It is a distinctly mediocre anti-air piece, and another unit has to hit to finish off most planes unless if it gets a critical hit, since it just has 9 HE. The Crotale is better, but it still is a great anti-helicopter piece.Īnti-aircraft artillery is provided by the Kairyou HAWK, the standard mid-range heavy SAM, providing good anti-plane range, but slow, lacking any armor, with limited ammunition capacity at just 3 missiles, and most importantly only have 50% accuracy, making it hitting a real coin toss. In exchange, it gets 8, instead of 4, missiles, but it has to reload after firing 4. It is most similar to the French Crotale, but with the disadvantage of having 1 less HE - so it doesn't 1-shot 6 HE helicopters - and reduced accuracy, at 50% instead of 60%, as well as being 5 points more expensive. Furthermore, it is wheeled, which makes it keeping up with motorized spearheads and getting into position early completely possible for it. The Japanese do get a good anti-helicopter piece, the Tam-sam Short Arrow, which has the maximum anti-helicopter range allowable for an infrared piece - 3,325. Perhaps it is acceptable if one wants to stun a forest or town prior to attack, but it isn't nearly as good as other rocket artillery like the Chinese BM-24 or the Yugoslav Plamen.Īnti-air defense is somewhat better, although anti-plane options are strictly mediocre. The other option, the 75 MSSR, is essentially a worse Grad, very ineffective at actually killing things but decent at stunning an area. Still, for sniping enemy FOBs or CVs it is generally acceptable, and I generally take it upvetted for this to increase accuracy, and since one won't get too many of them anyway. Without a 10 second aim time FCS howitzer, one has to rely upon the 203 SP - a 203mm piece, which at least has nearly 25km range and high accuracy, but with a slow aim time and which fires just 2 shells, and which is completely pinned to a FOB by the low ammo count.
Its problem however, is the accuracy is terrible and these area bombardments are generally inefficient in Wargame. Their base 155mm howitzer, the 155mm SP, is a decent option for area bombardments, since it is rather cheap at just 60 points, with much improved range over the base M109, out to nearly 19 kilometers, and low supply cost. The 75 MSSR is one of those units that is temptingly close to being useful, but not quiteĪrtillery is the god of war, but in Wargame, it seems the Japanese are mostly atheists, since their artillery arm is distinctly mediocre. I take 1 card of base upvetted line infantry in the 5 pointer Nana-san Shiki, 1 card of upvetted line infantry in the Hachi-kyu Shiki IFV, 1 card of upvetted Chu-MATs in the Japanese Humvee, the HMV, 1 card of base Kutei, downvetted, in the HMV, and 1 card of light infantry, upvetted, in the WAPC grenade launcher wheeled transport. Thus, I get all of my troops upvetted save for the Kutei, where 8 rather than 10 might in some circumstances offer something of a shortage, and they should theoretically be conserved, resupplied, and returned to battle with additional experience anyway. Like other 30% nations, Japan has the crucial advantage of being able to take all of its infantry upvetted, since its 30% availability bonus significantly increases the number of troops which it can field. Japan gets 8 of them upvetted, so they can be deployed extensively around the map, in tree lines and buildings, to complement AT firepower. Furthermore, it is much more accurate, at 60%, and cheaper at just 20 points. But its advantage is the massively better speed it has compared to most other ATGMs except for the newly introduced DLC ATGMs belonging to Israel and Finland. Compared to other high level ATGMs, the Chu-MAT only has medium range, 2,450, and somewhat mediocre armor penetration - 21. The jewel of Japanese infantry is the Chu-MAT, an infantry ATGM team.