Type 16 (P)

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This page is about the Japanese light tank Type 16 (P). For other versions, see Type 16 (Family).
jp_type_16_mcv_prot.png
GarageImage Type 16 (P).jpg
ArtImage Type 16 (P).png
Type 16 (P)
AB RB SB
9.3 9.3 9.3
Class:
Research:190 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

The Type 16, Prototype or more specific MCV Prototype No.3 (99-0292) was the third out of 4 prototypes towards the Type 16 MCV. It differs from the production model of the Type 16 MCV in some aspects, such as the shape of the turret, the gun mounting, and the chassis. It was tested by the JGSDF from 2014 to 2015, along with the other three prototypes, before the final design was approved and mass production began in 2016.

It was introduced in Update "Drone Age". Being a fast, wheeled vehicle, it can traverse the map at high speeds, using Gen 3 thermals with a laser rangefinder to acquire targets on the fly making quick work on flanks and long range. The Type 16 also provides a laser warning system, which can be used to evade long-range shots if the driver responds to it with the mobility the Type 16 offers on top of smoke grenades which can be used to hide from helicopters.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
LWS
Notifies about the vehicle's exposure to laser emissions
Armourfront / side / back
Hull35 / 25 / 20
Turret25 / 25 / 15
Crew4 people
Visibility113 %

Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.

Armour type:

  • Rolled homogeneous armour
  • High Hardness rolled armour
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Hull 35 mm 15 mm Top
15 mm Bottom
15 mm 15 mm
Turret 25 mm Turret front
20 mm + 40 mm Gun mantlet
25 mm 15 mm 15 mm
Cupola 25 mm 25 mm 25 mm 15 mm

Notes:

  • Wheels are 10mm thick, suspension bars are 10mm thick.
  • Belly armour is 15mm thick.
  • Turret composite screen is 200mm thick.

Mobility

Speedforward / back
AB111 / 41 km/h
RB and SB100 / 37 km/h
Number of gears5 forward
2 back
Weight26.0 t
Engine power
AB1 088 hp
RB and SB570 hp
Power-to-weight ratio
AB41.8 hp/t
RB and SB21.9 hp/t

Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 111 41 26 883 1,088 33.96 41.85
Realistic 100 37 504 570 19.38 21.92

Modifications and economy

Repair costBasic → Reference
AB3 169 → 5 361 Sl icon.png
RB3 316 → 5 610 Sl icon.png
SB3 841 → 6 498 Sl icon.png
Total cost of modifications160 800 Rp icon.png
266 400 Sl icon.png
Talisman cost2 600 Ge icon.png
Crew training150 000 Sl icon.png
Experts520 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces950 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 160 / 210 % Sl icon.png
220 / 220 / 220 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
330 Ge icon.png
Mods new car suspension.png
Suspension
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods new tank break.png
Brake System
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods new tank filter.png
Filters
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
530 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods new tank engine.png
Engine
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 000 Rp icon.png
Cost:
11 000 Sl icon.png
330 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 900 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods tank reinforcement jp.png
Crew Replenishment
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
530 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
330 Ge icon.png
Mods tank ammo.png
105mm_NATO_APDS_FS_ammo_pack
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
330 Ge icon.png
Mods tank ammo.png
105mm_us_M416_Smoke_ammo_pack
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
330 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods airstrike.png
Airstrike
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods thermal sight.png
NVD
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
310 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
530 Ge icon.png
Mods scouting.png
Improved optics
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
530 Ge icon.png
Mods art support.png
Artillery Support
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods counterMeasures.png
LWS/LR
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods tank ammo.png
105mm_usa_M735_APDS_FS_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition40 rounds
First-order15 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-6° / 15°
Main article: JSW (105 mm)

Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: {{main|Name of the weapon}}. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.

105 mm JSW Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 40 -6°/+15° ±180° Two-plane 28.6 39.5 48.0 53.1 56.5 8.71 7.70 7.10 6.70
Realistic 17.9 21.0 25.5 28.2 30.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Type 91 HEATFS 400 400 400 400 400 400
Type 75 HESH 127 127 127 127 127 127
M735 APFSDS 292 291 284 275 266 257
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
Type 91 HEATFS 1,150 9.4 0.05 0.1 1.57 65° 72° 77°
Type 75 HESH 760 10.8 0.1 4 3.89 73° 77° 80°
M735 APFSDS 1,501 3.72 - - - 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Screen radius
(m)
Screen deploy
time (s)
Screen hold
time (s)
Explosive mass
(TNT equivalent) (g)
M416 732 11.6 16 5 25 50

Ammo racks

Ammo racks of the Type 16 (P)
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty*
4th
rack empty*
Visual
discrepancy
40 25 (+15) 16 (+24) (+32) (+39) No

Note:

  • The 3rd and 4th racks serve as first-stage ammo stowage.

Machine guns

Ammunition1 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-8° / 60°
Horizontal guidance-150° / 160°
Ammunition3 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate701 shots/min

The Type 16 has an additional 7.62 mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.

12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 1,000 (200) 577 -8°/+60° -150°/+160
7.62 mm Type 74
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 701 N/A N/A

Usage in battles

General Playstyle

Like most light tanks at top tier, you are extremely mobile and capable of pulling off some early flanking attacks on the enemy, weakening them and possibly slowing them down while your MBT allies crawl to your position and mop up any remaining enemy armour. Additionally, the Type 16 possesses an extremely good combination of optics: you have access to both thermals and night vision as well as a nice zoom of 4.0x all the way to 13.3x which makes it an excellent sniper. The Type 16 also provides you with a laser warning system/range finder combo package which makes it easier to tell if you have gained the attention of any enemy tanks during your expedition into the wilderness.

Realistic Battles

In RB, it is best to use your speed either to flank the enemy in order to snipe and scout them or reach a nice camping spot in hopes of delaying their advance, ideally near a choke point in the map where they will be bunched up and find it hard to manoeuvre once they notice you, slowing them down just a little bit more. You serve a vital role in matches as any amount of time the enemy team spends dealing with you they also spend ignoring your allies and the capture points, delaying actions should be a priority even above killing as a dead tank can respawn and head elsewhere whereas you need to waste as much of their time as possible, knocking out engines and damaging tracks as well as scaring them via destroying their barrel (which almost always leads to the enemy running back behind friendly lines so they waste time prior to repairing) is all fair game, the more annoying you are the more likely your team will have the time needed to gain the upper hand and win. A final note, this vehicle can if needed brawl for a little while due to its lack of armour and the decently spaced crew layout but it should be your last resort both due to overpressure being an extreme danger and the fact that other light tanks like the BMP family will chew through the sides of the Type 16 with ease and quickly knock out the crew in close quarters. If at all possible, avoid brawling and use your speed to reposition and continue the fight at a distance. On city maps, try to run and get behind the enemy for quick ammo racks and engine fires.

Arcade Battles

In AB, your ability to flank is hampered by the different visibility mechanics, so it may be best to put lots of obstacles such as buildings or terrain between you and any enemy tanks while driving around the map in order to avoid this issue until your ready to strike. If the map lacks such terrain features, then you can also resort to acting as a support vehicle and stay with your teammates, using them as armour and providing fire support in addition to providing help with repairing all the breaches that are often damaged during top tier battles. Finally, being a scout tank makes you rather ideal for air support so whenever possible (and when it's safe) use it to help out allies in other parts of the map, your tank is fast but it can't be in two places at once, the air units you bring in can fix that little problem and can provide the much needed assistance your allies were lacking leading to a higher chance of winning the match.

Pros and cons

Pros:

  • Fast, with a great acceleration
  • Quick turret traverse speed
  • 3rd thermals for gunner and commander sights
  • Immune to .50 cals from the front
  • Decent APFSDS
  • Good zoom of 13.3x

Cons:

  • Weak armour and little survivability
  • Stabiliser disables at high speed
  • APFSDS has little spall

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins
Videos

See also

Related development
Other vehicles of similar configuration and role

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Mitsubishi Heavy Industries Ltd. (三菱重工業株式会社)
Ground Vehicles 
APC  Type 60 · SUB-I-II
IFV  Type 89
MCV  Type 16 (P) · Type 16 (FPS) · Type 16
RCV  RCV (P)
SPH  Type 75 · Type 99
SPAAG  Type 87
Main Battle Tanks 
Type 61  ST-A1 · ST-A2 · ST-A3 · Type 61
Type 74  ST-B2 · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90  Type 90 · Type 90 (B)
Type 10  TKX (P) · TKX · Type 10
Air Vehicles 
Jet Fighters 
F-86  F-86F-30 ▅* · F-86F-40 ▅* · F-86F-40 JASDF▅*
F-104  F-104J*
F-1  T-2 Early · T-2 · F-1
F-4  F-4EJ Phantom II* · F-4EJ ADTW* · F-4EJ Kai Phantom II*
F-15  F-15J* · F-15J(M)*
Naval Vehicles 
Patrol Boats (PT) 
No. 7 class  PT-8 (PT-808)
No. 11 class  PT-15 (PT-815)
Destroyers (DD) 
Harukaze-class  JDS Harukaze (DD-101)
Ayanami-class  JDS Ayanami (DD-103)
Murasame-class  JDS Murasame (DD-107)
  MHI's shipyards are positioned in Kobe, Nagasaki, and Shimonoseki
  * Licensed Production / Variants
See also  Mitsubishi Aircraft Company (1928-1945) · Mitsubishi Heavy Industries Ltd. (1938-1945) · Mitsubishi Shipbuilding Company (1884-1945)
  North American Aviation · Lockheed · McDonnell Aircraft Corporation

Japan light tanks
Type 89  I-Go Ko
Type 95  Ha-Go · Ha-Go Commander
Type 98  Ke-Ni
Other  Ka-Mi
IFV  Type 89
RCV  Type 87 RCV (P) · Type 87 RCV · RCV (P)
MCV  Type 16 (P) · Type 16 (FPS) · Type 16
USA  ▅M24 · ▅M41A1