tank at its BR.


Portability and Armor


The Ta-Se is quick with a maximum velocity of 45 km/h yet frequently in game it can accomplish higher rates. Its protection is all approximately 10 mm - 12 mm thick, which means you will pass on to about any principle type shell and MGs will make speedy work of you because of dainty defensive layer and an open top plan.


Strategies


Sitting at a BR of 1.7, it is difficult to plan a whole setup around this vehicle without utilizing every 1.3 tank. At the point when combined with tanks of BR 2.0 or higher, this tank will perform inadequately both as SPAA and really murdering tanks frontally. Consequently, I would prescribe to NOT utilize this tank for any job other than chipping or real AA jobs. Its quick and has a pleasant weapon yet can be difficult to use on air focuses because of its low shooting rate of 300 rounds/min.


Survey


Geniuses


Fast and flexibility


Nice AP belt


Cons


Frail reinforcement


Battles in up-tiers


Open top


Generally speaking Rating



The Ta-Se would be a fantastic tank if not for its high possibility at an up-tier in a 2.0 arrangement. That being said it actually is a very decent tank for flanking however less so for AA purposes.


Ho-I


BR: 2.0



Deadly implement


The Ho-I is one of the principal 2.0 tanks accessible in Tier 2 Japan. The Ho-I is equipped with a 75 mm Type 99 gun fit for shooting APHE, HE, Smoke, and HEAT shells giving it a wide cluster of shells to looked over. The APHE is dreary with a greatest entrance of 43 mm at 450 m/s while the HEAT shell can infiltrate up to 90 mm of shield at 350 m/s. The Ho-I has a more slow cross speed of about 11.6 deg/sec and a reload season of 7.7 seconds (5.9 aced).


Portability and Armor


The Ho-I has at greatest around 50 mm - 55 mm of frontal shield meaning most countries with a respectable APHE round can chop directly through you and down each of the 5 of your group with one focus mass shot. With a maximum speed of around 45 km/h, this tank has some good portability and can get to some nice areas on the guide before some heavier tanks. In conclusion, The group dispersing is non-existent significance OHKs are genuinely normal in this vehicle.


Strategies


Utilizing the Ho-I adequately is to some degree a test for most unpracticed big haulers even still for certain veterans. Its not especially great at anything besides rather has a respectable EHAT round for managing German SPGs and a few tanks like the B1 bis/ter. This tank serves well at distance or in flanking course with some type of reinforcement.


Survey


Masters


Great gun and shell choice


Great speed


Cons


Feeble defensive layer


Slow turret navigate


Squeezed team


Generally speaking Rating


5/10


This tank is actually a skip for a great many people however it helps make a good 2.0 arrangement. Its admittance to a wide cluster of shells makes it very flexible for quite an early tank.


Ho-Ni I


BR: 2.0



Weapon


Presently we're getting into the genuine qualities of the Japanese tech tree. The Ho-Ni I is the main Tier 2 tank destroyer accessible at a BR of 2.0. This tank has a flat out MONSTER of a gun; a 75 mm Type 90 gun. This gun approaches an INCREDIBLE APHE shell with 92 mm of entrance at 500m at a speed of 668 m/s, which means it can destroy ANY tank at this BR. It has a generally excellent reload speed of 7.8 sec (6.0 aced) and a moderate turret navigate of 13.7 deg/sec restricted to around 25 deg of the tanks place line.


Versatility and Armor


This is a genuinely versatile tank destroyer with a maximum velocity of around 40 km/h and a solitary opposite stuff at 4 km/h. This tank again utilizes a Chi-Ha skeleton meaning it has exceptionally feeble structure security and its open top Tank destroyer turret is a long way from heavily clad with just a limit of 25 mm of shield. Of the 3 team individuals, 2 are situated behind the turret meaning a solitary APHE or even HE shell to the firearm will rapidly obliterate this tank.


Strategies


This tank dominates at distances of around 400 - 1000 meters. It has an extremely exact firearm with a high gag speed, respectable speed, and an extraordinary reload speed.


Audit


Professionals


Awesome primary gun


Great speed


Cons


Open top


Frail shield


Generally Rating


8.5/10


Effectively probably the best tank at this BR, just outclassed by its overhauled model. An absolute necessity play for Japan.


tier 2 (2.3 - 3.3)


Chi-He/Chi-He (Premium)


BR: 2.3



Combat hardware


The Chi-He is an immediate move up to the Chi-Ha bragging a few redesigns however none which are to the primary weapon. The Chi-He has a similar fundamental gun as the Chi-Ha Kai with similar insights on all shells. The lone distinction in the two turrets is more reinforcement and a more slow navigate speed of 9.8 deg/sec and a reload pace of 4.3 seconds (3.3 aced).


Portability and Armor


The Chi-He has a redesigned structure with frontal plates of somewhat (and ineffectively) calculated RHA giving around 55 mm of defensive layer, best case scenario. The turret likewise has an extra 25 mm plate welded around the gun break giving it a powerful thickness of around 50 mm. The Chi-He is very versatile with a maximum velocity of 43 km/h forward and a superior converse stuff equipped for 8 km/h. Once more, the reinforcement wont shield you from numerous APHE rounds of the USSR and comparative countries, yet its team of 5 with better dividing will keep you from getting 1 shot now and then.


Strategies


This tank, like the Chi-Ha Kai, serves best in a help job. It is one of only a handful few tanks Japan approaches at this BR that CAN do a touch of fighting gratitude to its speedy reload and incredible APHE round. That being stated, it performs best with partners close by and its this sides shielded from MG fire.


Audit


Aces


Same great APHE and gun


Better versatility


Cons


Powerless frontal protection


Slow turret cross


Extremely feeble side protection


In general Rating


6.5/10


I'm evaluating this just marginally higher than the Chi-Ha Kai because of its minor upgrades to the detriment of a little BR bounce. This is a very decent tank in the event that you play it right however likely requires an excess of guide information for more current players.


Ho-Ni III


BR: 2.3



Combat hardware


Prepare for the Best tank destroyer at 2.3 in War Thunder (In my assessment). The Ho-Ni III takes everything extraordinary about the Mk. I variation and improves it. This rendition of the Ho-Ni has a much quicker reload season of 7.1 sec (5.5 aced) because of its devoted 2 loaders. I wont rehash myself pretty much the wide range of various measurements as it is a similar 75 mm Type 90 gun as observed earlier.


Portability and Armor


Here's the place where the Ho-Ni III gets a greater amount of its extraordinary overhauls. First we increment the team check to 5 and add a shut lodging around the turret of the tank, making it protected from mounted guns and little arms barraging runs. Second, the shield around the firearm is expanded to 35 mm which isn't a lot however will have any kind of effect at range. Finally, it loses some speed because of the additional weight giving it another maximum velocity of 39 km/h and 5 km/h in converse. In general a pleasant overhaul.


Strategies


This adaptation of the Ho-Ni plays indistinguishable from the past form. Stay away from tight situation battle and stick to long reach tasks and you will tidy up the foe group in a matter of moments. Do be cautioned, more team = more confined you may endure more than one shot yet you will lose the greater part of your group from a shot to the encased gun.


Audit


Professionals


Extraordinary gun


Quicker reload than past rendition


Casemate turret


Cons


Slight protective layer


No automatic rifle


Generally Rating


9.9/10


This is a brilliant tank and another should use for Japan. This is 100% my #1 Tier 2 tank and it will be yours too once you get a decent vibe for it.


Chi-Nu


BR: 3.3



Combat hardware


Handyman, expert of none is an extraordinary method to portray this next tank. The Chi-Nu is the primary GOOD medium tank Japan approaches (In my assessment). Its 75 mm Type 3 gun approaches a decent APHE round that can infiltrate around 90 mm - 80 mm at normal reach. It has a decent reload speed of 7.8 sec. (6.0 aced) and a cross speed of 8.84 deg/sec. This tank experiences difficulty managing substantial tanks of the USSR and UK the same and should 100% be evaded if conceivable. NOTE: You CANNOT enter the KV-1 (L-11), Churchill, or 3-Inch firearm transporter frontally (Except for viewport on both UK vehicles). The KV-1 gun be entered ANYWHERE with your gun other than the back turret ring.


Portability and Armor


The Chi-Nu again scores about normal in this class. It has a maximum velocity of 38 km/h and 5 km/h in opposite. Its defensive layer is around 50 mm - 55 mm frontally including the turret, which means most tanks at 3.3 can enter it without any problem. With 5 group individuals, one shots are uncommon yet can happen when hit in the turret ring or sides. It is very prescribed to take close to 20 shells to keep away from ammunition stockpiling in the turret.


Strategies


This is a decent medium tank and close to that. It performs respectable at all reaches and has no significant blemishes other than frail covering. Its weapon is AMAZING and very exact however battles against heavily clad focuses because of its severe shell arrangement not having an AP round. Play style is abstract to its best job yet by and by I want to utilize it in a help function in holding stifle focuses where cover is effectively available.


Audit


Aces


Extraordinary gun