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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U79203180</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-11T11:57:31Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bretagne&amp;diff=189234</id>
		<title>Bretagne</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bretagne&amp;diff=189234"/>
				<updated>2024-07-01T13:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Addition to description, filled out history section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_battleship_bretagne_class_bretagne&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Alpha Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Bretagne (Brittany) class battleships are France's first and only class of super-dreadnoughts, and the only completed French battleships to mount 34 cm guns, roughly equivalent to the 343 &amp;amp; 356 mm guns of contemporary super-dreadnoughts. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|340 mm/45 model 1912 (340 mm)}}&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:340 mm/45 model 1912 (340 mm)/Ammunition|340 mm OEA Mle 1926 HE, 340 mm OPF Mle 1912 APC, 340 mm OPF Mle 1921 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|138.6 mm/55 model 1910 (138.6 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:138.6 mm/55 model 1910 (138.6 mm)/Ammunition|138.6 mm OEA Mle 1919 HE, 138.6 mm OPF Mle 1910 SAP, 138.6 mm OPF Mle 1921 SAPBC}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|75 mm/50 Canet model 1891 (75 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
By 1910, the previously competitive French Navy was considerably behind major naval powers such as Britain, Germany &amp;amp; the USA in terms of capital ships, having not yet laid down a single dreadnought type warship whilst the Kaiserliche Marine had built 8 dreadnoughts and a battlecruiser, the United States Navy had built 6 dreadnoughts and the Royal Navy had built 10 dreadnoughts and 5 battlecruisers, and that's ignoring the additional capital ships the nations also had under construction at the time. Even the Imperial Russian Navy had four of its first dreadnought class under construction at the time and Brazil owned two dreadnoughts which Britain had finished construction of that same year. It was only in late 1910 that the first of the 4 French Courbet class dreadnoughts had been laid down, meanwhile other major powers were continually producing and planning yet more capital ships. &lt;br /&gt;
&lt;br /&gt;
In an attempt to reverse France's current naval inferiority, the government authorised an ambitious naval program in March 1912, calling for a force of 28 modern battleships to be completed within the next 8 years, starting with the new Bretagne class of 3 super-dreadnoughts, all laid down that same year. &lt;br /&gt;
[[File:BretagneClassProvence.jpg|thumb|&amp;lt;small&amp;gt;Provence, of the Bretagne class, sailing during the First World War&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To compete with the designs of contemporary battleships, the Bretagne class required 340 mm guns over the prior 305 mm of the Courbet class, but within a hull based on that of the Courbet so that it would still fit France's limited dockyards, necessitating 5 turrets rather than the 6 of the Courbet. However, the Bretagne placed all of its main turrets on the centreline, retaining the 10 gun broadside of the Courbet, which used two wing-turrets. &lt;br /&gt;
&lt;br /&gt;
The three ships of the class were completed just prior to the outbreak of the First World War, though a fourth ship ordered by Greece was never completed. The ships spent the majority of the war in port while guarding the Adriatic from potential Austro-Hungarian incursions, as well as being used to intimidate Greece, which was leaning toward supporting Germany. Through  the interwar years, the three ships received sporadic refits and conducted training cruises. During the Spanish Civil War, Bretagne &amp;amp; Provence joined non-intervention patrols off the Spanish coast. &lt;br /&gt;
&lt;br /&gt;
Following the start of the Second World War, the ships initially didn't see any action outside of escorting several convoys. However, after the Fall of France, Force H of the Royal Navy accosted the majority of the French Navy in the harbour of Mers-el-Kébir in July 1940, delivering an ultimatum which suggested various ways for the French fleet to be interned by or integrated with the Royal Navy to prevent the Axis from having any chance of seizing the ships and overwhelming the British Mediterranean Fleet. Failure to comply with the ultimatum would result in Force H attempting to destroy the French Fleet in the port, which included Bretagne and Provence. &lt;br /&gt;
&lt;br /&gt;
After several hours of negotiations, no agreement was reached and the warships of Force H initiated hostilities upon the French fleet. Within minutes, Bretagne was struck by two 381 mm shells from the third salvo of HMS Hood, HMS Resolution &amp;amp; HMS Valiant, one blasting a hole in the hull with a fiery explosion, causing flooding, and the other destroying the centre engine room. 7 minutes later, another two 381 mm shells hit, which was shortly followed by a catastrophic ammunition detonation that rocked the ship, causing it to roll over and sink. Meanwhile, Provence had begun returning fire on Force H about 90 seconds after the British opened fire, but scored no hits and was then subsequently hit by several 381 mm shells, igniting blazing fires onboard and tearing open the hull, allowing vast quantities of water to flood in, eventually sinking the ship to the bottom of the harbour. &lt;br /&gt;
[[File:BretagneMersElKebir.jpg|thumb|&amp;lt;small&amp;gt;Bretagne on fire and flooding after being struck by two 381mm shells, shortly prior to detonation&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Following the attack, though Bretagne was a lost cause, Provence was raised from the seabed. The ship was somewhat repaired and transferred to Toulon, where it stayed until being scuttled in 1942 to keep the Germans from using it. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, whilst all that had been going on, Lorraine had been interned in Alexandria since the Fall of France. In 1942, the crew of the ship decided to join the navy of Free France and the ship served as a training vessel though 1943. The ship then received a major refit before participating in Operation Dragoon of 1944 as an artillery support ship during the landings. The last action of the ship during war was the bombardment of German forts in northern France in March 1945. &lt;br /&gt;
&lt;br /&gt;
Following the war, the Lorraine became a gunnery training ship and then a barracks ship before being decommissioned in 1953 and sold to scrappers. What was left of Bretagne was raised and scrapped in 1952, while the hulk of Provence was raised and scrapped in 1949. &lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Arsenal de Brest}}&lt;br /&gt;
{{France battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:BretagneMersElKebir.jpg&amp;diff=189233</id>
		<title>File:BretagneMersElKebir.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:BretagneMersElKebir.jpg&amp;diff=189233"/>
				<updated>2024-07-01T13:39:49Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bretagne sinking during the attack&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:BretagneClassProvence.jpg&amp;diff=189232</id>
		<title>File:BretagneClassProvence.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:BretagneClassProvence.jpg&amp;diff=189232"/>
				<updated>2024-07-01T13:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provence sailing during WW1&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=186374</id>
		<title>Bravy</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=186374"/>
				<updated>2024-05-15T15:19:04Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Edits to Secondary Armament &amp;amp; Pros and Cons, added three images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_destroyer_pr56_bravy&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (Бравый; Brave, hull number 650) was one of the Project 56 Spokoinyy (Спокойный, &amp;quot;tranquil&amp;quot;) Class Destroyers with Bravy being the 56K variant with enhanced air-defence capabilities; starting in 1962, the vessel was fitted with anti-air missiles, though it was only for testing and this particular refit was never extended to any other vessels of the class. The ship was built in Mykolaiv/Nikolayev Shipyard in 1952 and joined Soviet Navy in January 1956 as one of the ships in the VMF's Black Sea Fleet. The ship was famous for having an accidental collision with the Royal Navy's Ark Royal in November 1970 with casualties onboard Bravy. The ship was later stored in Sevastopol as part of the &amp;quot;mothball fleet&amp;quot; (reserve fleet) and eventually broken up for scrap in 1987. &lt;br /&gt;
&lt;br /&gt;
The Bravy was introduced in [[Update &amp;quot;La Royale&amp;quot;]] as the first Soviet ship to receive SAM for air-defence and the first bluewater vessel with guided missiles, although the installation of the Volna-M (Волна, &amp;quot;''wave&amp;quot;'') came at the cost of removing a main turret and AA mounts at the aft, as well as the vessel having a relatively slower top speed than other ships of her class. Bravy is now a fearsome, anti-aircraft destroyer which can blow aerial targets into pieces with its varieties of weapons on board; either by the traditional guns or the latest SAMs of its era. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Although still being one of the family of Project 56 Destroyers and sharing mostly identical protection, Bravy has some distinctive features to other ships of its class. The most noticeable difference is the rear superstructure housing the Volna-M (Wave-M) SAM systems and its carousel autoloader, giving it the suffix K in its project number. Due to the system occupying where the aft turret once was, Bravy now only has one SM-2-1 twin 130 mm turret at the bow; the rearranged superstructure also removed the aft quad 45 mm autocannon and now only has 3 turrets of such onboard, and only one quintuple torpedo launcher. At such, Bravy has overall inferior firepower to other ships of its class, though the addition of the RBU-2500 mortars give the ship an ace card at extreme close range. Be extra careful to evade oncoming shots, due to the cramped spaces at the bow with abundance of ammunitions. &lt;br /&gt;
&lt;br /&gt;
Although the large missile carousel is mostly over the waterline and you would assume it to be a huge weak spot, it is surprisingly resilient to detonation. The ship may frequently see inbound fire striking the aft of the ship and not causing any missiles to explode.&lt;br /&gt;
&lt;br /&gt;
Like other Project 56s, the turrets, bridge and funnel are covered by anti-shrapnel armour ranging from 6-10 mm thickness; it is nowhere sufficient to stop direct shots from enemy ships, but at least it will give the Bravy some chance to survive shrapnel from enemy HE shells.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Same as other Project 56s, the ship is propelled by 4 GTZA TV-8 steam turbine engines; but due to the new systems and extra superstructure onboard, it has the slowest speed among all the other ships of its class maxed out at only 65 km/h.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|130 mm/58 SM-2-1 (130 mm)}}&lt;br /&gt;
&lt;br /&gt;
All Project 56 destroyers has identical main weapon: the 130mm SM-2-1 twin mount turret and Bravy is no exception; but the problem is that the addition of the Volna-M launch has occupied the aft turret, thus Bravy only has one bow turret. The overall firepower is still sufficient to take down light vessels such as destroyers and lightly protected cruisers, though not as efficiently as the regular Pr.56. It is recommended to aim at magazines of enemy vessels, as the 130mm is great at poking into them and causing catastrophic detonations, which is a much more efficient way to destroy a vessel than wearing down the crew, though it can only really be done reliably at closer ranges. The main turret is also a decent tool in the role of air defence with its VT shells. Do remember to keep the turret operational at all times as the remaining autocannons or SAM are not reliable enough to take on other destroyers. &lt;br /&gt;
&lt;br /&gt;
{{:130 mm/58 SM-2-1 (130 mm)/Ammunition|130 mm OF-42 HE, 130 mm PB-42 SAP, 130 mm ZS-42R HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Volna-M}}&lt;br /&gt;
&lt;br /&gt;
The Volna-M missile launcher is the main feature of this ship and places the vehicle in the rare category of a missile-armed warship, of which there are only two other ships in the game, both coastal vessels.&lt;br /&gt;
&lt;br /&gt;
The launcher carries two 379 mm two-stage V-600P anti-air missiles at a time, with the total number of missiles on the craft at 18. Once both missiles are fired, the launcher requires a minimum of 50 seconds (ace crew) to reload. Though designed for anti-air work, the missiles can be used against surface targets with mixed results. The missiles can detonate a number of destroyers and, on rare occasions, cruisers if they strike a magazine, but this requires pinpoint aim, a good knowledge of weak spots of various ships and a fair degree of luck. If a magazine is not struck, the missiles will still do decent damage to destroyers, taking out a number of crew and modules, and potentially starting moderate to severe flooding, but will usually not be enough to destroy the vessel on its own. Cruisers with light protection are even more resilient to the missiles and against cruisers with any reasonable degree of armour, you may as well not even try. &lt;br /&gt;
[[File:Aganoexplosion.png|thumb|408x408px|The light cruiser IJN Agano in the process of detonating moments after a carefully aimed V-600P hit the waterline below the forwardmost turret. ]]&lt;br /&gt;
A very important thing to note about the V-600P is that the missiles can be triggered by any munition (other than low calibre bullets) that passes through its trigger radius. If any stray shells, bombs, rockets or anything of the sort get too close to the missile in flight, it will trigger the warhead and prematurely detonate the missile. It can even be triggered by flying over a torpedo. This has a significant reduction in the reliability of the missile as they can often be seen exploding seemingly at random before hitting the target. Although, this is only really an issue when aiming at surface targets, given the density of fire flying just above the waves. Against air targets, well above the shells being spewed by each team, this occurrence is rare enough not to really worry about. &lt;br /&gt;
&lt;br /&gt;
One of the most noticeable things about the missiles is that they tend to twirl and curve through the air quite substantially rather than flying straight, especially just after launch. The missile attempts to home towards the direction that the player is aiming, however the player's viewpoint is placed in the bridge of the vessel when looking through the binoculars, near the front of the ship, while the launcher is towards the back of the vessel, so the missile darts sideways toward the player's centre of vision right after launch before stabilising itself. Although not too much of a problem most of the time, it can sometimes result in the missile splashing into the water after trying to swing into the centre of vision, as well as making aiming at closer ranger targets more finicky. It's near impossible to hit an air target within 2km. This effect can be reduced by angling the ship and reducing the horizontal distance between the launcher and the player's viewpoint, which can limit the amount the missile swings off to the side and enables the missile to stabilise faster.&lt;br /&gt;
[[File:V-600P side view.png|thumb|406x406px|The V-600P moments after being launched. The physical gap in the two-stage system is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
As for the missile curving and twisting through the air midway toward the target, this is because the missile is rather sensitive to the targets movement and is constantly correcting itself, occasionally overdoing it and causing the missile to spiral. This hardly happens against surface targets as ships move slowly and on a flat plane, however firing at aircraft will almost certainly result in some spirals. However, despite careening through the sky almost wildly, the missile is still fairly accurate against aircraft and will almost certainly end up scoring a hit against a propeller-driven plane that doesn't evade out of the way. Though they can only be met in Custom Battles, the missiles are of debatable usefulness against high tier jet aircraft, which are often fast enough that the missile cannot lead far ahead enough of the target and misses. &lt;br /&gt;
&lt;br /&gt;
Against air targets, the missiles have two targeting modes. The default mode is 'chase', where the missile just flies directly toward where the player is aiming. With aircraft typically flying at a relatively high speed, this often results in the missile detonating more towards the rear end of the plane which, due to the large trigger radius of 40 metres, and means that the aircraft may get away with only splinter damage, though the chase mode can still work well when aimed at an aircraft flying straight toward the player. With a warhead of over 40 kg worth of TNT, the missile is essentially the equivalent of a guided proximity-fused battleship-calibre HE shell, however the 40m radius is very large, even for the heavy warhead. If the missile triggers anywhere in the rear hemisphere of an aircraft, it's not uncommon for the plane to not be destroyed in one hit. Though usually inferior at dealing lethal damage to aircraft, an important aspect of chase mode is that it is completely immune to any chaff the aircraft might have and does not require the radar to even be turned on, only requiring that the player has a line of sight with the opposing plane. Although it's possible for the player to manually lead the target in this mode rather than having the missile follow the target, it can be easy to miss and requires some practice to be a reliable tactic. &lt;br /&gt;
&lt;br /&gt;
The second mode is 'intercept', which the missile automatically sets to when a radar lock is achieved on the aircraft. In this mode, the missile does not fly directly where the player is pointing, but compensates for the speed of the aircraft by flying ahead of it on an intercept course, which will result in the missile detonating right in front of the plane, which will fly right through the spray of shrapnel and should result in the destruction of even the heaviest of bombers. Although better at dealing damage to an aircraft than chase mode, should the ship lose the radar lock on the plane for whatever reason, such as the radar being knocked out, the missile will switch from intercept to chase mode and this can result in it missing the target. &lt;br /&gt;
[[File:Bomberboom.png|thumb|468x468px|An inbound bomber detonated by a Bravy. To the rear of the explosion, there's distant debris &amp;amp; parachutes visible from a second destroyed bomber, struck by the same Bravy several seconds earlier. ]]&lt;br /&gt;
Though the specific speed isn't stated in the game, the missile is visibly faster than any other ship-launched guided missiles currently in game, likely having a maximum top speed of roughly Mach 3.5, compared to the Mach 1.88 of the Saetta's Nettuno and the Mach 1.8 of the USS Douglas' RIM-24A. Not only is it faster than the other missiles, but at 16 km it has the longest range, beating out the 14 km of the  RIM-24A and the 10 km of the Nettuno. This essentially means that in regular matches, it's unlikely to ever see a plane that is not within striking range of the Bravy and if the ship is taken into EC matches, it will have a definitive edge over the Saetta or Douglas in anti-air range, which can be quite useful for keeping the skies clear in the huge 64 km x 64 km maps seen in EC. &lt;br /&gt;
&lt;br /&gt;
{{:Volna-M/Ammunition|V-600P}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|45 mm/89 SM-20-ZIF (45 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Project 56K design also brings revisions the placement of AA autocannons, Bravy now only has 3 instead of 4 SM-20-ZIF quad mount 45 mm autocannons, though they remain effective tools against aircraft and coastal vessels. &lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|53-65 (533 mm)|RBU-2500}}&lt;br /&gt;
&lt;br /&gt;
The revised superstructure has removed a set of quintuple 533 mm torpedo tubes, leaving the ship with only has 5 torpedoes; depending on the designated targets' size and draft, adjust the depth of torpedoes accordingly for maximum damage.&lt;br /&gt;
&lt;br /&gt;
An interesting addition to the craft are the RBU-2500 mortars, which enables the player to hurl dozens of explosive charges against targets, but only at very close range. Though the aiming can take time to get used to, the mortars can be truly lethal in ideal circumstances. Each shot carries 26kg worth of TNT, roughly equivalent to a low yield battleship calibre HE shell, and they can be fired in very rapid succession. Destroyers will be annihilated and even cruisers will crumble under their explosive power, subjected to raging fires, heavy flooding and any module not protected by a major armour plate or buried deep in the ship being smashed up. &lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Access to high speed V-600P missiles for extensive air-defence&lt;br /&gt;
* Missiles can be used against surface targets&lt;br /&gt;
* Fast-firing 130 mm turret with excellent ammunition selection&lt;br /&gt;
* Sufficiently fast for a destroyer&lt;br /&gt;
* Search radar for aerial targets, can lock on to targets and provide lead indicator&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Only has single main turret&lt;br /&gt;
* Only has 5 torpedoes at disposal&lt;br /&gt;
* Very long reload for the missile launcher&lt;br /&gt;
* Missiles can have odd behaviour and have limited reliability against bluewater targets&lt;br /&gt;
* Somewhat slower than other ships of its class and less agile&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_destroyer_pr56_bravy Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Pr.56 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8233-development-pr-56k-braviy-destroyer-the-missile-apprentice-en|[Devblog] Pr. 56K Braviy destroyer: the Missile Apprentice]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer 61 Communards}}&lt;br /&gt;
{{USSR destroyers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:V-600P_side_view.png&amp;diff=186373</id>
		<title>File:V-600P side view.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:V-600P_side_view.png&amp;diff=186373"/>
				<updated>2024-05-15T15:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
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&lt;div&gt;Bravy missile launch&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:V-600P_launch.png&amp;diff=186372</id>
		<title>File:V-600P launch.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:V-600P_launch.png&amp;diff=186372"/>
				<updated>2024-05-15T15:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
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&lt;div&gt;Bravy missile launch&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Bomberboom.png&amp;diff=186371</id>
		<title>File:Bomberboom.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Bomberboom.png&amp;diff=186371"/>
				<updated>2024-05-15T14:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
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&lt;div&gt;bomber being destroyed by bravy&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Aganoexplosion.png&amp;diff=186370</id>
		<title>File:Aganoexplosion.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Aganoexplosion.png&amp;diff=186370"/>
				<updated>2024-05-15T13:37:50Z</updated>
		
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&lt;div&gt;agano blowing up via bravy&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Renown&amp;diff=186107</id>
		<title>HMS Renown</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Renown&amp;diff=186107"/>
				<updated>2024-05-09T23:23:01Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Major alterations to each section, added two images&lt;/p&gt;
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&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_battlecruiser_renown&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
|market=id50234_hms_renown_great_britain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originally laid down as the sixth ship of the Revenge-class battleships, construction of the HMS ''Renown'' was suspended at the outbreak of World War I due to concerns that the ship would not be ready for action in a timely manner. However, after Admiral Jackie Fisher was promoted to the First Sea Lord, he ordered ''Renown'' to be completed as a battlecruiser as he believed that while British battleship numbers were already adequate, the German Kaiserliche Marine was dangerously closing the gap in battlecruiser numbers. The ship was to have a similar displacement as the Revenge-class, yet being significantly faster. To this end, the ship was lengthened to 242 meters (compared to Revenge's 189.2 meters), powered by thrice the power of the Revenge, and has its armour and armaments significantly reduced to save weight. As a result, the ''Renown'' became the lead ship of an entirely new class of battlecruiser, and she would be pressed into construction priority to fulfil the Royal Navy's needs.&lt;br /&gt;
&lt;br /&gt;
While the ''Renown'' did not see any combat in World War I, she underwent several refits before and during World War II, ranging from major increases in anti-air capabilities to trivial ones like replacing the seaplane hangar with a cinema and laundry. Because of this, combined with the fact that she was frequently used to transport British PM Winston Churchill to various conferences due to her relatively luxurious accommodation, she has gained the nickname ''&amp;quot;Refit&amp;quot;'' by her crews. Other than this, the ship saw action on both the European and Pacific theatres and participated in landings in Africa and South East Asia before being phased out of service after the war.&lt;br /&gt;
&lt;br /&gt;
Introduced during [[Update &amp;quot;La Royale&amp;quot;]] as a reward for the [[wt:en/news/8384-event-summer-extreme-en|2023 Summer Extreme]] event, the {{PAGENAME}} is in her 1944 configuration, with a substantial increase in dedicated anti-air defence. Compared to [[HMS Hood]], Renown has one less main battery turret and worse armour protection but is offset by large quantities of fast-firing secondary turrets, greater anti-air capability, and better acceleration compared to her larger counterpart. Due to the 1944 refit, Renown currently stands as the most modern British capital ship currently in game. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Being designed with speed as the main priority, the Renown's armour is quite thin for a capital ship. Most of the Renown's citadel sides were covered with 228.6 mm of RHA, save for the bow and stern bulkheads that were only covered with 101.6 mm and 76.2 mm of armour, respectively. There are additional armour layers across the bow of the ship, but none of them are particularly thick. Because of this, the Renown's forward bulkheads are weak spots that high tier battleships can easily overmatch. Typically in naval, going bow-in (pointing the bow directly toward the opponent) is a great way to increase survivability, however with the Renown, it is advised to be cautious with this type of positioning due to the weak bulkheads. It's entirely possible for a capital ship to detonate the magazines of a bow-in Renown, especially at longer ranges where the shells increased angle of fall allows them to hit the ammunition with greater ease if they hit the correct spot. &lt;br /&gt;
&lt;br /&gt;
Speaking of magazines, the Renown's main ammo racks are located dangerously close to the waterline. Unfortunately, as the ship is currently modelled in game, the vessel is sitting roughly a metre or two higher in the water as it should be for a fully loaded 1944 Renown, meaning that the ship is highly vulnerable to shells hitting the unprotected hull below the main armour belt, especially given that the damage model of the ship is currently missing an extension to the sloped armour deck designed to protect from hits below the belt, all of this resulting in diving shells easily being able to pass through a small distance of water and then right into unprotected ammunition stores. Not helping the situation is the fact that the WW1 era design of the Renown places the magazines above the shell rooms. This is an outdated layout which became highly obsolete when people realised that shell rooms are harder to detonate than magazine stores and began placing the magazines deep in the ship, underneath the shell rooms. In War Thunder, shell room detonations tend to be much less destructive than magazine detonations and some ships can easily survive ammunition explosions if only the shell room is hit. Due to the magazine placement, Renown does not have this luxury. &lt;br /&gt;
[[File:Flamingrenown.png|thumb|Renown under fire from an Alaska ]]&lt;br /&gt;
On the bright side, the Renown's massive profile and spread-out crew distribution also allows the ship to tank several hits from the enemies should they be unable to hit your ammo racks. As such, prioritize your damage control on crew conservation and do not repair the damaged modules when not necessary.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
As a WW2 era battlecruiser, the Renown possesses a good top speed for a capital ship at 57 km/h in RB. Renown stands out for her greater acceleration that allows her to shift speed significantly faster than slower battleships, making it easier to bring the ship to a halt when needed. However, due to the ship's long and narrow hull, combined with her high centre of gravity, the Renown's turn rates are very poor. The ship would often list while turning, resulting in poor accuracy and a huge turn radius.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|15 inch/42 BL Mark I (381 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament of the {{PAGENAME}} is six 381 mm 15 inch BL Mark I cannons, mounted in three twin turrets in A-Bs-X configuration. While having one less turret compared to the [[HMS Hood]], these guns still pack more than enough punch against any ship she may face.&lt;br /&gt;
&lt;br /&gt;
She has two rounds available, 15 inch 4crh CPC, which functions as your semi-armour piercing shell, and 15 inch 4crh Mark XIIa APC, an armour-piercing shell. Unfortunately, the ship does not have access to higher performing 6crh shells.&lt;br /&gt;
[[File:Renownmainguns.png|thumb|Renown firing a broadside at a surface target whilst the secondary turrets fire at an inbound aircraft]]&lt;br /&gt;
&lt;br /&gt;
The SAPCBC shell, while having a smaller filler than the equivalent SAP shells on the Bayern and the Japanese 356 mm, is still the strongest SAP shell in the game, solely due to its penetration. Penetrating 487 mm at point blank, it has very minimal penetration falloff, and it still penetrates 308 mm at a 0 degree angle at 15 km, while the Bayern can only penetrate 170 mm at that range, while the Japanese 356 mm SAP can't even reach that penetration at 1 km. This allows the shell to potentially tear up battleships designed before &amp;quot;all or nothing&amp;quot; armour schemes came into wide use, as while their main belts may be able to hold up, their weaker armour layers can be punched through and will activate the fuze on the shell. However, there are still capital ships with enough armour to shrug off this shell, especially at range. The shell is most reliably used on cruisers, which are large enough and armoured enough to prevent most shells from overpenetrating harmlessly yet none have enough armour to resist this shell's penetration and take catastrophic damage from its bursting charge. &lt;br /&gt;
&lt;br /&gt;
The APCBC shell is strong with ~20 kg of TNT effective filler and competitive penetration statistics, making it quite handy for punching deep into the internals of an opposing capital ship, fairly reliably penetrating all but most heavily protected battleships. &lt;br /&gt;
&lt;br /&gt;
Although the 15 inch guns offer quite a punch, they are plagued with a painfully slow turret traverse speed. This prohibits the usage of the gun in close quarters and significantly reduces its flexibility. In addition, the shell elevator of the gun has a relatively weak protection at 177.8 mm, which means it will often be damaged or disabled by most battleship guns or even some cruiser-calibre guns.&lt;br /&gt;
&lt;br /&gt;
Finally, the dispersion of the guns in the current version of the game is quite bad and is not helped by the low number of barrels and slow reload. It's not the most uncommon for a salvo to straddle targets at medium to long range (8-15km). The salvo has been perfectly aimed but the dispersion results in shells striking both before and beyond the target, with none actually hitting the target itself. &lt;br /&gt;
&lt;br /&gt;
{{:15 inch/42 BL Mark I (381 mm)/Ammunition|15 inch 4crh CPC, 15 inch 4crh Mark XIIa APC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|4.5 inch/45 QF Mark IV (114 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Renown is armed with 20 x 114 mm 4.5 inch QF Mark IV dual-purposes cannons, distributed in ten twin turrets with five placed on the port and starboard side of the superstructure each. The turrets have very good traverse speed and coverage, and are capable of engaging surface and air targets.&lt;br /&gt;
&lt;br /&gt;
As these are the same guns found on the [[Battle (Family)|Battle-class destroyers]], they have very good rate of fire of 20 rpm when maxed out. It has three shell choice: A basic HE shell with 2.32 kg of TNT equivalent, capable of dealing decent damage against deck mounts and ships without much armour, an SAP shell with 77 mm of penetration at 5 km range, making it ideal for dealing with lightly protected ships, and an HE-TF shell for air targets. Unfortunately, there is no VT shell currently available to choose from, though the guns can still put up a fairly competitive flak field.&lt;br /&gt;
&lt;br /&gt;
For maximum effectiveness, the guns can equip both SAP and TF shells for use against both air threats and small surface targets, though this will require much more effort to keep tabs on selected secondary ammunition and swapping between controlling main and secondary turrets. For easier gameplay, it is also viable to simply take only TF and keep the AI controlling the secondaries except for when they're needed against a surface target. Due to the rate of fire and number of broadside turrets, the TF can still effectively smother smaller ships in explosions. &lt;br /&gt;
&lt;br /&gt;
{{:4.5 inch/45 QF Mark IV (114 mm)/Ammunition|4.5 inch HE, 4.5 inch SAP, 4.5 inch HE-TF}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|2pdr QF Mk.VIII (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mark V (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
Being in a late war refit, the Renown features extremely heavy anti-air armaments in the form of 28 x 40 mm Pom-Pom autocannons in three octuple turrets and single quadruple turret, and 64 x 20 mm Oerlikon autocannons in 20 twin mounts and 24 single mounts, respectively. With 92 guns in total (112 if counting secondary guns), the Renown can effectively create a &amp;quot;no-fly zone&amp;quot; around her and allies, and will deter any daring PT boats and aircraft from attacking.&lt;br /&gt;
&lt;br /&gt;
As with any ship with large number of AA mounts, however, the Renown can bleed quite a large number of crews when they are damaged by HE blasts. Thus it is advised not to repair them while during a firefight, as you will turn AA gunner crews into literal cannon fodder in the process. However, it is wise to keep an eye on the status of the 40mm mounts in particular. Though the majority of the anti air guns are the Oerlikons, they are only 20 mm and so have a very short range. A lot of attackers may only come into effective range of them just as they're deploying ordinance, if not after. The main threat to aircraft in your dedicated AA guns is actually the 40 mm mounts, which have a much more useful effective range, do much more damage if they hit and though you only have 4 mounts, they spew fire at a biblical rate, ensuring a good chance of striking a hit despite just having those 4 mounts. With that in mind, it may be prudent to ensure that at least the 40 mm guns are online whenever is reasonably possible or whenever an aircraft is in the vicinity. &lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.V (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Renown has an option to equip eight Mark V torpedoes, launched from eight fixed single tubes distributed in four on the port and starboard sides each. Given that the torpedo has a very short range of just 4.5 km (9.5 km with &amp;quot;Torpedo mode&amp;quot; modification) and that the ship has very slow traverse speed, it is not recommended to use them.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
{{PAGENAME}}&lt;br /&gt;
 is in many ways similar to [[HMS Hood]], being a fast, large, but not-so-agile battlecruiser with large guns. However, the Renown's design features a recurring armour tradeoff common to battlecruiser, while her late refit compensate the lack of protection with very good secondary and anti-air armaments.&lt;br /&gt;
&lt;br /&gt;
====Against capital ships====&lt;br /&gt;
Due the Renown's lesser armouring, going toe-to-toe against high tier battleships is not advised. The Renown is infamously vulnerable to magazine detonation and they will see the ship as food. The guns may do good damage to these battleships if they hit, but attracting their fire can be reckless. Though higher tier capital ships are dangerous, lower ranker battleships tend to be a bit less of a threat and your guns are more capable of dealing lethal damage to them, making them ideal targets. &lt;br /&gt;
&lt;br /&gt;
When engaging battleships, it's ideal to stay at roughly long range, about 10km. The guns should still have enough penetration to deal with most battleship armour and the dispersion, though annoying, is manageable. This range also allows for you to disrupt the aim of your opponent by adjusting your speed unpredictably. An ideal example could be going forward at flank speed but switching to full reverse about 5-10 seconds before the opponent fires their guns. &lt;br /&gt;
&lt;br /&gt;
At typical ranges in regular matches, the your shells will usually be able to penetrate the belt of most battleships (when not angled). Captains should usually attempt to aim slightly at the waterline around the magazines (typically underneath the front or rear turrets) in order to detonate the opponents ammunition. When at closer ranges, it's a good idea to fire the guns one at a time, to minimise time not spent firing and to allow for greater accuracy at striking critical parts of the opponent.&lt;br /&gt;
&lt;br /&gt;
====Against cruisers, destroyers &amp;amp; coastal ships ====&lt;br /&gt;
Anything that is not a capital ship will be penetrated under almost all circumstances by the SAP shell; this is the only one which should be used against cruisers and the like. The shells have such great penetration that overpenetration is common when engaging targets from the side. Though more difficult to hit, a bow-in target will take catastrophic damage from your guns. As before, it's advised to fire one gun at a time rather than broadsiding all at once when at close range. &lt;br /&gt;
&lt;br /&gt;
Against lightly protected ships is where the Renown's secondary armament shrines. As the Renown can use up to ten destroyer-calibre guns on a broadside, she is capable of dealing constant damage against cruisers or anything smaller without even using the main battery. The SAP shell is effective against both destroyers and cruisers with little armour, though more heavily armoured cruisers are likely to require the attention of the main guns. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Six 381 mm guns with good shell options&lt;br /&gt;
* Impressive dual-purpose secondary armaments with a very high rate of fire and good firing arc&lt;br /&gt;
* Great dedicated anti-air defence&lt;br /&gt;
* Decent top speed and acceleration for its size&lt;br /&gt;
* Large hull size allows for spaced out internals&lt;br /&gt;
* Has four propeller shafts powered by four blocks of powerful engines, can maintain its acceleration even with some of them disabled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very large in size, can be easily spotted and hit&lt;br /&gt;
* Extremely slow main turret traverse speed, inability to fire reactively&lt;br /&gt;
* Overall mediocre armour protection, its bulkheads and barbettes, in particular, can be easily overmatched by most battleship guns&lt;br /&gt;
* Weak underwater protection, leaving the main magazines vulnerable to diving shells&lt;br /&gt;
* Sits high in the water, exacerbating magazine vulnerability&lt;br /&gt;
* Poor overall agility, The ship's high centre of gravity will cause the ship to list while turning, hampering accuracy&lt;br /&gt;
* Secondary armament lacks HE-VT shell options, thus reducing its effectiveness against aircraft&lt;br /&gt;
* Lacks its historical radar capability&lt;br /&gt;
* Frustrating main gun dispersion&lt;br /&gt;
* Broadside of only 6 guns, coupled with a slow reload&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_battlecruiser_renown Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8385-development-hms-renown-battlecruiser-en|[Devblog] HMS Renown battlecruiser]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Fairfields}}&lt;br /&gt;
{{Britain battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Renownmainguns.png&amp;diff=186106</id>
		<title>File:Renownmainguns.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Renownmainguns.png&amp;diff=186106"/>
				<updated>2024-05-09T23:18:37Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Renown firing a broadside&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Flamingrenown.png&amp;diff=186105</id>
		<title>File:Flamingrenown.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Flamingrenown.png&amp;diff=186105"/>
				<updated>2024-05-09T21:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HMS Renown taking fire from USS Alaska&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Texas&amp;diff=176013</id>
		<title>USS Texas</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Texas&amp;diff=176013"/>
				<updated>2023-11-02T19:37:13Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Revisions to several sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battleship_texas&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The Texas was a New York-class battleship. Built as the first ship of her class, even before the lead ship New York, she was built by Newport News Shipbuilding shipyard and laid down on 17th April 1911 and commissioned on 12th March 1914. Texas was the first in many things for the US Navy, including the first to carry 14-inch (356 mm) guns, the first to mount anti-aircraft guns, the first to be able to launch aircraft, the first to control gunfire with directors and range keepers, and one of the first to receive a production radar. She is also the last surviving dreadnought-style battleship, conserved as a museum ship in dry-dock in Galveston, Texas.&lt;br /&gt;
&lt;br /&gt;
Her armament consisted of five turrets each armed with a pair of 14-inch/45 Mark 12 cannons, with two turrets on the bow, one amidships and the last two astern. Secondary armament was made up of six 5 inch Mark 7 (127 mm) cannons in casemates with 3 on each side of hull. Short range anti-aircraft battery is supplied with a total of forty-four Oerlikon Mk. II 20 mm autocannons in various positions all over the ship, while medium-range defence is made up of ten quadruple Bofors L/60 Mark 2 cannons. Long-range anti-air protection is made up of ten 3-inch/50 Mk.10 (76 mm) cannons. Texas served in WWI in Europe without seeing any action. In 1926 she underwent a refit that added torpedo blisters to the side of hull, making it wider. At the beginning of WWII, she patrolled the Atlantic until returning to United States in 1941. In 1942, she would return to the Atlantic and then the Mediterranean as part of task force supporting Operation Torch. During the North African landings, she conducted two fire support missions bombarding Vichy French positions. Until D-Day in 1944, she resumed escorting convoys. She supported the Omaha beach landing and Rangers attacking Pointe du Hoc. After the capture of France, she left to the Pacific to take part in the Battle of Iwo Jima and Okinawa. She was placed in reserve on 18th June 1946. She became a museum ship in 1948.&lt;br /&gt;
&lt;br /&gt;
USS Texas was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as the third 14-inch US Navy battleship. Unlike [[USS Arizona|Arizona]], she possesses less firepower due to having only ten guns instead of twelve found on Arizona. As a WWI-era coal-powered dreadnought, Texas is quite slow and sluggish. Her magazines, although at the waterline, are protected by 305 mm thick belt armour which is sufficient protection against most long-range shells coming in at an angle. As Texas is in her 1945 refit, she has an anti-air search radar at her disposal, giving information about incoming threats from afar and with her large battery of medium and light autocannons ready to deal with any threat.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Being an early dreadnought-era battleship, the armour spread out in a distributed armour scheme, similar to the previous [[USS North Dakota|North Dakota]] and [[USS Wyoming|Wyoming]] classes. The usage of the all-or-nothing armour scheme would have to wait for the very next class, the [[USS Nevada]] with all the armour focused on the core citadel. Even though the 1925 refit doubled the deck armour, newer AP rounds may still penetrate deep into the ship. The flip side is the multiple layers of armour will defend much better against HE or SAP/APHE rounds. The large added torpedo blister will easily absorb torpedo damage, if a torpedo boat or aircraft happens to get through your AAA screen!&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Big and slow like other battleships, one can make a fresh pot of US Navy coffee in the time to turn 180 degrees! Plan which way to turn when entering battle and don't try to turn around. Small turns to help guns line up to target is advisable, especially the 5&amp;quot; (127 mm) guns as they have limited arcs. The acceleration and deceleration is equally unimpressive, with the ship taking a laborious pace to get up to speed and taking a fair amount of time to come to a stop again.  &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|14 inch/45 Mk.12 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The commissioning of the New York class introduced the 14&amp;quot; (356 mm) gun as the most powerful naval cannon in the world until the British commissioned the first of the Queen Elizabeth class ships later that year, and was still quite formidable even by the end of WW2. Mounted in five double turrets, there is a measure of resiliency by less loss of firepower from a disabled turret.&lt;br /&gt;
&lt;br /&gt;
Only armour-piercing and high-explosive shells are available for the ship. The HE shells are decidedly mediocre for the calibre in terms of explosive filler, but the AP shells have a very respectable level of penetration for a high tier ship, especially as the range increases. &lt;br /&gt;
&lt;br /&gt;
{{:14 inch/45 Mk.12 (356 mm)/Ammunition|14 inch Mk.9 HE, 14 inch Mk.8 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/51 Mk.7 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:5 inch/51 Mk.7 (127 mm)/Ammunition|5-inch Mk.15 common, 5 inch APC}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch/50 Mk.10 (76 mm)|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
In ship-to-ship combat, the Texas will be similar to the [[USS Nevada]] and [[USS Arizona]], which struggle against the latest battlecruisers and battleships; all three are at least 20 years older and the technology differences shows. What Texas will excel at is AAA cover, with its excellent AAA quantity and quality, assisted by radar to spot incoming threats. Try to stay near friendly ships to protect them against aerial threats and any small torpedo boats trying to sneak in.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 10 x 14&amp;quot; (356 mm) main guns&lt;br /&gt;
* 5 individual turrets&lt;br /&gt;
* Massive number of AA guns&lt;br /&gt;
* Aerial search and tracking radars&lt;br /&gt;
* Resistant to HE shells&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armour weak against AP shells&lt;br /&gt;
* Sluggish manoeuvring&lt;br /&gt;
* No dual purpose 127 mm, heavy AA is limited to the 76 mm guns.&lt;br /&gt;
* 14&amp;quot; rounds weaker compared to other newer types&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The USS Texas is truly &amp;quot;The First and the Last&amp;quot;. Although ordered after the USS New York (BB-34), construction started, was finished, and commissioned into the US Navy two months ahead. At commissioning she was the first capital ship in world to mount 14&amp;quot; cannons and the first US Navy &amp;quot;super dreadnought&amp;quot;. This was just a start!&lt;br /&gt;
USS Texas lists of '''Firsts''' ''in the US Navy'':&lt;br /&gt;
&lt;br /&gt;
* Anti-Air gun installation, 3&amp;quot; on top of the ship cranes; August 1916&lt;br /&gt;
* Test &amp;quot;kite balloon&amp;quot; in mid 1918&lt;br /&gt;
* Test feasibility of carrying exposed aircraft across ocean 20 October - 4 November 1918 (platforms installed by British Royal Navy at Jarrow Slake, England).&lt;br /&gt;
* First to launch aircraft; 11 March 1919&lt;br /&gt;
* First to mount radar; Late 1938&lt;br /&gt;
* First US warship to be decommissioned and become a permanent museum&lt;br /&gt;
&lt;br /&gt;
Finally&lt;br /&gt;
&lt;br /&gt;
* '''''The Last''''' Dreadnought style battleship left afloat in the world.&lt;br /&gt;
&lt;br /&gt;
USS Texas served in the US Navy an extraordinarily long time even before becoming a museum, was a witness to monumental changes in human history. Some key dates compared to events in Texas history to illustrate world events.&lt;br /&gt;
&lt;br /&gt;
'''17 April 1911:''' construction of what will be ''USS Texas (''BB-35), began.&lt;br /&gt;
&lt;br /&gt;
15 April 1912: the ''RMS Titanic'' sank, a tragic event still discussed today.&lt;br /&gt;
&lt;br /&gt;
'''18 May 1912:''' Just ''33 days after'' the Titanic tragedy the ''USS Texas'' is launched into the water.&lt;br /&gt;
&lt;br /&gt;
'''12 March 1914''': ''USS Texas'' is commissioned into the US Navy, the most powerful warship in the world.&lt;br /&gt;
&lt;br /&gt;
28 July 1914: A month following the assassination of ''Archduke Franz Ferdinand'', Europe erupts into '''''World War One'''''.&lt;br /&gt;
&lt;br /&gt;
6 April 1917:  After years of avoiding it, the United States is drawn into the war.&lt;br /&gt;
&lt;br /&gt;
11 November 1918: &amp;quot;''The war to end all wars''&amp;quot; concludes.&lt;br /&gt;
&lt;br /&gt;
6 February 1922: The &amp;quot;&amp;lt;u&amp;gt;Washington Naval Treaty&amp;lt;/u&amp;gt;&amp;quot; was signed, a ten year moratorium on battleship construction however allowed upgrades.&lt;br /&gt;
&lt;br /&gt;
'''31 July 1925''':  Instead of the original plan to scrap, due to the treaty the plans changed to a massive modernization of the ''USS Texas''.&lt;br /&gt;
&lt;br /&gt;
'''23 November 1926''':  Effectively a new ship, the ''Texas'' one again became the USN Flagship.&lt;br /&gt;
&lt;br /&gt;
'''Approximately 1935''': With rising geopolitical tensions, the anticipated decommissioning was once again postponed.&lt;br /&gt;
&lt;br /&gt;
'''1 September 1939''': '''''World War 2 begins'''''.&lt;br /&gt;
&lt;br /&gt;
6 and 9 August 1945: Two '''''atomic bombs dropped''''' on Japan, heralding the nuclear age.&lt;br /&gt;
&lt;br /&gt;
14 October 1947: The Bell X-1 was ''first aircraft to officially break the sound barrier''.&lt;br /&gt;
&lt;br /&gt;
'''21 April 1948''': USS Texas is officially decommissioned, ownership transferred to the State of Texas and becoming a permanent museum.&lt;br /&gt;
&lt;br /&gt;
'''30 April 1948:''' her name was struck from the Naval Vessel Register.&lt;br /&gt;
&lt;br /&gt;
'''13 December 1988''' to '''8 September 1990''': USS Texas was dry docked and underwent extensive restoration before reopening.&lt;br /&gt;
&lt;br /&gt;
'''31 August 2022''': USS Texas began a second, more extensive restoration project requiring replacement of corroded torpedo budges.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|tLDSjKHU6RA|'''Saving Battleship Texas: Tow to Dry Dock''' - ''Battleship Texas''|cTW6RX5ECMc|'''Battleship Texas, Climbing A Turret''' - ''Tom Scott, The Older One''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[HMS Marlborough]], another battleship with very similar layout&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8419-development-uss-texas-bb-35-the-first-and-the-last-en|[Devblog] USS Texas (BB-35): The First and the Last]]&lt;br /&gt;
* [https://battleshiptexas.org Battleship Texas Foundation], the organization in charge of restoring the U.S.S. Texas&lt;br /&gt;
* [https://battleshiptexas.info/index.html Battleship Texas Info], an extremely detailed site about the Texas, created by one of the restoration volunteers.&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Newport News}}&lt;br /&gt;
{{USA battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_North_Dakota&amp;diff=174053</id>
		<title>USS North Dakota</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_North_Dakota&amp;diff=174053"/>
				<updated>2023-10-06T14:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Modified several portions of text and added two pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battleship_north_dakota&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is one of two Delaware-class battleships laid down for the US Navy. Laid down in 1907, she would be commissioned in 1910. The Delaware class were the first battleships constructed after the size limit of 16,000 tons imposed by the US Congress; as such USS North Dakota was much stronger than the preceding battleships, and along with her sister ship were the first American battleships to exceed 20,000 tons. North Dakota didn't see action during World War One, and while she was present during the occupation of Veracruz in 1914, she did not see any combat. She would be decommissioned under the Washington Naval Treaty and served as a radio-controlled target ship until she was scrapped in 1931.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;New Power&amp;quot;]], USS North Dakota was the first battleship added to the American Bluewater fleet. As a contemporary of [[HMS Dreadnought]], North Dakota has ten 12-inch (305mm) guns, the weakest of the American battleships but still respectable for her rank. In her 1919 refit, she has essentially no anti-aircraft defences, and captains should be wary of enemy air, and attempt to sail with an escort when possible for protection.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;[[File:The turret face of a Dakota after absorbing a 30cm HE shell.png|thumb|247x247px|A turret face on a Dakota after absorbing a 30cm HE shell]]&lt;br /&gt;
The North Dakota has pretty average armour for a dreadnought. The 279 mm main armour belt and the coal bunkers behind it are more than enough to keep out shells from cruisers, but AP shells from other battleships will punch right through and cause damage to important modules inside the ship. The turrets have thick front armour, but the sides and rear are mediocre and the barbettes are only 254 mm thick and aren't covered by the main belt or coal bunkers. The deck armour ranges from 38 to 51 mm, but will rarely be hit due to how low in the ship it is and the close range of combat in-game. The crew count of 1,384 men is higher than most ships in the game except for ships with large AA complements, meaning that the ship can sustain heavy fire and remain operational. Unfortunately, this ship has one fatal flaw: the ammunition storage sticks out above the waterline and is protected only by the 279 mm armour belt, leaving it easily destroyed by other battleships' armour-piercing shells.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The North Dakota is fairly average in terms battleship mobility, reaching 34 km/h stock and 40 km/h spaded. Capturing points and reaching advantageous locations will take a while. The rudder shift time and acceleration are somewhat sluggish, and the ship struggles to manoeuvre evasively. Unless threats and obstacles like torpedoes and islands are spotted well in advance, dodging them will be very difficult.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|12-inch/45 Mk.5 (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
* 10 x 12-inch/45 Mk.5 cannons&lt;br /&gt;
&lt;br /&gt;
The 12-inch/45 Mk.5 makes up North Dakota's main armament, mounted in five twin turrets. The 305 mm cannons come with an ammunition choice of HE (stock) or APCBC unlocked at tier 1. The HE shell hits hard with 33.25 kg of TNT equivalent, and will demolish destroyers and larger ships' superstructures in a handful of salvoes, although this is a relatively low amount of explosive filler compared to the shells of the top battleships. Against other battleships and heavily armoured cruisers, the AP ammunition is the better choice. The AP shell can punch through a maximum of 501 mm of armour at 0° at 1,000 m, and 264 mm at 10 km with 11.78 kg of TNT equivalent. This is a fairly average level of penetration and post-pen damage for this calibre, leaning toward the lower end of capability in comparison. The guns can still penetrate into many capital ships and wreak havoc on cruisers, but will have trouble when it comes to some of the more heavily armoured capital ships they may face, especially at long range. The guns have a stock reload of 39 seconds and a 30-second reload time with maximum skills and an ace crew. Whilst not too underwhelming, the guns just aren't very special and are quickly surpassed in power by other battleships. &lt;br /&gt;
&lt;br /&gt;
{{:12-inch/45 Mk.5 (305 mm)/Ammunition|12-inch Cl.B HE, 12-inch Mk.7 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5-inch/50 Mk.5 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
* 14 x 5-inch/45 Mk.5 cannons (7 per side)&lt;br /&gt;
&lt;br /&gt;
The 127 mm cannons come with Common shells stock and an APC round as a tier I modification. Both shell choices have a measly HE filler and mediocre penetration, and the guns fire at a lacklustre 7 rounds a minute. The best use of these guns is to destroy small PT boats at close range or get some extra damage on destroyers or cruisers between main gun salvoes.&lt;br /&gt;
&lt;br /&gt;
{{:5-inch/50 Mk.5 (127 mm)/Ammunition|5-inch Mk.15 common, 5-inch APC}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch/50 Mk.10 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 3-inch/50 Mk.10 cannons (1 per side)&lt;br /&gt;
&lt;br /&gt;
These guns make up the North Dakota's anti-air battery. They are mounted amidships and rather high up. These guns provide very little defence, with a small range, only two guns, a long reload time (for an AA gun), and only time-fused shells.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Bliss-Leavitt Mk.1 (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
The USS North Dakota possesses two 533 mm Bliss-Leavitt Mk.1 Launchers with 6 torpedoes each, making up a total of 12 torpedoes available to fire. These torpedoes are very poor, being designed before World War One. With a short 3.66 km run distance and only 50 km/h speed, hits will be very rare with these weapons. If by some miracle one of these torpedoes does connect to a target, the small 91 kg warhead will deal minimal damage. You're best leaving them behind, since the chance of being crippled by your torpedoes exploding is much higher than the chance of destroying an opponent with them.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
Your main goal as a dreadnought is to fight and control the battlefield with your high-calibre shells, mainly targeting heavy cruisers and battleships, which can be seriously damaged by good AP hits. It is not advisable to shoot at very lightly armoured cruisers with armour-piercing shells, as the benefits of doing so is lower than shooting at heavier cruisers and battleships. However, these rounds will still do major damage to the interior of any ship, if they penetrate and strike a module. Stay near allies that can be helpful with taking down enemies larger than heavy cruisers. It is recommended not to be part of the main force to push into the battlefield, your ship is slower compared to the other ships that you will be fighting, and if a fight goes sour you can easily be overrun and defeated by the enemy due to focus firing while trying to retreat to a more advantageous position. As an early dreadnought, the ship can easily be damaged or destroyed by the more powerful capital ships in its BR bracket. Try not to draw their attention. &lt;br /&gt;
[[File:Dakota under fire.png|thumb|Dakota taking crippling fire from a Kronshtadt]]&lt;br /&gt;
Stay near friendly ships that can support in the anti-air department. This battleship has very poor anti-air defence capabilities, with only two 76mm guns. It is recommended to stay near ships with effective long-range AA.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 5 turrets - losing a turret does not significantly impair your firepower.&lt;br /&gt;
* Decent armour layout&lt;br /&gt;
* High number of secondary cannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Slow and unmanoeuvrable&lt;br /&gt;
* Near complete lack of anti-air guns&lt;br /&gt;
* Unexceptional shells&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:USS North Dakota BB-29.jpg|thumb|450x450px|USS North Dakota underway, 1912.]]&lt;br /&gt;
USS North Dakota (BB-29) was the second ship of the two-ship Delaware class of dreadnoughts, built for the United States Navy (USN) prior to the start of the First World War. The ships were an improved version of the preceding South Carolina class, and carried a heavy armament of high-calibre cannons all mounted on the centreline. North Dakota never saw combat action due to the neutrality of the United States, and served in a variety of training roles during and after the First World War. She was later converted into a radio-controlled target ship, and scrapped by 1931 in compliance with the London naval treaty.&lt;br /&gt;
&lt;br /&gt;
=== Design and development ===&lt;br /&gt;
In 1906, HMS Dreadnought was launched, heralding a new type of super-powerful battleships - the dreadnoughts. The dreadnoughts represented a major shift in naval doctrine, as naval architects had come to favour a larger main battery over a smaller main battery coupled with more secondary guns. As a result, the first American dreadnoughts, the South Carolina class, was launched in 1908. This class featured a variety of innovations, the most important being the positioning of the main battery on the centreline in superfiring pairs - this doctrine was subsequently used by the ships of every major nation. The next class, the Delaware class, continued the trend and mounted a fifth turret. As well, the ship had improved mobility over the dreadfully slow South Carolinas, being capable of making 21 knots. The lead ship, Delaware, was launched in 1909, while the North Dakota was actually launched earlier, in November of 1908.&lt;br /&gt;
&lt;br /&gt;
USS North Dakota displaced 22,400 tons at full load, almost 4,000 tons more than the preceding South Carolina class. The ship's complement consisted of 933 officers and men. Main armament consisted of ten 12-inch (305 mm) guns on five twin turrets - two were located forwards of the superstructure in a superfiring pair while three were located aft, one of them facing forwards in a non-superfiring position. The ship's secondary armament consisted of fourteen 5-inch (127 mm) guns in casemate mountings, two 3-pdr 47 mm guns, and four 1-pdr 37 mm anti-aircraft guns. The ship also carried two submerged 21 inch (533 mm) torpedo tubes. Powered by steam turbines delivering 25,000 shaft horsepower, North Dakota was capable of making 21 knots (39 km/h) - this later became the standard for all American battleships.&lt;br /&gt;
&lt;br /&gt;
=== Operational history ===&lt;br /&gt;
After her commissioning, USS North Dakota fulfilled a variety of training roles and also crossed the Atlantic on her first goodwill voyage to the United Kingdom and France. Following the breakout of war in Europe, North Dakota was assigned to the Atlantic fleet and participated in vigorous training exercises intended to keep sailors ready in the case of an American entry into the First World War. When war was finally declared in 1917, North Dakota remained in the United States, while her sister ship Delaware was sent overseas to fight. As a result, she never saw any active combat. After the end of WWI, North Dakota was used as a training ship for a short period of time before being converted to a radio-controlled target ship. She was eventually scrapped in 1931 after the introduction of the London Naval Treaty.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6926-development-uss-north-dakota-dreadnought-of-the-new-world-en|Devblog]] ===&lt;br /&gt;
When the British Dreadnought was built, the United States had been completing their own &amp;quot;all-big-guns&amp;quot; battleship, the South Carolina class. Despite the fact that the new ships were not generally inferior to the British competitor, they were criticized for their small hull size and weak auxiliary artillery.&lt;br /&gt;
&lt;br /&gt;
As a result, the Delaware-class battleships were developed during the mid 1900s. Being larger, better armed and more protected than the preceding South Carolinas, the Delaware-class battleships were ordered for construction and laid down in 1907. The two ships of the class, USS Delaware and USS North Dakota, were both commissioned into service with the USN in April 1910. Although sister ships, USS North Dakota featured a different propulsion system than USS Delaware - namely a steam turbine instead of a traditional steam engine.&lt;br /&gt;
&lt;br /&gt;
Both ships saw only limited action, despite serving through the WWI period. While USS Delaware was operating overseas in European waters, USS North Dakota was kept close to the American shoreline due to concerns about its novel propulsion system. Following the end of WWI, both ships mostly continued their peaceful service until the signing of the Washington Naval Treaty in 1922.&lt;br /&gt;
&lt;br /&gt;
Upon the treaty's signing, the Navy's strength was limited, particularly in battleships. As a result, both of the Delaware-class battleships were gradually put out of service during the 1920s while newer battleships were built to replace them. USS Delaware was broken up for scrap in 1924, while USS North Dakota  eventually met the same fate in 1931, after serving as a target ship for several years.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_battleship_north_dakota Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;USS North Dakota (BB-29) Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:USS North Dakota WTWallpaper 001.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 002.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 003.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 004.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 005.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 006.jpg|&lt;br /&gt;
File:USS North Dakota WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6926-development-uss-north-dakota-dreadnought-of-the-new-world-en|[Devblog] USS North Dakota: Dreadnought of the New World]]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
* Navy History and Heritage Command. (2019). North Dakota (BB 29). Retrieved January 26, 2021, from &amp;lt;nowiki&amp;gt;https://www.history.navy.mil/our-collections/photography/us-navy-ships/battleships/north-dakota-bb-29.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Fore River Shipyard}}&lt;br /&gt;
{{USA battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Dakota_under_fire.png&amp;diff=174052</id>
		<title>File:Dakota under fire.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Dakota_under_fire.png&amp;diff=174052"/>
				<updated>2023-10-06T14:46:08Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A North Dakota being struck by armour piercing shells from a Kronshtadt at roughly 10km distance&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:The_turret_face_of_a_Dakota_after_absorbing_a_30cm_HE_shell.png&amp;diff=174051</id>
		<title>File:The turret face of a Dakota after absorbing a 30cm HE shell.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:The_turret_face_of_a_Dakota_after_absorbing_a_30cm_HE_shell.png&amp;diff=174051"/>
				<updated>2023-10-06T14:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The armour plate on the face of the North Dakota's amidships turret after being hit by a 305mm HE shell with over 50kg of filler.&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Renown&amp;diff=171607</id>
		<title>HMS Renown</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Renown&amp;diff=171607"/>
				<updated>2023-09-10T18:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: edit to survivability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_battlecruiser_renown&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originally laid down as the sixth ship of the Revenge-class battleships, construction of the HMS ''Renown'' was suspended at the outbreak of World War I due to concerns that the ship would not be ready for action in a timely manner. However, after Admiral Jackie Fisher was promoted to the First Sea Lord, he ordered ''Renown'' to be completely redesigned to his preferences for a battlecruiser. The ship was to have a similar displacement as the Revenge-class, yet being significantly faster. To this end, the ship was lengthened to 242 meters (compared to Revenge's 189.2 meters), powered by thrice the power of the Revenge, and has its armour and armaments significantly reduced to save weight. As a result, the ''Renown'' became the lead ship of an entirely new class of battlecruiser, and she would be pressed into construction priority to fulfill the Royal Navy's needs.&lt;br /&gt;
&lt;br /&gt;
While the ''Renown'' did not see any combat in World War I, she underwent several refits before and during World War II, ranging from major increases in anti-air capabilities to trivial ones like replacing the seaplane hangar with a cinema and laundry. Because of this, combined with the fact that she was frequently used to transport British PM Winston Churchill to various conferences due to her relatively luxurious accommodation, she has gained the nickname ''&amp;quot;Refit&amp;quot;'' by her crews. Other than this, the ship saw action on both the European and Pacific theatres and participated in landings in Africa and South East Asia before being phased out of service after the war.&lt;br /&gt;
&lt;br /&gt;
Introduced during [[Update &amp;quot;La Royale&amp;quot;]] as a reward for the [[wt:en/news/8384-event-summer-extreme-en|2023 Summer Extreme]] event. The {{PAGENAME}} is in her 1944 configuration, with a substantial increase in dedicated anti-air defense. Compared to [[HMS Hood]], Renown has one less 15-inch turret and worse armour protection but is offset by large quantities of fast-firing 4.5-inch secondary turrets, greater anti-air capability, and better acceleration compared to her larger counterpart.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Being designed with speed as the main priority, the Renown's armour is quite thin for a capital ship. Most of the Renown's citadel sides were covered with 228.6 mm of RHA, save for the bow and stern bulkheads that were only covered with 101.6 mm and 76.2 mm of armour, respectively. Because of this, the Renown's bulkheads will be obvious weak spots that most battleship can easily overmatch and potentially sends the ship to the bottom of the ocean via magazine detonation.&lt;br /&gt;
&lt;br /&gt;
Speaking of magazines, the Renown's main ammo racks are located just a bit below the waterline. Unfortunately, as the ship is currently modelled in game, the vessel is sitting roughly a metre or two higher in the water as it should be for a fully loaded 1944 Renown, meaning that the ship is highly vulnerable to shells hitting the unprotected hull below the main armour belt, especially given that the damage model of the ship is currently missing an extension to the sloped armour deck designed to protect from hits below the belt, all of this resulting in diving shells easily being able to pass through a small distance of water and then right into unprotected ammunition stores. &lt;br /&gt;
&lt;br /&gt;
On the bright side, the Renown's massive profile and spread-out crew distribution also allows the ship to tank several hits from the enemies should they be unable to hit your ammo racks. As such, prioritize your damage control on crew conservation and do not repair the damaged modules when not necessary.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
As a battlecruiser, the Renown possesses decent top speed for a capital ship at 57 km/h in RB. While not as good as a cruiser, the Renown stands out for her greater acceleration that allows her to shift the sail speed significantly faster, making it easier to bring the ship to a halt when needed. &lt;br /&gt;
However, due to the ship's long and narrow hull, combined with her high centre of gravity, the Renown's turn rates are very poor. The ship would often list while turning, resulting in poor accuracy and a huge turn radius.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|15 inch/42 BL Mark I (381 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:15 inch/42 BL Mark I (381 mm)/Ammunition|15 inch 4crh CPC, 15 inch 4crh Mark XIIa APC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|4.5 inch/45 QF Mark IV (114 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belongs in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:4.5 inch/45 QF Mark IV (114 mm)/Ammunition|4.5 inch HE, 4.5 inch SAP, 4.5 inch HE-TF}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|2pdr QF Mk.VIII (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mark V (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.V (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Six 381 mm guns with good shell options&lt;br /&gt;
* Impressive dual-purpose secondary armaments with a very high rate of fire and good firing arc&lt;br /&gt;
* Great dedicated anti-air defense&lt;br /&gt;
* Decent top speed an acceleration for its size&lt;br /&gt;
* Large hull size allows the ship to absorb several hits from the enemies&lt;br /&gt;
* Has four propeller shafts powered by four blocks of powerful engines, can maintain its acceleration even with some of them disabled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very large in size, can be easily spotted and hit&lt;br /&gt;
* Extremely slow main turret traverse speed, inability to fire reactively&lt;br /&gt;
* Overall mediocre armour protection, its bulkheads and barbettes, in particular, can be easily overmatched by most battleship guns&lt;br /&gt;
* Very weak underwater protection, leaving the main magazines vulnerable to diving shots and torpedoes&lt;br /&gt;
* Poor overall agility, The ship's high center of gravity will cause the ship to list while turning, hampering accuracy&lt;br /&gt;
* Secondary armament lacks HE-VT shell options, thus reducing its effectiveness against aircraft&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8385-development-hms-renown-battlecruiser-en|[Devblog] HMS Renown battlecruiser]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Fairfields}}&lt;br /&gt;
{{Britain battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SMS_Bayern&amp;diff=167612</id>
		<title>SMS Bayern</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SMS_Bayern&amp;diff=167612"/>
				<updated>2023-07-25T18:07:27Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Rewritten description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_battleship_bayern&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]]. The Bayern is the first ship of the Bayern class, the  Kaiserliche Marine's equivalent of the British Queen Elizabeth class. As the first German battleships armed with 380mm cannons, they represent a huge leap from the 283mm and 305mm armed battleships previously built for the High Seas Fleet. The Bayern and it's sister, Baden, are also the last battleships fully built by Imperial Germany before their collapse, though their design would be revived as the foundation for the later Bismarck class of Nazi Germany. &lt;br /&gt;
&lt;br /&gt;
Following the 1918 armistice, Bayern and Baden were escorted to Scapa Flow, where they were eventually scuttled by their German crews. However, Baden was rescued by the British, who ran tests on the ship. Among other discoveries, they found that the main guns could be reloaded in 23 seconds, which was 13 seconds faster than the 381mm cannons on the Queen Elizabeth class.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|SK L/45 (380 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:SK L/45 (380 mm)/Ammunition|380 mm Spr.gr. L/4.1 Bdz., 380 mm Psgr. L/3.5 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|150 mm/45 SK L/45 (150 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:150 mm/45 SK L/45 (150 mm)/Ammunition|150 mm Sprgr. L/4.1 Kz, 150 mm Sprgr. L/4.1 Bdz, 150 mm Psgr. L/3.7}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|88 mm/45 AA SK L/45 (88 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like many other WWI-era battleships the anti-aircraft suite on the Bayern is very lacking. With only 2 x 88 mm cannons, one on the right and left side located near the centre of the ship, the Bayern will struggle to defend itself from enemy aircraft. The reload on these weapons in somewhat decent allowing for a semi-sustained rate of fire. If a shot lands on an enemy aircraft, the 88 mm shell will almost always take it out of the sky.&lt;br /&gt;
&lt;br /&gt;
With such a small amount of anti-aircraft weapons, their effectiveness against enemy ships will be negligible. It is not recommended to repair these while fighting other ships if they are damaged due to their minimal firepower.&lt;br /&gt;
&lt;br /&gt;
Overall, the anti-aircraft armament on the Bayern is mediocre and matches the poor effectiveness of most other WWI-era battleships.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|H/8 (600 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Strong belt armour&lt;br /&gt;
* Manoeuvrable: good acceleration and deceleration&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak deck armour, only two layers of 30 mm armour plate&lt;br /&gt;
* Mediocre main gun: SAP loses penetration over distance drastically, and APC has less than 600 mm penetration&lt;br /&gt;
* Main gun ammunition is stored together with auxiliary gun ammunition; they are prone to fire hazard and chain detonation&lt;br /&gt;
* Crew compartments and boilers/transmission are not separated by internal structural armour. Fire will spread and cause severe damage&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
SMS Bayern was the lead ship of the Bayern-class dreadnoughts of the Kaiserliche Marine. She had one sister, Baden, while the other two ordered ships were cancelled. She was laid down on 22nd December 1913 and commissioned on 15th July 1916. She saw very limited service during her career. Her most notable action was in September 1917 during Operation Albion where she, together with four König- and five Kaiser-class battleships, participated in seizing the Baltic island of Ösel (Saaremaa). During the operation, Bayern struck a mine and had to withdraw to Kiel to undergo repairs. Meanwhile, König and Kronprinz engaged the Russian pre-dreadnought battleship Slava and sunk it. After the German surrender, Bayern was to be handed over to the British. She was scuttled by her crew and sunk at Scapa Flow together with the majority of the German High Seas Fleet.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_battleship_bayern Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7699-development-sms-bayern-a-state-at-war-en|[Devblog] SMS Bayern - A State at War]]&lt;br /&gt;
* [[wikipedia:SMS Bayern|[Wikipedia] SMS Bayern]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Howaldtswerke-Deutsche Werft}}&lt;br /&gt;
{{Germany battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=RN_Attilio_Regolo&amp;diff=167234</id>
		<title>RN Attilio Regolo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=RN_Attilio_Regolo&amp;diff=167234"/>
				<updated>2023-07-23T17:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Rewrote the description with more clarity and depth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_cruiser_capitani_romani_class_attilio_regolo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The RN Attilio Regolo, named after Marcus Atilius Regulus, was a ship of the Capitani Romani flotilla-leader class of light cruisers (emphasis on light), designed as a counter to the new large French destroyers coming into service. Attilio was laid down on the 28th of September 1939 and commissioned into the fleet on the 14th of May 1942. Attilio Regolo was tasked with minelaying and carried out such missions until the 7th of November 1942, when she was hit by a torpedo from the submarine HMS Unruffled, which blew off 18 metres of the bow, though did not sink it. Repairs were completed in La Spezia and she returned to service on the 8th of September 1943.&lt;br /&gt;
&lt;br /&gt;
Due to the impending armistice with the Allies, Attilio was sent out to join up with a fleet of ships off Sardinia, which included the battleships Vittorio Veneto, Roma and Italia, with Roma promptly being bombed and sunk by the Luftwaffe in an attempt to stop them joining the Allies. Attilio picked up 17 survivors. &lt;br /&gt;
&lt;br /&gt;
After the war, she was transferred to La Spezia, where she remained inactive pending the execution of the naval clauses of the Peace Treaty. She was decommissioned on the 26th of July 1948 and ceded to France, renamed Châteaurenault, and remained in service until the 1st of October 1962. &lt;br /&gt;
&lt;br /&gt;
The Attilio Regolo, introduced with the initial Italian naval tree in [[Update &amp;quot;Starfighters&amp;quot;]], is a cruiser that is arguably closer in capabilities to a destroyer than a full sized cruiser. Its 135 mm guns, barely larger than most destroyer guns, are definitely capable of battering destroyers but have trouble when it comes to dealing critical damage to other cruisers. The anti-aircraft armament gives you good cover from air attacks, and its manoeuvrability and speed allow it to dodge enemy shells and torpedoes. However, its survivability is not the best, as it is very lightly armoured.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
[[File:RN Attilio Regolo Armor.jpg|thumb|Overview of the protection scheme]]&lt;br /&gt;
The Attilio Regolo's hull lacks any substantial armour, with the design emphasizing speed instead. This leaves areas such as the engines, ammunition magazines, and the bridge susceptible to damage from even destroyers' shells. However, the front of the turrets are protected by 20 mm of armour, while the sides and roof are protected by 6 mm of armour. This protects the turrets from nearby explosions from destroyers' high explosive rounds, but direct hits will disable the ship's armament. The bridge is also surrounded by 15 mm of armour, which is not reliable in protecting the module.&lt;br /&gt;
&lt;br /&gt;
The greatest threats to the survivability of the ship are the exposed torpedo tubes and spare torpedoes amidships and the highly exposed ammunition magazine under the 'X' turret. The former can detonate when hit and quickly incapacitate the ship, removing the use of almost every module past the bridge. However, this can be avoided by either firing off the torpedoes as soon as possible or not bringing them at all. The ammunition magazine will also detonate when hit, which will immediately destroy the ship. It is not possible to empty or redistribute the ammunition held here, and thus the only protection is to avoid getting hit there at all.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks to its four Thornycroft boilers and four Parsons turbines which together deliver 110,000 hp, the Attilio Regolo can reach a top speed of 72 km/h forward and a maximum reverse speed of -25 km/h. With these powerful engines the acceleration is also very good: it can reach top speed in about 30 seconds. Unfortunately, due to its length it does not excel in manoeuvrability, completing a full circle in 1 minute 25 seconds.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility&lt;br /&gt;
|SpeedForwardStockAB = 62&lt;br /&gt;
|SpeedBackStockAB = 22&lt;br /&gt;
|SpeedForwardSpadedAB = 84&lt;br /&gt;
|SpeedBackSpadedAB = 30&lt;br /&gt;
|TurnTimeStockAB = 148.351&lt;br /&gt;
|TurnSpeedStockAB = 43&lt;br /&gt;
|TurnTimeSpadedAB = 77.933&lt;br /&gt;
|TurnSpeedSpadedAB = 52&lt;br /&gt;
&lt;br /&gt;
|SpeedForwardStockRB = 62&lt;br /&gt;
|SpeedBackStockRB = 22&lt;br /&gt;
|SpeedForwardSpadedRB = 72&lt;br /&gt;
|SpeedBackSpadedRB = 26&lt;br /&gt;
|TurnTimeStockRB = 150.767&lt;br /&gt;
|TurnSpeedStockRB = 43&lt;br /&gt;
|TurnTimeSpadedRB = 116.717&lt;br /&gt;
|TurnSpeedSpadedRB = 51&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|135 mm/45 O.T.O. Mod. 1938 (135 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 8 x 135 mm/45 O.T.O Mod. 1938 are divided into 4 turrets allowing the ship to use at least half of its armament at any angle. The HE Dirompente is underwhelming with only 23 mm of penetration at any angle, and an explosive mass of 1.8 kg. This shell is unreliable and should be avoided after the APHEBC Perforante and the HE-TF Contro-aerea shells are unlocked. The APHEBC Perforante is the most reliable shell used on the Attilio Regolo with a penetration of 174 mm at 1,000 m, and an explosive mass of 1.47 kg. The HE-TF Contro-aerea shell shares almost all of its characteristics with the HE Dirompente, but has a time fuse added to it for use as an AA shell; with its versatility as an anti-air shell and as a normal HE shell, this is the second most reliable shell to have.&lt;br /&gt;
&lt;br /&gt;
{{:135 mm/45 O.T.O. Mod. 1938 (135 mm)/Ammunition|135 mm HE Dirompente, 135 mm APHEBC Perforante, 135 mm HE-TF Contro-aerea}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|37 mm/54 Breda Mod.39 (37 mm)|20 mm/70 Scotti-Isotta Fraschini mod.1939 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
For secondary armament the Attilio Regolo is armed with 8 x 37 mm/54 Breda Mod.39 autocannons, and 4 x 20 mm/70 Scotti-Isotta Fraschini Mod.1939 autocannons in double mounts. These secondary autocannons are effective as anti-air under control of the AI, but will need to be used by the player if they want to be used to destroy torpedo boats effectively.&lt;br /&gt;
&lt;br /&gt;
{{:37 mm/54 Breda Mod.39 (37 mm)/Ammunition|37 mm HE-TF DA 37 c.a.}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533,4X7,2 Tipo M (533 mm)|Bollo P.200/1936 mine}}&lt;br /&gt;
&lt;br /&gt;
The 533 mm steam-turbined S.I. 270/533,4X7,2 Tipo M torpedoes have an explosive mass of 270 kg, and a range of 12 km at 74 km/h with torpedo mode enabled, while it goes 4 km at a speed of 93 km/h when the torpedo mode is disabled. The torpedoes are best used as a tool to force opponents to avoid areas such as channels. If the player does not use torpedoes often then it is recommended to not bring them as they can be destroyed as an external ammo rack causing catastrophic damage.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The general gameplay of the Attilio Regolo is most similar to a destroyer then a light cruiser. The lack of meaningful armour means that it is fairly weak in a head-on engagement, but they can easily be avoided thanks to its incredible top speed. The ship has two general playstyles that fit it well, the first being a light brawler fighting for caps, and the second being a flanking support ship. The main threats to the Attilio Regolo are heavier cruisers than itself, such as the [[Emden]] and [[USS Trenton]], as well as destroyers with higher rates of fire such as the [[USS Sumner]] or [[Tashkent]]. The best way to counter cruisers such as the Emden is by simply avoiding the conflict using the ships high speed and smoke, or by using the ship's decent torpedo loadout to destroy them when they are unaware of you. Destroyers can best be dealt with by using terrain to your advantage to protect yourself from incoming fire, and retaliate while in safety of islands. The most vulnerable spot of the Attilio Regolo is its extra torpedo storage in the middle of the ship, this can best be protected by keeping the bow of the ship centred on an enemy you are fighting. While being in a broadside allows the ship to bring more of its firepower to use, it also exposes the external torpedoes that can quickly be set off destroying the ship.&lt;br /&gt;
&lt;br /&gt;
Basically, the RN Attilio Regolo is an excellent light support cruiser. It can provide an excellent anti-aircraft barrage with its effective 20 and 37 mm turrets. The Attilio Regolo can also provide support fire against small and medium-sized vessels making life easier for ships with longer reloading times. It is recommended to use this ship in the second and third line, supporting heavy cruisers and dreadnoughts, and even with good survivability the ship alone will not be as effective as when in a group.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High top speed&lt;br /&gt;
* Large number of torpedoes&lt;br /&gt;
* Effective turret layout with firing angles&lt;br /&gt;
* Mine-laying capability&lt;br /&gt;
* Effective anti-aircraft armament&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Low survivability&lt;br /&gt;
* Lowest crew count of any cruiser&lt;br /&gt;
* Highly exposed ammunition magazines&lt;br /&gt;
* Low shell explosive fillers for the main guns' calibre&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:RN Attilio Regolo History 1.png|thumb|400px]]&lt;br /&gt;
The Attilio Regolo is a light cruiser of the Capitani Romani class, laid down on Sept. 28, 1939, completed and commissioned on May 14, 1942, Attilio Regolo had no opportunity to participate in actual wartime missions, on Nov. 7, 1942 she departed the Port of Palermo to carry out the laying of a mine barrage, while she was laying mines at 10: 24 of Nov. 8 he was hit by a torpedo launched from the Submarine HMS Unruffled, whose torpedo striking destroyed almost the entire bow, was towed to the port of Palermo for repairs, however returned to activity only on Sept. 8, 1943 in Genoa, according to armistice provisions, was attached to the Eighth Division, on Sept. 9 arrived at the Gulf of Asinara, was sent to assist the survivors of the battleship Roma, whose was sunk after the second Fritz X headed on the main ammunition hold, the following day the Attilio Regolo arrived at Port Mahon in the Balearic Islands, where it remained until January 15, 1945, where on the same day it began repatriation to Taranto, where it arrived on January 23, after stopping 4 days in Algiers, Aggregated to the Seventh Division.&lt;br /&gt;
&lt;br /&gt;
Since her return to Italy the Attilio Regolo carried out a total of 3 missions covering 1,962 Miles for 113 hours of motion, After the war she was transferred to La Spezia where she remained inactive pending the execution of the naval clauses of the Peace Treaty, She was Disbarred from the Naval Cadre on July 26, 1948 by Presidential Decree of December 3, 1948. She assumed the recognition mark R.4 and was Ceded to France, in the Port of Toulon, on August 1, 1948, Renamed Chateaurenault and remained in service until October 1, 1962, the date of her disbarment from the French Navy.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6732-development-attilio-regolo-the-upsized-destroyer-en|Devblog]] ===&lt;br /&gt;
During the 1930's, the Regia Marina was looking into building a type of 'ocean scout' vessel. Initially, the design work took inspiration from the Condottieri-class cruisers, but was soon abandoned in favor of a more compact and modern design. By the end of the decade however, the need for 'scout' vessels became somewhat redundant thanks to the advances in aviation and radar technology. As a result, the design was reclassified as a light cruiser and would serve as a flotilla leader.&lt;br /&gt;
&lt;br /&gt;
Plans were made for the construction of 12 vessels of the 'Capitani Romani' class of light cruisers, all of which were laid down in various Italian shipyards in September and October of 1939. However, only three ships of the class would actually see completion while the others either had their construction cancelled or were later on captured in drydock by German forces.&lt;br /&gt;
&lt;br /&gt;
One of the ships which did see completion is the Attilio Regolo, which entered service with the Regia Marina in May 1942. However, the ship's didn't see extensive service not only due to joining the war late, but also because it was hit by a torpedo from British submarine HMS Unruffled in November of the same year, getting severely crippled.&lt;br /&gt;
&lt;br /&gt;
Postwar, Attilio Regolo was handed over to France in 1948 as war reparations and subsequently entered service with the French Navy as 'Châteaurenault'. The ship went on to serve with the French Navy until the early 1960's, before being decommissioned and sold for scrap in the 1970's.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_cruiser_capitani_romani_class_attilio_regolo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Attilio Regolo WTWallpaper 01.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 02.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 03.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 04.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 05.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 06.jpg|&lt;br /&gt;
File:Attilio Regolo WTWallpaper 07.jpg|&lt;br /&gt;
File:RN Attilio Regolo Media 2.png|&lt;br /&gt;
File:RN Attilio Regolo Media 1.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[RN Trento]]&lt;br /&gt;
* [[RN Etna]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6732-development-attilio-regolo-the-upsized-destroyer-en|[Devblog] Attilio Regolo - The Upsized Destroyer]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer OTO}}&lt;br /&gt;
{{Italy light cruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Alaska&amp;diff=166848</id>
		<title>USS Alaska</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Alaska&amp;diff=166848"/>
				<updated>2023-07-14T13:57:52Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Edit to AP shell section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battlecruiser_alaska_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Drone Age&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Alaska-class were major warships envisioned as a counter to the rumours of super-/battlecruisers under construction by the Imperial Japanese Navy, and so the Alaska-class was designed to be able to eliminate any possible cruiser and the rumoured small battlecruisers in a gunfight whilst having the speed to evade all but the fastest of battleships. As it turned out, the speculated Japanese warships were never even built and the Alaska-class never saw surface action against other warships, only taking part in escort and shore bombardment missions. Post-war, they, like the battlecruiser concept in general, were viewed as obsolete due to being too combat ineffective compared to and against modern battleships while being seen as too resource and cost inefficient compared to cruisers. There was some thought given to converting them to missile ships but these plans fell through and, by the early 1960s, they were broken up for scrap.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Alaska Armor and Internals.jpg|thumb|Armour and internal layout of USS Alaska]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front !! Side !! Rear !! Roof/Deck&lt;br /&gt;
|-&lt;br /&gt;
| Main calibre turret || {{Annotation|12.8 inches|325 mm}} || {{Annotation|6 inches|152.4 mm}} (front, cheeks) &amp;lt;br&amp;gt; {{Annotation|5.25 inches|133.35 mm}} (rear) || {{Annotation|5.25 inches|133.35 mm}} || {{Annotation|5 inches|127 mm}}&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary calibre turret || {{Annotation|1 inch|25.4 mm}} || {{Annotation|0.75 inches|19.05 mm}} || {{Annotation|0.75 inches|19.05}} || {{Annotation|1 inch|25.4 mm}}&lt;br /&gt;
|-&lt;br /&gt;
| Barbette || {{Annotation|11 inches|279.4 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|1.5 inches|38.1 mm}} (lower) || {{Annotation|13 inches|330.2 mm}} (front, upper) &amp;lt;br&amp;gt; {{Annotation|12 inches|304.8 mm}} (rear, upper) &amp;lt;br&amp;gt; {{Annotation|1.5 inches|38.1 mm}} (lower) || {{Annotation|11 inches|279.4 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|1.5 inches|38.1 mm}} (lower) || {{Annotation|1.9 inches|48.46 mm}}&lt;br /&gt;
|-&lt;br /&gt;
| Citadel || {{Annotation|0.62 inches|15.87 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|10.25 inches|260.35 mm}} (middle) &amp;lt;br&amp;gt; {{Annotation|2 inches|50.8 mm}} (lower) || {{Annotation|1.125 inches|28.56 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|9 inches|228.6 mm}} (middle) &amp;lt;br&amp;gt; {{Annotation|5-7 inches|127-177.8 mm}} (lower) &amp;lt;br&amp;gt; {{Annotation|0.75 inches|19.05 mm}} (inner) || {{Annotation|0.62 inches|15.87 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|10.25 inches|260.35 mm}} (middle) &amp;lt;br&amp;gt; {{Annotation|2 inches|50.8 mm}} (lower) || {{Annotation|1.425 inches|36.195 mm}} (upper) &amp;lt;br&amp;gt; {{Annotation|4.25 inches|107.95 mm}} (middle, magazine) &amp;lt;br&amp;gt; {{Annotation|3.8 inches|96.52 mm}} (middle, machinery) &amp;lt;br&amp;gt; {{Annotation|0.75 inches|19.05 mm}} (lower, magazines only)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; | {{Annotation|10.63 inches|269.99 mm}} || {{Annotation|5 inches|127 mm}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* The entire superstructure except for the funnel has {{Annotation|0.75 inches|19.05 mm}} of anti-fragmentation armour&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|12-inch/50 Mark 8 (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament of the Alaska is composed of a total of 9x 305mm 50-calibre cannons, arranged in three triple turrets with two superfiring fore and one aft. The gun handling is not slow, but not especially fast for the size of the turrets. The maximum reload speed is quite competitive at 20 seconds, though most players of the ship won't have a top level crew and thus will have a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
The Alaska has access to two shell types for the main guns.&lt;br /&gt;
&lt;br /&gt;
The armour-piercing shell is the main one you'll use for opposing capital ships and occasionally on cruisers that may have a lot of armour or are angled. The AP shell of the Alaska was designed as a so called 'super-heavy' shell, which means that it has a lot bit more mass than a normal AP shell. This means the shell has less muzzle velocity, intended to give the shells a sharper descent angle when coming down on an opposing vessel, a little like a mortar, with the hopes of going through deck armour, which tends to be relatively thin.&lt;br /&gt;
&lt;br /&gt;
The problem with this is that the US didn't realise that the range needed to have the shells drop at a flat enough angle on the deck to effectively penetrate most deck armour was quite a bit further than you could physically aim with any real accuracy. Even ignoring that, warships in naval battles tend to always want to close the range anyway in order to be able to aim accurately and/or use torpedoes, which would rapidly diminish the possibility of penetrating deck armour. What this means is that you simply cannot use the shells for their intended purpose of hitting deck armour, meanwhile the lower muzzle velocity makes aiming your AP shells more difficult and shells hitting the side of an enemy vessel are at a sharper angle than they would otherwise have been, which makes it unnecessarily harder to penetrate enemy side armour. Not only that but, as is typical for US warships, the AP shell has a relatively poor bursting charge of less than 8kg. However, the shells retain relatively high penetration statistics and so that still remain a threat to other capital ships, if aimed at the right places. &lt;br /&gt;
&lt;br /&gt;
The HE shell of the Alaska is a more normal naval shell and the 35kg of explosive power is fairly decent for its calibre. Although it's not too competitive compared to the real hard hitting HE shells at top tier naval, this shell will still enable you effectively dispatch lightly armoured vessels such as destroyers and small cruisers without difficulty, as well as being able to harass anything on the deck of opposing capital ships.&lt;br /&gt;
&lt;br /&gt;
{{:12-inch/50 Mark 8 (305 mm)/Ammunition|12-inch Mk.17 HC, 12-inch Mk.18 AP}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/38 Mk.12 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:5 inch/38 Mk.12 (127 mm)/Ammunition|5 inch AAC Mk.34, 5 inch Common Mk.32, 5 inch SP Common Mk.46, 5 inch AAVT Mk.31}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located midships are two catapults with one OS2U-1 scout plane each which provide unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 100 lb bombs, and capturing zones, the OS2U-1 and other scout planes have the added ability to lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! With two scout planes one can risk a cap attempt at the beginning of the match, saving the second for any opportunity that presents itself.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
Alaska is a versatile warrior capable of achieving multiple objectives. However, its generally unwise to spawn Alaska as your first ship (unless you are in a tight squad) and here are the main reasons: First, you have to face the most intense early-game combat and may not spare focus to do multi-tasking. Second, Alaska's low damage output won't help you and your teammate win the early fight. Third, Alaska is tanky indeed but to absorb damage in this ship is the least optimal use and Arizona suits this role much better than her.&lt;br /&gt;
&lt;br /&gt;
After securing the early game, you may spawn Alaska as your second ship and pursue for the mid-late game. Depending on the situation, you may chase down weakened opposing capital ships; sail straight towards one objective and secure the others with your floatplane; repel air raid and deny irregular motorboat tactics with your powerful autocannon arrays. Eventually, you will claim a victory in this ship.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good survivability&lt;br /&gt;
* Excellent top speed and manoeuvrable&lt;br /&gt;
* Massive amount of AA defenses&lt;br /&gt;
* Two scout seaplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Full potential is locked behind high tier modifications (max top speed and floatplanes), stock ship is hardship&lt;br /&gt;
* Low damage output, she has difficulties in securing kills&lt;br /&gt;
* One deadly weak spot above waterline&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_battlecruiser_alaska_class Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7814-development-uss-alaska-cb-1-en|[Devblog] USS Alaska (CB-1)]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer New York Shipbuilding Corp.}}&lt;br /&gt;
{{USA battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=RN_Duilio&amp;diff=166837</id>
		<title>RN Duilio</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=RN_Duilio&amp;diff=166837"/>
				<updated>2023-07-14T09:58:12Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Small edits to description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_battleship_caio_duilio&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The RN Duilio, also known as the RN Caio Duilio, is the sister ship of the previous battleship, RN Andrea Doria, laid down on 24 February 1912, launched on 24 April 1913, and completed and entered into service on 10 May 1915. The ship took part only in exercises, the ship did not see any operations or missions because naval supremacy in the Mediterranean was in favour of the Allied Powers. It was later refitted in the Ansaldo Shipyard in Genoa from 1937 until her return to service on 15 July 1940. The RN Duilio got one of the most extensive modernisations that was ever given to a dreadnought, including changes to the hull, powerplant, and armaments, resulting in a vessel that was almost unrecognisable as compared to before. The RN Duilio took part in several activities during WW2, though the ship never got a chance to engage another surface target and arguably the most interesting part of its service life was when it was torpedoed in Taranto by the Royal Navy. The ship continued serving in the Italian Navy after the war and was decommissioned in late 1956, being sold for scrap the next year.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Sky Guardians&amp;quot;]], RN Duilio is in its 1942 configuration. The ship's armament is strong, the main armament consisting of ten 320 mm guns with high penetration AP shells, a secondary armament of four 135 mm twin turrets, useful for destroying smaller targets such as destroyers and cruisers, and finally the anti-aircraft armament that in comparison to the [[RN Andrea Doria]] has been greatly enhanced, consisting of ten 90 mm cannons, nineteen 37 mm cannons and finally eight twin 20 mm cannons, provides decent protection from enemy aircraft. Its manoeuvrability and speed is also not bad for a battleship.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|320 mm/44 Ansaldo model 1936 (320 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:320 mm/44 Ansaldo model 1936 (320 mm)/Ammunition|320 mm Granata Perforante, 320 mm APHEBC Palla}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|135 mm/45 O.T.O. Mod. 1938 (135 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:135 mm/45 O.T.O. Mod. 1938 (135 mm)/Ammunition|135 mm HE Dirompente, 135 mm APHEBC Perforante, 135 mm HE-TF Contro-aerea}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|90 mm/50 Ansaldo model 1939 (90 mm)|37 mm/54 Breda Mod.38 (37 mm)|37 mm/54 Breda Mod.39 (37 mm)|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Turret barbettes are protected by two layers of steel, giving a total of 290+ mm armour thickness. The magazines are also well protected&lt;br /&gt;
* Relatively fast and manoeuvrable (compared to previous dreadnoughts)&lt;br /&gt;
* Good 5°/sec traverse rate on main turrets&lt;br /&gt;
* 320 mm APCBC shell features outstanding ballistic characteristics and high penetration&lt;br /&gt;
* Decent AA capability&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Crew compartments are compact and cramped in midship (at second deck level), taking hit will result in heavy crew loss&lt;br /&gt;
* 90 mm turrets can easily be taken out by HE splash and rapid lower calibre hits&lt;br /&gt;
* 320 mm gun dispersion is high for a large-calibre naval gun&lt;br /&gt;
* Low ammo capacity, 65 rounds per gun is not sufficient in a prolonged battle&lt;br /&gt;
* Very poor bursting charge for the main calibre AP shells&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Launched on 24 February 1942, launched on 24 April 1913 and completed and entered service on 10 May 1915, the ship only participated in exercises, later to be rebuilt at the Ansaldo Shipyard in Genoa from 1937 until her return to service on 15 July 1940.&lt;br /&gt;
&lt;br /&gt;
The RN Duilio, also known as the Caio Duilio, is the sister ship of the RN Andrea Doria. Built in the Dreadnought era, the ship did not enter the action in World War I due to Allied naval supremacy in the Mediterranean. What makes this ship special is the refit it underwent in the years between the wars. Due to the lack of other options, the Italians gave the old battleships of the Conte di Cavour class and the Andrea Doria class the most extensive modernisations ever made to any dreadnought, resulting in ships that were almost unrecognisable from before.&lt;br /&gt;
&lt;br /&gt;
She was later rebuilt at the Ansaldo shipyard in Genoa from 1937 until her return to service on 15 July 1940.&lt;br /&gt;
&lt;br /&gt;
The refit for this vessel consisted of Extensive modifications to the hull including a rebuild of the bow and stern, lengthening the ship by almost 11 metres, two propeller shafts removed, the old turbines replaced by new geared turbines, the ageing machinery, powerplant and all 20 old boilers were ripped out and replaced with modern systems and 8 new superheated oil-fired boilers, while the amidships main battery turret was taken out to make way for an entire rearrangement of the machinery and funnels, increasing the maximum speed by about 10km/h. The remaining main guns were bored out an extra 15 mm to allow the guns to fire heavier 320 mm shells, the turrets were retrofitted with electric power and their maximum elevation was increased, the obsolete torpedo tubes were removed, several 37 mm and 20 mm anti-air guns were added, the old casemate 152 mm guns were torn out and replaced with four forward-facing triple 135 mm turrets and several dual-purpose single-gun 90 mm turrets which were placed along the side of the superstructure, which itself was also completely rebuilt, including a new conning tower and modern rangefinding systems. The deck armour was increased to a total of 135 mm and a Pugliese torpedo defence system was installed.&lt;br /&gt;
&lt;br /&gt;
The RN Duilio took part in several activities during WW2, though the ship never got a chance to engage another surface target and arguably the most interesting part of its service life was when it was torpedoed in Taranto by the British. The ship continued serving in the Italian Navy after the war and was decommissioned in late 1956, being sold for scrap the next year.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_battleship_caio_duilio Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|d2u4SDVIf0M|'''RN Duilio - Andrea Doria-Class Battleship''' - ''Cmdr. Tyrael''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Duilio (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[RN Andrea Doria]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Arethusa&amp;diff=166359</id>
		<title>HMS Arethusa</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Arethusa&amp;diff=166359"/>
				<updated>2023-07-04T11:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Small change to Primary Armament&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_cruiser_arethusa&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British light cruiser {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Arethusa is the lead ship of the Arethusa-class light cruisers. They were designed as 'cut-down' economy versions of the [[HMNZS Leander|Leander]]-class light cruisers, allowing more of them to be built on the same tonnage in order to protect the British Empire's vital trade routes. As such, her armament, machinery, and protection are reduced compared to the Leander.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
In order to save displacement, the Arethusa's protection is concentrated around vital components. The thickest armour is located around the magazines, which are protected by an armoured box with 76 mm sides below the waterline. This mostly protects the Arethusa from instant destruction due to magazine powder explosions. However, the shell rooms located next to the powder magazines are much less well protected, with only 25 mm protection. If a shell room is hit, it will explode and cause considerable damage to the ship, though the ship will survive if enough crew remains. Both of these are sited behind fuel tanks, thus increasing their protection level somewhat.&lt;br /&gt;
&lt;br /&gt;
The Arethusa, like the Leander, does not have a full length armour belt, but it does have a 57 mm belt protecting the machinery. This is sufficient to withstand most destroyer fire when angled and from medium range (5,000 m or beyond). However, it will not reliably protect against light cruiser fire. Deck protection is also quite thin at only 25 mm.&lt;br /&gt;
&lt;br /&gt;
Like almost all British cruisers, the Arethusa has an open unarmoured bridge. This makes it very vulnerable to getting disabled from even nearby HE shell explosions.&lt;br /&gt;
&lt;br /&gt;
Unlike the preceding [[HMS Enterprise|Enterprise]], all of the Arethusa's main armament is protected in fully enclosed turrets with 25 mm all-round armour. This makes them less vulnerable to HE blast and fragmentation from nearby hits, but it is still fairly thin and can be easily penetrated by even destroyer shells.&lt;br /&gt;
&lt;br /&gt;
The Arethusa has a crew complement of 623, which is somewhat above average for a light cruiser at its battle rating, and also more than what the [[HMS Enterprise|Enterprise]] gets.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Arethusa is fairly slow for a light cruiser, especially without upgrades and compared to the preceding Enterprise. Even upgraded, she is still the slowest of the British light cruisers. On the other hand, because of her small size, she has good handling for a light cruiser, and can make fairly tight turns quickly.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|6 inch/50 BL Mark XXIII (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Arethusa's main armament consists of six BL 6-inch Mark XXIII guns mounted in three twin turrets. These have a relatively fast rate of fire, at a maximum of 8 rounds/minute, and good accuracy for a heavy cruiser. Unlike the preceding Enterprise, her turrets do not have a first stage ammunition rack, and are thus able to sustain their high rate of fire.&lt;br /&gt;
&lt;br /&gt;
The stock HE shell comes with just under 4 kg of TNT equivalent, which is great for use against coastal vessels, is marginally effective against destroyers and fairly useless against any cruiser, though it can be helpful in starting fires or knocking out crew in exposed weapon positions.&lt;br /&gt;
&lt;br /&gt;
The CPBC semi-armour piercing shell has a powerful explosive filler (1.78 kg of TNT equivalent) and sufficient penetration to get through most light cruisers' belt armour at medium range. These shells are also highly effective against destroyers as the fuse sensitivity is just 7 mm with a delay of 8 m. This means that the shell will fuse on a destroyer's thin plating before exploding inside the ship, inflicting substantial damage damage.&lt;br /&gt;
&lt;br /&gt;
The Arethusa also has access to HE-VT and HE-DF shells for anti-aircraft purposes. Proximity-fused HE-VT is flatly superior to HE-DF because the former is not reliant on accurate range-finding in order to burst near its target, rendering the latter shell mostly pointless. Combined with the fact that the Arethusa can also elevate her main guns up to 60 degrees, this allows her to effectively engage aircraft, especially less agile heavy bombers, with the main armament. The HE-VT can also be used instead of the basic HE shell against surface targets with similar effectiveness.&lt;br /&gt;
&lt;br /&gt;
The Arethusa does not have a proper AP shell, thus the main armament lacks the penetration to threaten heavy cruisers except at close range.&lt;br /&gt;
&lt;br /&gt;
{{:6 inch/50 BL Mark XXIII (152 mm)/Ammunition|6 inch HE, 6 inch CPBC, 6 inch HE-TF, 6 inch HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
{{main|4 inch/45 Mark XVI (102 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:4 inch/45 Mark XVI (102 mm)/Ammunition|4 inch HE, 4 inch SAP, 4 inch HE-TF, 4 inch HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
{{main|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mark V (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
{{main|Mk.V (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Arethusa is a general improvement over the Enterprise in all but a few ways. Firstly, the Arethusa features a better main armament. While the number of guns goes down to six, the broadside is up to six thanks to the three dual-gunned superfiring turrets. These guns also have a better rate of fire, firing a shot every 7.5 seconds. This, combined with the Arethusa's good turret traverse, can make this ship a monster at medium-to-close range. Carrying on from the Enterprise, the Arethusa still bolsters a powerful AA screen, but now with better DP guns thanks to the dual-mounted 4-inch guns, with a 3 second reload. These guns can be deadly both to large aircraft and to enemy destroyers and patrol boats, giving the Arethusa more survivability at close range than its predecessor. It also still features the fast torpedoes of the Enterprise, as well as good turning time.&lt;br /&gt;
&lt;br /&gt;
The Arethusa does sacrifice some elements of its design. Firstly, it's a slow ship, doing just 26 knots when stock. It also inherits the poor armour of the Enterprise, with the addition of having even worse deck armour (making this ship vulnerable to bombs and rockets) and weaker belt armour. This, combined with the ship's low crew tally, means it struggles to take on a good amount of damage, especially from other cruisers. This ship can still be played effectively against light cruisers and destroyers, but Arethusa players should be cautious around the armoured light cruisers of Russia and America, as well as heavy cruisers of any design, which can punish the Arethusa's small size and poor armour.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High rate of fire on both main and secondary guns&lt;br /&gt;
* Large explosive shell fillers for their calibre and type&lt;br /&gt;
* Excellent anti-aircraft armament suite&lt;br /&gt;
* Above average manoeuvrability&lt;br /&gt;
* Access to HE-VT shells&lt;br /&gt;
* Fully enclosed main gun turrets and good magazine protection&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No AP shell&lt;br /&gt;
* Small main gun broadside&lt;br /&gt;
* Thinly armoured outside the magazines&lt;br /&gt;
* Slowest British light cruiser&lt;br /&gt;
* Open unarmoured bridge&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:HMS Arethusa 1942 IWM FL 889.jpg|thumb|450x450px|HMS Arethusa as seen in 1942.]]&lt;br /&gt;
HMS Arethusa was the lead ship of her class, a set of four light cruisers built for the Royal Navy. Designed as a lighter version of the [[HMNZS Leander|Leander]] class to counter Merchant-raider ships, they had a smaller displacement and armament but were big enough to serve as fleet cruisers. Commissioned in 1935, Arethusa served in the Mediterranean theatre before the outbreak of war, and later participated in a variety of conflicts including the Norwegian campaign and Mediterranean campaign. Struck by a torpedo in late 1942, she was inoperational until late 1943 and didn't see active service until the D-Day landings in June of 1944. She had the honour of ferrying King George VI over the English channel to inspect the Allied forces in Normandy, but was later damaged by a naval mine and put out of service for the rest of the war. She was used for weapons trials until 1949, and subsequently scrapped.&lt;br /&gt;
&lt;br /&gt;
=== Design and development ===&lt;br /&gt;
In the 1930s, there was serious concern over the potency of armed merchant raiders (merchant ships retrofitted with heavy armament), and as a result, the Royal Navy ordered a new class of vessels to counter these ships. The new vessel featured a toned-down version of Leander's hull, with less armament. Even so, they were able to outgun (and possibly outrun) merchant cruisers by a fair margin. The Arethusa herself displaced just 5220 tons standard, and was capable of making 32 knots (59 km/h).&lt;br /&gt;
&lt;br /&gt;
The Arethusa was armed with six 6-inch (152 mm) BL Mk 23 guns in three dual turrets - two fore (in the A and B positions) and one aft (in the Y position). Her secondary armament was composed of four single 4-inch (102 mm) guns, though this was replaced in a later refit. Her anti-aircraft armament was initially scarce, but was improved over time. She carried two triple 533 mm torpedo tubes in beam positions.&lt;br /&gt;
&lt;br /&gt;
Arethusa was laid down in 1933, and launched in March of 1934. After completion, she was commissioned in 1935.&lt;br /&gt;
&lt;br /&gt;
=== Operational history ===&lt;br /&gt;
After her commissioning, the Arethusa was assigned to the British Mediterranean squadron, and remained there at the start of the Second World War. She was then recalled to the British Home Fleet, and subsequently served in the Norwegian campaign. In June of 1940, she joined Force H at Gibraltar, and participated in the attack on French Forces based at Mers-el-Kebir. She later participated in the Hunt for Bismarck, and was later employed on convoy escort duties in the Mediterranean.&lt;br /&gt;
&lt;br /&gt;
In November of 1942, Arethusa was struck by an Italian torpedo that caused severe damage; after temporary repairs, she was sent to the Charleston dockyard in the US and remained there until late 1943. During this time, her anti-aircraft armament was improved significantly, and she was fitted with new dual 4-inch mountings. After her return to service, she participated in the D-Day landings and provided fire support for the forces landing at Sword Beach. She was also given the honor of carrying King George VI across the English Channel to inspect allied forces in the Normandy region. However, she was hit by a mine several days later and sent back to the shipyards for repair. Arethusa saw little service for the rest of the war, and was placed into reserve in November of 1945. There were plans to sell her to the Netherlands navy, but these plans failed to come through and Arethusa was eventually scrapped by 1950.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6363-development-hms-arethusa-mistress-of-the-seas-en|Devblog]] ===&lt;br /&gt;
The development of the Arethusa-class light cruisers began because their predecessors - type Leander ships, were not very suitable for fleet operations at sea nor as a lead destroyer. Type Leander cruisers didn't have the manoeuvrability to be leaders, nor did they meet the minimum silhouette requirements for night operations. British engineers had to create a new, lighter, and more manoeuvrable ship based on the Leander.&lt;br /&gt;
&lt;br /&gt;
The result of this endeavour was the creation of the Arethusa-class in the early 1930s - a light cruiser design based on the Leander-class, with reductions in firepower, protection and other aspects to accomodate for weight savings. The design was soon approved for construction, with six ships being initially ordered, although five were actually built in the end.&lt;br /&gt;
&lt;br /&gt;
HMS Arethusa, the lead ship of her class, was laid down in January 1933, being commissioned in May 1935. Upon her completion, HMS Arethusa was immediately assigned to the Mediterranean, where she would also witness the outbreak of WWII in September 1939. Early in the war, HMS Arethusa operated off the coast of Norway, assisted in the evacuation of troops from France in 1940 and protected numerous Allied convoys in the Atlantic and Mediterranean.&lt;br /&gt;
&lt;br /&gt;
Later in the war, in 1942, HMS Arethusa suffered heavy damages as a result of an airborne torpedo attack by axis forces, knocking the ship out of action for almost 2 years before finally being repaired in the US. Arethusa's final major operation of WWII were the Allied landings in Normandy in 1944. HMS Arethusa was put in reserve in the immediate postwar years and was later scrapped in May 1950.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_cruiser_arethusa Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6363-development-hms-arethusa-mistress-of-the-seas-en|[Devblog] HMS Arethusa: Mistress of the Seas]]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
* Mason, G. B., &amp;amp; Smith, G. (2004). HMS Arethusa, British Light Cruiser. Retrieved January 07, 2021, from &amp;lt;nowiki&amp;gt;https://www.naval-history.net/xGM-Chrono-06CL-Arethusa.htm&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Helgason, G. (1995). Uboat.net. Retrieved January 07, 2021, from &amp;lt;nowiki&amp;gt;https://uboat.net/allies/warships/ship/4009.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Chatham Dockyard}}&lt;br /&gt;
{{Britain light cruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=165811</id>
		<title>Bravy</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=165811"/>
				<updated>2023-06-27T09:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Modifications and revisions to Description, General Info, Armaments &amp;amp; Pros/Cons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_destroyer_pr56_bravy&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (Бравый; Brave, hull number 650) was one of the Project 56 Spokoinyy (Спокойный, &amp;quot;tranquil&amp;quot;) Class Destroyers with Bravy being the 56K variant with enhanced air-defence capabilities; starting in 1962, the vessel was fitted with anti-air missiles, though it was only for testing and this particular refit was never extended to any other vessels of the class. The ship was built in Mykolaiv/Nikolayev Shipyard in 1952 and joined Soviet Navy in January 1956 as one of the ships in the VMF's Black Sea Fleet. The ship was famous for having an accidental collision with the Royal Navy's Ark Royal in November 1970 with casualties onboard Bravy. The ship was later stored in Sevastopol as part of the &amp;quot;mothball fleet&amp;quot; (reserve fleet) and eventually broken up for scrap in 1987. &lt;br /&gt;
&lt;br /&gt;
The Bravy was introduced in [[Update &amp;quot;La Royale&amp;quot;]] as the first Soviet ship to receive SAM for air-defence and the first bluewater vessel with guided missiles, although the installation of the Volna-M (Волна, &amp;quot;''wave&amp;quot;'') came at the cost of removing a main turret and AA mounts at the aft, as well as the vessel having a relatively slower top speed than other ships of her class. Bravy is now a fearsome, anti-aircraft destroyer which can blow aerial targets into pieces with its varieties of weapons on board; either by the traditional guns or the latest SAMs of its era. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Although still being one of the family of Project 56 Destroyers and sharing mostly identical protection, Bravy has some distinctive features to other ships of its class. The most noticeable difference is the rear superstructure housing the Volna-M (Wave-M) SAM systems and its carousel autoloader, giving it the suffix K in its project number. Due to the system occupying where the aft turret once was, Bravy now only has one SM-2-1 twin 130 mm turret at the bow; the rearranged superstructure also removed the aft quad 45 mm autocannon and now only has 3 turrets of such onboard, and only one quintuple torpedo launcher. At such, Bravy has overall inferior firepower to other ships of its class, though the addition of the RBU-2500 mortars give the ship an ace card at extreme close range. Be extra careful to evade oncoming shots, due to the cramped spaces at the bow with abundance of ammunitions. &lt;br /&gt;
&lt;br /&gt;
Although the large missile carousel is mostly over the waterline and you would assume it to be a huge weak spot, it is surprisingly resilient to detonation. The ship may frequently see inbound fire striking the aft of the ship and not causing any missiles to explode.&lt;br /&gt;
&lt;br /&gt;
Like other Project 56s, the turrets, bridge and funnel are covered by anti-shrapnel armour ranging from 6-10 mm thickness; it is nowhere sufficient to stop direct shots from enemy ships, but at least it will give the Bravy some chance to survive shrapnel from enemy HE shells.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Same as other Project 56s, the ship is propelled by 4 GTZA TV-8 steam turbine engines; but due to the new systems and extra superstructure onboard, it has the slowest speed among all the other ships of its class maxed out at only 65 km/h.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|130 mm/58 SM-2-1 (130 mm)}}&lt;br /&gt;
&lt;br /&gt;
All Project 56 destroyers has identical main weapon: the 130mm SM-2-1 twin mount turret and Bravy is no exception; but the problem is that the addition of the Volna-M launch has occupied the aft turret, thus Bravy only has one bow turret. The overall firepower is still sufficient to take down light vessels such as destroyers and lightly protected cruisers, though not as efficiently as the regular Pr.56. It is recommended to aim at magazines of enemy vessels, as the 130mm is great at poking into them and causing catastrophic detonations, which is a much more efficient way to destroy a vessel than wearing down the crew, though it can only really be done reliably at closer ranges. The main turret is also a decent tool in the role of air defence with its VT shells. Do remember to keep the turret operational at all times as the remaining autocannons or SAM are not reliable enough to take on other destroyers. &lt;br /&gt;
&lt;br /&gt;
{{:130 mm/58 SM-2-1 (130 mm)/Ammunition|130 mm OF-42 HE, 130 mm PB-42 SAP, 130 mm ZS-42R HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Volna-M}}&lt;br /&gt;
&lt;br /&gt;
The Volna-M missile launcher is the main feature of this ship and places the vehicle in the rare category of a missile-armed warship, of which there are only two other ships in the game, both coastal vessels.&lt;br /&gt;
&lt;br /&gt;
The launcher carries two 379 mm V-600P anti-air missiles at a time, with the total number of missiles on the craft at 18. Once both missiles are fired, the launcher requires a minimum of 50 seconds (ace crew) to reload. Though designed for anti-air work, the missiles can be used against surface targets with mixed results. The missiles can detonate a number of destroyers and, on rare occasions, cruisers if they strike a magazine, but this requires pinpoint aim, a good knowledge of weak spots of various ships and a fair degree of luck. If a magazine is not struck, the missiles will still do decent damage to destroyers, taking out a number of crew and modules, and potentially starting moderate to severe flooding, but will usually not be enough to destroy the vessel on its own. Cruisers with light protection are even more resilient to the missiles and against cruisers with any reasonable degree of armour, you may as well not even try. &lt;br /&gt;
&lt;br /&gt;
A very important thing to note about the V-600P is that the missiles can be triggered by any munition (other than low calibre bullets) that passes through its trigger radius. If any stray shells, bombs, rockets or anything of the sort get too close to the missile in flight, it will trigger the warhead and prematurely detonate the missile. It can even be triggered by flying over a torpedo. This has a significant reduction in the reliability of the missile as they can often be seen exploding seemingly at random before hitting the target. Although, this is only really an issue when aiming at surface targets, given the density of fire flying just above the waves. Against air targets, well above the shells being spewed by each team, this occurrence is rare enough not to really worry about.&lt;br /&gt;
&lt;br /&gt;
One of the most noticeable things about the missiles is that they tend to twirl and curve through the air quite substantially rather than flying straight, especially just after launch. The missile attempts to home towards the direction that the player is aiming, however the player's viewpoint is placed in the bridge of the vessel when looking through the binoculars, near the front of the ship, while the launcher is towards the back of the vessel, so the missile darts sideways toward the player's centre of vision right after launch before stabilising itself. Although not too much of a problem most of the time, it can sometimes result in the missile splashing into the water after trying to swing into the centre of vision, as well as making aiming at closer ranger targets more finicky. This effect can be reduced by angling the ship and reducing the horizontal distance between the launcher and the player's viewpoint, which can limit the amount the missile swings off to the side and enables the missile to stabilise faster.&lt;br /&gt;
&lt;br /&gt;
As for the missile curving and twisting through the air midway toward the target, this is because the missile is rather sensitive to the targets movement and is constantly correcting itself, occasionally overdoing it and causing the missile to spiral. This hardly happens against surface targets as ships move slowly and on a flat plane, however firing at aircraft will almost certainly result in some spirals. However, despite careening through the sky almost wildly, the missile is still fairly accurate against aircraft and will almost certainly end up scoring a hit against a target that doesn't evade out of the way.&lt;br /&gt;
&lt;br /&gt;
Against air targets, the missiles have two targeting modes. The default mode is 'chase', where the missile just flies directly toward where the player is aiming. With aircraft typically flying at a relatively high speed, this often results in the missile detonating more towards the rear end of the plane which, due to the large trigger radius of 40 metres, and means that the aircraft may get away with only splinter damage, though the chase mode can still work well when aimed at an aircraft flying straight toward the player. With a warhead of over 40 kg worth of TNT, the missile is essentially the equivalent of a guided proximity-fused battleship-calibre HE shell, however the 40m radius is very large, even for the heavy warhead. If the missile triggers anywhere in the rear hemisphere of an aircraft, the plane will likely not be destroyed in one hit. Though usually inferior at dealing lethal damage to aircraft, an important aspect of chase mode is that it is completely immune to chaff and does not require the radar to even be turned on, only requiring that the player has a line of sight with the opposing plane.&lt;br /&gt;
&lt;br /&gt;
The second mode is 'intercept', which the missile automatically sets to when a radar lock is achieved on the aircraft. In this mode, the missile does not fly directly where the player is pointing, but compensates for the speed of the aircraft by flying ahead of it on an intercept course, which will result in the missile detonating right in front of the plane, which will fly right through the spray of shrapnel and should result in the destruction of even the heaviest of bombers. Although better at dealing damage to an aircraft than chase mode, should the ship lose the radar lock on the plane for whatever reason, such as the radar being knocked out, the missile will switch from intercept to chase mode and this can result in it missing the target. There's also the radar lock dead-zone toward the rear of the vessel where the tracking radar cannot follow, marked by the dark area on the radar map. If a locked aircraft flies into that zone, the radar lock will be lost and a new one cannot be established until the plane moves out of the zone.&lt;br /&gt;
&lt;br /&gt;
The missile moves at a very high speed and is relatively agile, enabling the player to rapidly and precisely strike targets, though it is highly sensitive to player aiming and target movement adjustments, which can throw the V-600P out of place as it barrels towards its new heading and overshoots, requiring it to swing back and possibly then back once more.&lt;br /&gt;
&lt;br /&gt;
{{:Volna-M/Ammunition|V-600P}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|45 mm/89 SM-20-ZIF (45 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Project 56K design also brings revisions the placement of AA autocannons, Bravy now only has 3 instead of 4 SM-20-ZIF quad mount 45 mm autocannons, though they remain effective tools against aircraft and coastal vessels. &lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|53-65 (533 mm)|RBU-2500}}&lt;br /&gt;
&lt;br /&gt;
The revised superstructure has removed a set of quintuple 533 mm torpedo tubes, leaving the ship with only has 5 torpedoes; depending on the designated targets' size and draft, adjust the depth of torpedoes accordingly for maximum damage.&lt;br /&gt;
&lt;br /&gt;
An interesting addition to the craft are the RBU-2500 mortars, which enables the player to hurl dozens of explosive charges against targets, but only at very close range. Though the aiming can take time to get used to, the mortars can be truly lethal in ideal circumstances. Each shot carries 26kg worth of TNT, roughly equivalent to a low yield battleship calibre shell, and they can be fired in very rapid succession. Destroyers will be annihilated and even cruisers will crumble under their explosive power, subjected to raging fires, heavy flooding and any module not protected by a major armour plate or buried deep in the ship being smashed up. &lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Access to high speed V-600P missiles for extensive air-defence&lt;br /&gt;
* Missiles can be used against surface targets&lt;br /&gt;
* Fast-firing 130 mm turret with excellent ammunition selection&lt;br /&gt;
* Sufficiently fast for a destroyer&lt;br /&gt;
* Search radar for aerial targets, can lock on to targets and provide lead indicator&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Only has single main turret&lt;br /&gt;
* Only has 5 torpedoes at disposal&lt;br /&gt;
* Very long reload for the missile launcher&lt;br /&gt;
* Missiles can have odd behaviour and have limited reliability against enemy vessels&lt;br /&gt;
* Somewhat slower than other ships of its class and less agile&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Pr.56 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8233-development-pr-56k-braviy-destroyer-the-missile-apprentice-en|[Devblog] Pr. 56K Braviy destroyer: the Missile Apprentice]]&lt;br /&gt;
&lt;br /&gt;
{{USSR destroyers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=165715</id>
		<title>Bravy</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bravy&amp;diff=165715"/>
				<updated>2023-06-25T15:15:48Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added section on the V-600P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_destroyer_pr56_bravy&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;La Royale&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|130 mm/58 SM-2-1 (130 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:130 mm/58 SM-2-1 (130 mm)/Ammunition|130 mm OF-42 HE, 130 mm PB-42 SAP, 130 mm ZS-42R HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Volna-M}}&lt;br /&gt;
&lt;br /&gt;
The Volna-M missile launcher is the main feature of this ship and places the vehicle in the rare category of a missile-armed warship, of which there are only two other ships in the game, both coastal vessels. &lt;br /&gt;
&lt;br /&gt;
The launcher carries two 379 mm V-600P anti-air missiles at a time, with the total number of missiles on the craft at 18. Though designed for anti-air work, the missiles can be used against surface targets with mixed results. &lt;br /&gt;
&lt;br /&gt;
A very important thing to note about the V-600P is that the missiles can be triggered by any munition that passes through its trigger radius. If any stray shells, bombs, rockets or anything of the sort get too close to the missile in flight, it will trigger the warhead and prematurely detonate the missile. It can even be triggered by flying over a torpedo. This has a significant reduction in the reliability of the missile as they can often be seen exploding seemingly at random before hitting the target. Although, this is only really an issue when aiming at surface targets, given the density of fire flying just above the waves. Against air targets, well above the shells being spewed by each team, this occurrence is rare enough not to really worry about. &lt;br /&gt;
&lt;br /&gt;
One of the most noticeable things about the missiles is that they tend to twirl and curve through the air quite substantially rather than flying straight, especially just after launch. &lt;br /&gt;
&lt;br /&gt;
This is partially because the missiles are currently programmed to home in on where the player is aiming. The player's viewpoint is placed in the bridge of the vessel when looking through the binoculars, near the front of the ship, while the launcher is way toward the back of the vessel, so the missile darts sideways toward the player's centre of vision right after launch, before stabilising itself. Although not too much of a problem most of the time, it can sometimes result in the missile splashing into the water after trying to swing into the centre of vision, as well as making aiming at closer ranger targets more finicky. This effect can be reduced by angling the ship and reducing the horizontal distance between the launcher and the player's viewpoint, which can limit the amount the missile swings off to the side and enables the missile to stabilise faster. &lt;br /&gt;
&lt;br /&gt;
As for the missile curving and twisting through the air midway toward the target, this is because the missile is rather sensitive to the targets movement and is constantly correcting itself, occasionally overdoing it and causing the missile to spiral. This hardly happens against surface targets as ships move slowly and on a flat plane, however firing at aircraft will almost certainly result in some spirals. However, despite careening through the sky almost wildly, the missile is still fairly accurate against aircraft and will almost certainly end up scoring a hit against a target that doesn't evade out of the way. &lt;br /&gt;
&lt;br /&gt;
Against air targets, the missiles have two targeting modes. The default mode is 'chase', where the missile just flies directly toward where the player is aiming. With aircraft typically flying at a relatively high speed, this often results in the missile detonating more towards the rear end of the plane which, due to the large trigger radius of 40 metres, and means that the aircraft may get away with only splinter damage, though the chase mode can still work well when aimed at an aircraft flying straight toward the player. With a warhead of over 40kg worth of TNT, the missile is essentially the equivalent of a guided proximity-fused battleship-calibre HE shell, however the 40m radius is very large, even for the heavy warhead. If the missile triggers anywhere in the rear hemisphere of an aircraft, the plane will likely not be destroyed in one hit. Though usually inferior at dealing lethal damage to aircraft, an important aspect of chase mode is that it is completely immune to chaff and does not require the radar to even be turned on, only requiring that the player has a line of sight with the opposing plane. &lt;br /&gt;
&lt;br /&gt;
The second mode is 'intercept', which the missile automatically sets to when a radar lock is achieved on the aircraft. In this mode, the missile does not fly directly where the player is pointing, but compensates for the speed of the aircraft by flying ahead of it on an intercept course, which will result in the missile detonating right in front of the plane, which will fly right through the spray of shrapnel and should result in the destruction of even the heaviest of bombers. Although better at dealing damage to an aircraft than chase mode, should the ship lose the radar lock on the plane for whatever reason, such as the radar being knocked out, chaff or perhaps the radar just misbehaving (which can happen from time to time), the missile will switch from intercept to chase mode and this can very well result in it missing the target. There's also the radar lock dead-zone toward the rear of the vessel where the tracking radar cannot follow, marked by the dark area on the radar map. If a locked aircraft flies into that zone, the radar lock will be lost and a new one cannot be established until the plane moves out of the zone. &lt;br /&gt;
&lt;br /&gt;
The missile moves at a very high speed and is relatively agile, enabling the player to rapidly and precisely strike targets, though it's arguably oversensitive to player aiming and target movement adjustments, which can throw the V-600P out of place as it barrels towards its new heading and overshoots, requiring it to swing back and possibly then back once more. The exact speed of the V-600P in game is not described, but real life sources state a top speed of roughly Mach 3 (1030 m/s), making it by far the fastest of any naval-mounted missile in game, handily beating the Nettuno missiles of the Italian [[Saetta P-494|Saetta]] (Mach 0.81/280 m/s), and defeating the RIM-24A Tartar of the [[USS Douglas]] (Mach 1.8/620 m/s). &lt;br /&gt;
&lt;br /&gt;
{{:Volna-M/Ammunition|V-600P}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|45 mm/89 SM-20-ZIF (45 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|53-65 (533 mm)|RBU-2500}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Pr.56 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8233-development-pr-56k-braviy-destroyer-the-missile-apprentice-en|[Devblog] Pr. 56K Braviy destroyer: the Missile Apprentice]]&lt;br /&gt;
&lt;br /&gt;
{{USSR destroyers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SMS_Von_der_Tann&amp;diff=163427</id>
		<title>SMS Von der Tann</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SMS_Von_der_Tann&amp;diff=163427"/>
				<updated>2023-05-29T13:31:09Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Expanded Description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_battlecruiser_von_der_tann&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Hot Tracks&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
After the commissioning of the British Invincible class and creation of the battlecruiser as a type of warship, the Kaiserliche Marine desired battlecruisers of their own and the Construction Office began work on unique warship that was to be the first German battlecruiser. Although Tirpitz wished to create a German version of the Invincible class, with heavy guns and light armour, he was overruled and the Von der Tann was designed with guns 22mm smaller than the British ships, but with considerably greater protection, setting the trend that subsequent German battlecruisers would follow, in that they would have greater protection at the expense of lesser firepower. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The {{Specs|pseudonym}} is a battlecruiser. This class of ships is supposed to have the firepower of dreadnoughts, whilst having a superior speed to catch on their prey. This comes at the cost of armour thickness and coverage. She doesn't have coal bunkers protecting all turrets, the front, and rear turrets only have armour plates to protect their ammunition. A lucky shot will knock a turret out and its ammo storage underneath, especially from other dreadnoughts. Still, the Von der Tann's armour is still very thick and can shield off most of the cruiser's shells and is impervious to destroyers.&lt;br /&gt;
&lt;br /&gt;
While the lack of AA guns can be problematic against enemy aircraft, this can actually help the Von der Tann to preserve more of her crew in a trading firefight against enemy cruisers, as enemy ships need to damage the crew compartment or casemate turrets to kill her crew.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Being a battlecruiser, the Von der Tann features superior mobility compared to battleships of the time, though the ship is only a first generation battlecruiser and thus is still slower than the majority of cruisers in the game.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|283 mm/45 SK L/45 (283 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Von der Tann features eight 283 mm SK L/45 cannons arranged in four twin turrets. While the ship's left and right turrets appear to be obstructed by lifeboats in your hangar screen, they will be removed once you get into battle, allowing the turrets to traverse into the other sides, and thus making her capable of doing full broadsides with a decent firing angle. The guns also have a good minimum reload time for its calibre at 20 seconds with an ace crew.&lt;br /&gt;
&lt;br /&gt;
While they are not as powerful as the 305 mm cannons equipping other dreadnoughts, the 283 mm guns still pack a decent punch and can make quick work of destroyers and cruisers. However, these pre-WW1 era guns are a little lacking when it comes to penetration capabilities against more comparable or superior opponents. &lt;br /&gt;
&lt;br /&gt;
At 5km, the AP shell has a maximum of 324 mm of penetration, barely enough to penetrate the main belt on a number of battleships, and that's assuming the target is not angled to any degree (which they usually are) and that the shell is hitting at a flat trajectory (which is physically impossible at that range unless the target is listing to the side). At 10km, this drops to 212 mm of penetration, at which range the shell is rendered incapable of punching through un-angled main armour belts of even some battlecruisers, let alone the heavy belts of battleships. Whilst this does not mean that the guns cannot damage such targets, it's not as though the entire ship has such protection after all, it does still severely limit the guns usage against any but the most weakly protected capital ships, and captains of the Von der Tann will have to get in to extremely close ranges to be able to punch through the thick armour present at higher tiers. &lt;br /&gt;
&lt;br /&gt;
{{:283 mm/45 SK L/45 (283 mm)/Ammunition|283 mm Sprgr. L/3.6 Bdz, 283 mm Psgr. L/3.2}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|150 mm/45 SK L/45 (150 mm)|88 mm/45 casemate SK L/45 (88 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Von der Tann features 10 х 150 mm SK L/45 cannons, five mounted in a casemate on each side of the ship. There are also 16 х 88 mm SK L/45 cannons, placed in a set of four casemates on the bow, stern, and command tower, as well as four turrets on the rear fire control tower.&lt;br /&gt;
&lt;br /&gt;
The 150 mm guns are very reliable against enemy cruisers at mid-to-close range (within 7 km), being able to chew up most of their crew quickly due to the short reload time of 5 seconds, though ineffective beyond 7 km due to its awful dispersion. Other than the HEF shell, the guns have an option to load a SAP shell and an APCBC shell, the SAP is largely useless due to poor penetration, while the APCBC shell can tear up the modules of lightly-armoured enemy at closer range.&lt;br /&gt;
&lt;br /&gt;
The 88 mm guns mainly act as complementary weapons and can only be loaded with HEF shell. The guns don't pack as much punch as the 150 mm, but are still quite useful against destroyers and PT boats.&lt;br /&gt;
&lt;br /&gt;
{{:150 mm/45 SK L/45 (150 mm)/Ammunition|150 mm Sprgr. L/4.1 Kz, 150 mm Sprgr. L/4.1 Bdz, 150 mm Psgr. L/3.7}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|MG08 pattern 1908 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Built during the infancy of naval aviation, the Von der Tann is barely equipped to deal against aerial threats. Therefore, her &amp;quot;anti-air&amp;quot; armament only consists of two antique 7.92 mm machine guns, which won't help to deter any aerial threats. Essentially, it is making her a sitting duck against enemy air support.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|C/06D (450 mm)}}&lt;br /&gt;
&lt;br /&gt;
Similar to other dreadnoughts in her era, the Von der Tann features four underwater torpedo launchers, two mounted directly at her bow and stern respectively, and two others placed on each side of the bow. Due to this peculiar placement, the torpedo is highly situational and will not help much to destroy an enemy ship. The torpedo itself is also pretty weak and slow, with only 122 kg of TNT and a top speed of only 50 km/h. Thus, you should rely on her main and secondary armament instead.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
As a battlecruiser, the Von der Tann is (relatively) fast and well-armed. The eight 283 mm guns can deal a capable amount of damage and have a reload of 20 seconds, much shorter than most other battlecruisers and battleships (and the same as some American heavy cruisers), as well as being capable of doing full broadsides. While other battleships can punch through your armour, cruisers will seriously struggle. Target cruisers and punish them with your secondary guns and main battery. They'll struggle with your armour, and they'll struggle to outrun you.&lt;br /&gt;
&lt;br /&gt;
Your main threat will be battleships, who can angle against your guns and punch through your armour comfortably. Use your mobility to get away from, or around, them, and don't be afraid to unleash some torpedoes on them if they do get too close.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good speed for a ship of its age, able to outrun most battleships and stay close to cruisers&lt;br /&gt;
* Out-guns and out-armours every cruiser in the game&lt;br /&gt;
* Can do a full broadsides with the same damage potential as the [[SMS Westfalen]]&lt;br /&gt;
* Good reload on its main guns, better than the Admiral Graf Spee despite them being the same size&lt;br /&gt;
* Deadly secondary armament that can punish cruisers if they come too close&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Still slower than the majority of cruisers, can easily get left behind&lt;br /&gt;
* Main armament lacks penetration required to compete with most other capital ships&lt;br /&gt;
* Secondary armament is woefully inaccurate beyond 7 km&lt;br /&gt;
* Placement of flank turrets makes it prone to ammo detonation from torpedo hits&lt;br /&gt;
* Effectively no AA protection, easy target for aircraft&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
=== [[wt:en/news/6976-development-heroes-of-jutland-sms-von-der-tann-en|Devblog]] ===&lt;br /&gt;
With the appearance of HMS Invincible in 1906, the Imperial Navy found itself lacking an appropriate response as the British battlecruiser outmatched any comparable vessel in the German fleet at the time. As a result, German ship builders began working on designing an equivalent vessel in the same year under the name &amp;quot;Cruiser F&amp;quot;. As the ship would eventually become Germany's first battlecruiser, its design was carefully considered, with emphasis being put on speed and protection.&lt;br /&gt;
&lt;br /&gt;
By mid 1907, Cruiser F's design had been finalized and its construction approved by the Kaiser in June, christening the vessel SMS Von der Tann in honor of a Bavarian general. Von der Tann was laid down in March 1908 and launched exactly a year later, before being completed and commissioned into service in September 1910. At the time of commissioning Von der Tann quickly became the new symbol of German naval power, being not only the first German warship fitted with steam turbine engines, but also the world's fastest warship of its type at the time. After completing trials, Von der Tann was sent on a cruise to South America before returning to Germany in May 1911.&lt;br /&gt;
&lt;br /&gt;
During WWI, Von der Tann participated in numerous naval operations in the war: including the Battle of Jutland in 1916, as well as participating in raids against British ports and engagements against the Russian Navy in the Baltic Sea. At the end of WWI in 1918, Von der Tann along with the remainder of the German Navy was interned at Scapa Flow. In the following year, the interned German fleet along with Von der Tann scuttled itself to prevent capture by the Allies with this event marking the end of the warship's illustrious career.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_battlecruiser_von_der_tann Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;SMS Von der Tann Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Von der Tann WTWallpaper 001.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 002.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 003.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 004.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 005.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 006.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6976-development-heroes-of-jutland-sms-von-der-tann-en|[Devblog] Heroes of Jutland: SMS Von der Tann]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Blohm and Voss}}&lt;br /&gt;
{{Germany battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SMS_Von_der_Tann&amp;diff=163406</id>
		<title>SMS Von der Tann</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SMS_Von_der_Tann&amp;diff=163406"/>
				<updated>2023-05-28T17:56:06Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Updated Mobility, Armament, Usage in Battle &amp;amp; Pros/Cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_battlecruiser_von_der_tann&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Hot Tracks&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The {{Specs|pseudonym}} is a battlecruiser. This class of ships is supposed to have the firepower of dreadnoughts, whilst having a superior speed to catch on their prey. This comes at the cost of armour thickness and coverage. She doesn't have coal bunkers protecting all turrets, the front, and rear turrets only have armour plates to protect their ammunition. A lucky shot will knock a turret out and its ammo storage underneath, especially from other dreadnoughts. Still, the Von der Tann's armour is still very thick and can shield off most of the cruiser's shells and is impervious to destroyers.&lt;br /&gt;
&lt;br /&gt;
While the lack of AA guns can be problematic against enemy aircraft, this can actually help the Von der Tann to preserve more of her crew in a trading firefight against enemy cruisers, as enemy ships need to damage the crew compartment or casemate turrets to kill her crew.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Being a battlecruiser, the Von der Tann features superior mobility compared to battleships of the time, though the ship is only a first generation battlecruiser and thus is still slower than the majority of cruisers in the game.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|283 mm/45 SK L/45 (283 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Von der Tann features eight 283 mm SK L/45 cannons arranged in four twin turrets. While the ship's left and right turrets appear to be obstructed by lifeboats in your hangar screen, they will be removed once you get into battle, allowing the turrets to traverse into the other sides, and thus making her capable of doing full broadsides with a decent firing angle. The guns also have a good minimum reload time for its calibre at 20 seconds with an ace crew.&lt;br /&gt;
&lt;br /&gt;
While they are not as powerful as the 305 mm cannons equipping other dreadnoughts, the 283 mm guns still pack a decent punch and can make quick work of destroyers and cruisers. However, these pre-WW1 era guns are a little lacking when it comes to penetration capabilities against more comparable or superior opponents. &lt;br /&gt;
&lt;br /&gt;
At 5km, the AP shell has a maximum of 324 mm of penetration, barely enough to penetrate the main belt on a number of battleships, and that's assuming the target is not angled to any degree (which they usually are) and that the shell is hitting at a flat trajectory (which is physically impossible at that range unless the target is listing to the side). At 10km, this drops to 212 mm of penetration, at which range the shell is rendered incapable of punching through un-angled main armour belts of even some battlecruisers, let alone the heavy belts of battleships. Whilst this does not mean that the guns cannot damage such targets, it's not as though the entire ship has such protection after all, it does still severely limit the guns usage against any but the most weakly protected capital ships, and captains of the Von der Tann will have to get in to extremely close ranges to be able to punch through the thick armour present at higher tiers. &lt;br /&gt;
&lt;br /&gt;
{{:283 mm/45 SK L/45 (283 mm)/Ammunition|283 mm Sprgr. L/3.6 Bdz, 283 mm Psgr. L/3.2}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|150 mm/45 SK L/45 (150 mm)|88 mm/45 casemate SK L/45 (88 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Von der Tann features 10 х 150 mm SK L/45 cannons, five mounted in a casemate on each side of the ship. There are also 16 х 88 mm SK L/45 cannons, placed in a set of four casemates on the bow, stern, and command tower, as well as four turrets on the rear fire control tower.&lt;br /&gt;
&lt;br /&gt;
The 150 mm guns are very reliable against enemy cruisers at mid-to-close range (within 7 km), being able to chew up most of their crew quickly due to the short reload time of 5 seconds, though ineffective beyond 7 km due to its awful dispersion. Other than the HEF shell, the guns have an option to load a SAP shell and an APCBC shell, the SAP is largely useless due to poor penetration, while the APCBC shell can tear up the modules of lightly-armoured enemy at closer range.&lt;br /&gt;
&lt;br /&gt;
The 88 mm guns mainly act as complementary weapons and can only be loaded with HEF shell. The guns don't pack as much punch as the 150 mm, but are still quite useful against destroyers and PT boats.&lt;br /&gt;
&lt;br /&gt;
{{:150 mm/45 SK L/45 (150 mm)/Ammunition|150 mm Sprgr. L/4.1 Kz, 150 mm Sprgr. L/4.1 Bdz, 150 mm Psgr. L/3.7}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|MG08 pattern 1908 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Built during the infancy of naval aviation, the Von der Tann is barely equipped to deal against aerial threats. Therefore, her &amp;quot;anti-air&amp;quot; armament only consists of two antique 7.92 mm machine guns, which won't help to deter any aerial threats. Essentially, it is making her a sitting duck against enemy air support.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|C/06D (450 mm)}}&lt;br /&gt;
&lt;br /&gt;
Similar to other dreadnoughts in her era, the Von der Tann features four underwater torpedo launchers, two mounted directly at her bow and stern respectively, and two others placed on each side of the bow. Due to this peculiar placement, the torpedo is highly situational and will not help much to destroy an enemy ship. The torpedo itself is also pretty weak and slow, with only 122 kg of TNT and a top speed of only 50 km/h. Thus, you should rely on her main and secondary armament instead.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
As a battlecruiser, the Von der Tann is (relatively) fast and well-armed. The eight 283 mm guns can deal a capable amount of damage and have a reload of 20 seconds, much shorter than most other battlecruisers and battleships (and the same as some American heavy cruisers), as well as being capable of doing full broadsides. While other battleships can punch through your armour, cruisers will seriously struggle. Target cruisers and punish them with your secondary guns and main battery. They'll struggle with your armour, and they'll struggle to outrun you.&lt;br /&gt;
&lt;br /&gt;
Your main threat will be battleships, who can angle against your guns and punch through your armour comfortably. Use your mobility to get away from, or around, them, and don't be afraid to unleash some torpedoes on them if they do get too close.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good speed for a ship of its age, able to outrun most battleships and stay close to cruisers&lt;br /&gt;
* Out-guns and out-armours every cruiser in the game&lt;br /&gt;
* Can do a full broadsides with the same damage potential as the [[SMS Westfalen]]&lt;br /&gt;
* Good reload on its main guns, better than the Admiral Graf Spee despite them being the same size&lt;br /&gt;
* Deadly secondary armament that can punish cruisers if they come too close&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Still slower than the majority of cruisers, can easily get left behind&lt;br /&gt;
* Main armament lacks penetration required to compete with most other capital ships&lt;br /&gt;
* Secondary armament is woefully inaccurate beyond 7 km&lt;br /&gt;
* Placement of flank turrets makes it prone to ammo detonation from torpedo hits&lt;br /&gt;
* Effectively no AA protection, easy target for aircraft&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
=== [[wt:en/news/6976-development-heroes-of-jutland-sms-von-der-tann-en|Devblog]] ===&lt;br /&gt;
With the appearance of HMS Invincible in 1906, the Imperial Navy found itself lacking an appropriate response as the British battlecruiser outmatched any comparable vessel in the German fleet at the time. As a result, German ship builders began working on designing an equivalent vessel in the same year under the name &amp;quot;Cruiser F&amp;quot;. As the ship would eventually become Germany's first battlecruiser, its design was carefully considered, with emphasis being put on speed and protection.&lt;br /&gt;
&lt;br /&gt;
By mid 1907, Cruiser F's design had been finalized and its construction approved by the Kaiser in June, christening the vessel SMS Von der Tann in honor of a Bavarian general. Von der Tann was laid down in March 1908 and launched exactly a year later, before being completed and commissioned into service in September 1910. At the time of commissioning Von der Tann quickly became the new symbol of German naval power, being not only the first German warship fitted with steam turbine engines, but also the world's fastest warship of its type at the time. After completing trials, Von der Tann was sent on a cruise to South America before returning to Germany in May 1911.&lt;br /&gt;
&lt;br /&gt;
During WWI, Von der Tann participated in numerous naval operations in the war: including the Battle of Jutland in 1916, as well as participating in raids against British ports and engagements against the Russian Navy in the Baltic Sea. At the end of WWI in 1918, Von der Tann along with the remainder of the German Navy was interned at Scapa Flow. In the following year, the interned German fleet along with Von der Tann scuttled itself to prevent capture by the Allies with this event marking the end of the warship's illustrious career.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_battlecruiser_von_der_tann Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;SMS Von der Tann Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Von der Tann WTWallpaper 001.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 002.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 003.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 004.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 005.jpg|&lt;br /&gt;
File:Von der Tann WTWallpaper 006.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6976-development-heroes-of-jutland-sms-von-der-tann-en|[Devblog] Heroes of Jutland: SMS Von der Tann]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Blohm and Voss}}&lt;br /&gt;
{{Germany battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=163228</id>
		<title>Kronshtadt</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=163228"/>
				<updated>2023-05-23T20:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added to Survivability, plus small edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_battlecruiser_kronshtadt&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]]. &lt;br /&gt;
&lt;br /&gt;
The project began in the mid-1930s, first envisioned as essentially a super heavy cruiser of sorts, which was first intended to be able to defeat the treaty cruisers of other major powers. Over several years, the project evolved and grew through numerous iterations to the final battlecruiser design we have in game. Unfortunately for the Soviets however, construction began in 1939, shortly before the war broke out and the vessels of the class never had a chance to leave the shipyards before the German invasion permanently halted construction, the partially completed hulls were regarded as obsolete by the war's end and scrapped shortly thereafter. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Firstly, the Kronshtadt uses an all or nothing armour scheme, wherein the vast majority of the armour is focused on the vital sections (the citadel) whilst the areas of lesser importance have little to no armour (the fore and aft). The main armour belt of the Kronshtadt is a respectable 230 mm of RCA (rolled cemented armour), covering most of the side of the hull above the waterline and extending a decent way under the waterline as well. [[File:Kronshtadt armour layout.png|thumb|Kronshtadt's 230 mm armour plate]]The bow of the ship features a 20 mm icebreaker, which can fuse penetrating shells before they hit the bulkhead, though it's only half the height of the armour belt, leaving an unprotected gap between the icebreaker and the deck. The forward bulkhead is quite thick, 330 mm of RCA. The aft bulkhead is a lesser 275 mm RCA, though still capable of protecting the internals. &lt;br /&gt;
&lt;br /&gt;
The deck of the citadel has three layers of armour, the first is only 14 mm, intended to fuse shells and bombs prematurely. Under this is the main armour deck, 90 mm of RHA (rolled homogeneous armour). The final layer is a 30 mm splinter deck, which tapers to 15 mm over the torpedo bulges. The deck of the fore and aft of the ship have only a single 10 mm layer.&lt;br /&gt;
&lt;br /&gt;
The main turrets have sloped turret faces with 305 mm of RCA, the turret sides and roof are a uniform 125 mm RCA, the rear has the same 305 mm as the turret face, meanwhile the more vulnerable gunshields only have 152 mm of RHA. The barbettes are angular with 9 sides and have 330 mm of RCA, however once under the main armour deck the barbettes thin all the way down to 30 mm of RHA. Lastly, the turret rangefinders are covered in 30 mm splinter protection. &lt;br /&gt;
&lt;br /&gt;
The bridge of the vessel is fully protected by RCA, with 330 mm and 275 mm armour plates on the front and back respectively, with 260 mm on the sides and a 125 mm roof, while the radio room below the bridge is completely enclosed in 50 mm RHA. The fire control room at the top of the superstructure also has 50 mm all around. &lt;br /&gt;
&lt;br /&gt;
The secondary 152 mm turrets have 100 mm faces, 50 mm sides and roofs, and 110 mm rears, with 75 mm barbettes. The 100 mm turrets are 50 mm all around with 40 mm barbettes. The 37 mm turrets have 14 mm all around with 20 mm barbettes. &lt;br /&gt;
&lt;br /&gt;
The funnels and fire directors are protected by 20 mm and 14 mm splinter protection respectively. All of the auxiliary turret and superstructure protection is made of rolled homogeneous armour (RHA). &lt;br /&gt;
&lt;br /&gt;
In terms of underwater protection, the ship uses American-style torpedo bulges with 4 longitudinal bulkheads, rated to be able to absorb 250 kg of explosive weight, though the original design specifies that it should be able to withstand 500 kg. The bulges cover 61% of the ships length and have a maximum depth of 6 m, tapering to 4 m fore and aft. &lt;br /&gt;
[[File:Kronshtadt &amp;amp; Nevada.png|thumb|The sheer size of the Kronshtadt compared to the 356mm armed USS Nevada.]]&lt;br /&gt;
Something that may be important in terms of survivability is the sheer size of the vessel. At 41kt, the Kronshtadt is the second heaviest playable vehicle in the entire game, second only to HMS Hood. Combined with being a battlecruiser built for high speeds, it has a very long hull that makes for a huge target. The ship can be more easily targeted and may end up being hit by more shells in any given salvo than a smaller vessel would have been hit by. That being said, the size does help when combatting aircraft as the more spread out internals and modules can result in bomb hits destroying comparatively less of the vital parts of the ship than if they had all been clustered up within a smaller hull.  &lt;br /&gt;
&lt;br /&gt;
As a side note, the main armour belt curves with the hull of the ship, resulting in the foremost and rearmost (but mostly the foremost, and conveniently right in front of the turrets) armour plates having a noticeable degree of incline outwards rather than standing vertically, which can substantially increase the effective thickness against shells hitting those particular areas, especially if the ship is already angled.   &lt;br /&gt;
&lt;br /&gt;
Lastly, the ship has a hefty crew complement of 1,406. Though not the most by capital ship standards, this is still a more than respectable number. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kronshtadt is a surprisingly damage resistant ship for a battlecruiser. Though only 230 mm, the main belt can still block high calibre AP shells when angled and the belt being relatively tall and lengthy makes it excellent for blocking HE fragments and catching shells that would have otherwise plunged into the upper decks. The layered armoured deck is great at resisting some of the smaller bombs and can shrug off any armour piercing shells in game except possibly at extremely long range. The turrets are reasonably sturdy, though can occasionally be knocked out by armour piercing shells hitting the relatively thin sides, however the ships ammunition doesn't tend to explode very often and if it does, the vessel can even survive one or two of the main magazines detonating, provided the payer keeps on top of damage control. The ship in general is very HE-resistant, due to a number of factors, but mainly thanks to how the ship has a relatively small number of AA guns, which are all safe within fully enclosed turrets and covered in anti-fragmentation armour rather than being in open mounts spread across the deck.  In most circumstances, the ship can practically ignore cruiser fire (at least, from a single ship) at anything other than short ranges and thanks to the torpedo protection, the ship is nearly immune to torpedoes which aren't strong enough to overpower your defences. &lt;br /&gt;
&lt;br /&gt;
The ship is still vulnerable to other capital ships when not angled. If you're in a duel with another battleship or battlecruiser, point the bow as much as you can toward them while being able to fire all main turrets, though if you've taken major damage you may opt to angle even further at the expense of not being able to fire your aft turret. &lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
[[File:Kronshtadt at high speed.png|thumb|Kronshtadt at full speed]] &lt;br /&gt;
The Kronshtadt uses 3 propeller shafts, powered by Brown Boveri steam turbines and 12 x 7u-bis water-tube boilers contained in 3 engine blocks, which are ducted into two funnels, propelling the ship to an impressive maximum speed of 61 km/h (71 km/h in arcade), faster than HMS Hood or IJN Haruna (57 km/h) and slightly faster than the battleship Scharnhorst (59 km/h). &lt;br /&gt;
&lt;br /&gt;
Though the vessel is extremely large, the acceleration and deceleration of the vessel is decently quick enough that you can still utilise it to dodge fire from other capital ships. &lt;br /&gt;
&lt;br /&gt;
Being a long and heavy ship, the 41,000 t Kronshtadt has a large turning circle and manoeuvres like a brick when stock, though the ship becomes noticeably more responsive and agile with all the mobility upgrades. The ship also tends to keel to the side somewhat when making high speed turns, especially when fully upgraded, which can thoroughly interrupt your aiming and make it physically impossible to aim at closer range targets on the side you're turning towards until you've stopped turning and recovered from the list. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|305 mm/54 B-50 (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kronshtadt is armed with a total of 9 x electrically-powered 305 mm 54-calibre B-50 cannons, arranged in 3 x large triple turrets, two superfiring fore and one aft. The ship carries 100 shells per gun, 900 in total. 100 main battery shells per gun mean only 100 full broadsides, little more than half an hour's worth of continuous firing. You may run out of main battery shells after extended engagements, such as in EC.&lt;br /&gt;
&lt;br /&gt;
The cannons can be depressed to -3° and elevated to +45° with an elevation rate of 10°/s, while the turrets can traverse at an impressive 5°/s, giving you relatively good gun handling for turrets of this size. The cannons have an average level of dispersion, not too accurate, not too spaced out. &lt;br /&gt;
&lt;br /&gt;
The turrets have a stock reload of 26 seconds, but can drop to 20 seconds with a max crew, which is considerably faster firing than most other ships armed with this calibre, though not quite as fast firing as the Scharnhorst with its 283 mm guns. &lt;br /&gt;
&lt;br /&gt;
Unlike other Soviet capital ships, the Kronshtadt does not have any SAP ammunition for the main turrets, having only access to HE and AP shells. &lt;br /&gt;
[[File:Kronshtadt broadside.png|thumb|Kronshtadt firing a full broadside of AP shells.]]&lt;br /&gt;
The high-explosive shell weighs 314 kg and has a high filler mass, 55.41 kg of TNT with 72 mm of explosive penetration at any angle. The muzzle velocity of the shell is 1,000 m/s, the highest of any battleship calibre shell in game, making long range aiming much easier at the expense of not being able to arc shots over the tops of islands quite as well. The HE shell is great for destroying any targets, from patrol boats up to some of the more heavily armoured cruisers and some capital ships. When fighting capital ships, the shell is very handy for knocking out unprotected crew, setting devastating fires and creating holes for flooding, which can occasionally sink enemy vessels if they don't keep on top of repairing leaks. Plus, if you strike your enemies turrets with this shell then there's a high chance you will destroy their gun barrels and cripple their firepower until they're repaired. &lt;br /&gt;
&lt;br /&gt;
The armour-piercing shell weighs 470.9 kg and has a bursting charge of 12.2 kg of A-IX-2, equivalent to 18.79 kg of TNT, which is a brilliant level of filler for an AP shell. For comparison, the USS Arizona (356 mm guns) has 14 kg in its AP shells and the Scharnhorst (283 mm guns) has only 7 kg. The armour penetration statistics are just as impressive, with the shell cleaving through 677 mm of armour at 1 km away and still being capable of punching past 333 mm at 15 km away. This is a comparable level of penetration to 380 mm cannons. With a fuse delay of 0.05 seconds, the shell can often pass right through soft targets like boats and destroyers, dealing little damage other than flooding, though is still useful against cruisers that have a lot of armour or that are angled toward you. The shell also has a muzzle velocity of 900 m/s which, while lower than the HE shell due to being much heavier, is still fairly fast and still allows for relatively easy aiming at long range.&lt;br /&gt;
&lt;br /&gt;
Both of these shells are of exceptional quality and together give you the capability to defeat any vessel in the game.&lt;br /&gt;
&lt;br /&gt;
{{:305 mm/54 B-50 (305 mm)/Ammunition|12 inch HE patt. 1928, 12 inch APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|152 mm/57 B-38 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The secondary armament of the Kronshtadt consists of 8 x 152 mm 57-calibre B-38 cannons, arranged in 4 x twin turrets near the front of the superstructure, two on the starboard side, two on the port side, with the foremost turrets inboard and on raised barbettes, giving them good arcs of fire. They carry 150 shells per gun, 300 per turret, 1,200 in total. &lt;br /&gt;
&lt;br /&gt;
These turrets carry the same cannons that can be found in the main armament of the [[Chapayev]]- and [[Sverdlov]]-class light cruisers, renowned for their excellent guns. You have decent gun handling with these turrets, with elevation limits at -5° to +45°, an elevation rate of 13°/s and a traversal rate of 7.2°/s. Your turrets have a 10-second reload, 8 with a max crew. &lt;br /&gt;
&lt;br /&gt;
You have four shell types to choose from : &lt;br /&gt;
&lt;br /&gt;
* HE - 55 kg mass, 950 m/s muzzle velocity, 6 kg of TNT filler with 0.1 mm fuse sensitivity and 50 mm of explosive penetration at any angle. &lt;br /&gt;
* SAPBC - 55 kg mass, 950 m/s muzzle velocity, a filler of 5.9 kg of TNTeq with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 172 mm at 1 km, 74 mm at 10 km and 52 mm at 15 km.  &lt;br /&gt;
* APCBC - 55 kg mass, 950 m/s muzzle velocity, 1.69 kg of TNTeq for filler with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 333 mm at 1 km, 143 mm at 10 km and 100 mm at 15 km.  &lt;br /&gt;
* HE-TF - 54.23 kg mass, 950 m/s muzzle velocity, 10.1 kg of TNTeq with 0.01 mm fuse sensitivity and 62 mm of explosive penetration at any angle, equipped with a timed fuse for use against aircraft. &lt;br /&gt;
&lt;br /&gt;
[[File:Kronshtadt 152mm.png|thumb|The two starboard 152 mm turrets of the Kronshtadt]]&lt;br /&gt;
Now whilst these are good guns in cruiser terms, they're not all that much for a battlecruiser like the Kronshtadt. You only have a maximum broadside of 4 guns and the reload isn't exactly the fastest. They're not of much use against small boats because your anti-aircraft suite can take care of them much more effectively. While you can do some damage to cruisers and capital ships with the 152 mm cannons, they really don't add much to the damage output of the main 305 mm cannons. The main guns can fire almost as fast as some heavy cruisers and deal overwhelming damage in comparison to the 152 mm, meaning that using the secondary guns against major ships won't make a noticeable difference. It's therefore recommended to load the guns with the HE-TF shells so they can be of use against aircraft by acting as heavy AA batteries. With over 6 kg of filler, the shells can be very effective if they detonate in the vicinity of an inbound aircraft and have more range than anything in your dedicated AA suite. As before, the slow reload rate is not ideal in this role, but they have more use against aircraft than warships and might just save you when conventional AA fails. Plus, the high explosive filler means they can still be of occasional use against soft surface targets.&lt;br /&gt;
&lt;br /&gt;
{{:152 mm/57 B-38 (152 mm)/Ammunition|152 mm OF-35 HE, 152 mm B-35 AP, 152 mm PB-35 SAP, 152 mm ZS-35 AA}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|100 mm/56 B-34 (100 mm)|37 mm/67 70-K (37 mm)}}&lt;br /&gt;
[[File:Kronshtadt 37mm turrets.png|thumb|All of the anti-air autocannons are concentrated into a small number of quad turrets like this.]]&lt;br /&gt;
The main anti-air armament of the Kronshtadt is made up of 28 x 37 mm 67-calibre water-cooled 70-K autocannons. What's unique about the AA on the Kronshtadt is that all the anti-air guns are are grouped into a handful of miniature turrets, whereas pretty much every other vessel in game has at least some of its anti-air guns as open air gun mounts, which are highly vulnerable to explosive damage. The vessel has seven quad turrets in total with three positioned on the fore of the superstructure and four on the aft. This is complemented by 8 x 100 mm 56-calibre B-34 dual purpose cannons arranged in four twin turrets, all of which are grouped on the rear of the superstructure. The 37 mm guns each carry 2,000 rounds of ammunition each, 8,000 per turret, 56,000 in total, while the 100 mm turrets carry 300 rounds per gun, 600 per turret and 2,400 in total. &lt;br /&gt;
The 37 mm turrets have elevation limits of -10° to +85°, enabling them to fire in nearly any direction, whilst they can traverse at 20°/s and elevate at 15°/s. The guns fire a 732 g shell at a muzzle velocity of 880 m/s. With a reload speed of 0.4 seconds, each gun has a rate of fire of 126 RPM, giving each turret a rate of fire of 504 RPM. With an average of 5 turrets on a broadside target, that lets you fire at an inbound target with a potential of at least 2,500 RPM. &lt;br /&gt;
&lt;br /&gt;
The 100 mm turrets have almost identical elevation limits of -8° to +85°, though the targeting speed is lesser, at 12°/s traverse and 10°/s elevation. They fire a 15.6 kg HE-TF shell at a muzzle velocity of 900 m/s every 4 seconds for a rate of fire of 30 RPM per turret, 60 RPM on a broadside. [[File:Kronshtadt AA fire.png|thumb|Anti-air fire from the aft turrets of the Kronshtadt]]Overall, and despite having relatively few anti-air turrets, the Kronshtadt has a decent level of AA capability that wouldn't be out of place on your average cruiser. Now, the 37 mm turrets fire all the guns on the turret simultaneously, so there's a noticeable gap between each shot as they reload, but you can occasionally get circumstances where, due to overheating and such, the turrets end up staggering the fire of their 4 guns, giving a much more useful density of fire. Unfortunately, there is no option or button to allow for staggered fire at all times. The turrets are not bad when it comes to accuracy as well, often striking aircraft at medium range and nailing aircraft that get too close, though as always, this can heavily depend on the aircraft in question and who is flying it. The 37 mm cannons don't usually need many hits to bring a plane down. Unfortunately though, due to all being in entire turrets, the guns aren't the fastest to respond to aircraft that appear from nowhere or that get close enough to outrun the rate the turrets can traverse. The 100 mm cannons can create a reasonably dense flak field that can reach out much further than the 37 mm guns, though the relatively low calibre of the cannons and only having timed fuses instead of proximity fuses means that it's not uncommon for aircraft to just fly through the flak while taking little to no damage unless a lucky shell detonates right next to the plane. &lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly effective main calibre shells&lt;br /&gt;
* Fast reload for the main turrets&lt;br /&gt;
* Effective armour layout&lt;br /&gt;
* Large crew count&lt;br /&gt;
* Generally resistant to HE fragmentation and bombs&lt;br /&gt;
* Surprisingly capable AA&lt;br /&gt;
* High top speed, great for EC battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Main belt can easily be penetrated when not angled&lt;br /&gt;
* Huge and easily recognisable target&lt;br /&gt;
* Below average turret armour&lt;br /&gt;
* Wide turn radius, plus a tendency to lean too much to the side in a turn&lt;br /&gt;
* No proximity fuse AA shells, only time-fused shells&lt;br /&gt;
* Secondary battery with a low damage output&lt;br /&gt;
* Limited ammunition count for the main guns if you play Enduring Confrontation&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|Devblog]] ===&lt;br /&gt;
During the 1930s Soviet shipbuilders were intensely working on designing new warships for the Soviet Navy. Among the top priorities was the development of a new cruiser design that could counter 10,000-ton cruisers of other nations. Several design proposals were submitted by 1935, of which none passed initial approval. The navy requested a new design, but the signing of a naval agreement with Great Britain in 1937 caused the requirements to collide with another similar project, ultimately resulting in this effort to also be canceled shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Navy still sought to construct a fast and strong counter to other nations' cruisers, resulting in the development of the Project 69 battlecruiser. However, the already modified requirements for a 26,200-ton vessel proved to be insufficient after the Soviet Navy found out about the specifications of the German Scharnhost class of battleships. This led to yet another update to the requirements in July 1938, now calling for an upgunned and up-armored 31,000-ton battlecruiser (or &amp;quot;heavy cruiser&amp;quot;). After another series of revisions, the design was finally approved for construction in Summer 1939, with two ships being ordered for completion by 1943.&lt;br /&gt;
&lt;br /&gt;
One of the ordered ships - Kronshtadt - was laid down in Leningrad on 30th November, 1939. However, due to severe production delays, the warship was only deemed 10% completed by the time the German army launched its offensive on the USSR in June 1941. Following the invasion, all further construction work was suspended with some part of Kronshtadt being later used for fortifications around Leningrad. After the war, plans were formulated to convert the Kronshtadt into an aircraft carrier, but the design was already seen as outdated leading to the proposal being rejected. In 1947, the ultimate decision was made to dismantle and scrap the partially built hull.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_battlecruiser_kronshtadt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Kronshtadt: Shattered Dream]]&lt;br /&gt;
&lt;br /&gt;
{{Template:ShipManufacturer Admiralty Shipyards}}&lt;br /&gt;
{{USSR battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Arizona&amp;diff=162854</id>
		<title>USS Arizona</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Arizona&amp;diff=162854"/>
				<updated>2023-05-16T13:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added to Usage in battles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battleship_arizona_1931&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is one of two Pennsylvania-class battleships built for the US Navy, laid down in 1914 and commissioned in late 1916. She saw only stateside service during hostilities in the First World War, but notably escorted President Woodrow Wilson on his way to the Paris Peace Conference at the end of the war. She then mostly served in a training capacity until the beginning of the American involvement in WW2, where she was tragically sunk in a massive explosion, and still lies in Pearl Harbor today.&lt;br /&gt;
&lt;br /&gt;
She was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]], and gains an extra two guns to her main battery compared to the preceding [[USS Nevada]], this places her as the battleship with the greatest broadside in the American Bluewater fleet currently. In exchange, as she is in her 1938 refit, she has less secondary and anti-aircraft capability in comparison to the 1944 refit of Nevada. That firepower comes with an extremely long reload of 40 seconds; splitting the battery is a necessity when engaging multiple enemies.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The USS Arizona, like other American Standard-type battleships, is a very well-armoured battleship. Like other American battleships, she was designed to be able to resist her own {{Annotation|14-inch|356 mm}} guns at expected battle ranges. This gives her a main armour belt of {{Annotation|13.5 inches|343 mm}}, one of the thickest in-game. The only ship with a thicker main belt currently is [[SMS Bayern]] with a thickness of {{Annotation|13.77 inches|350 mm}}. Keep in mind that &amp;quot;expected battle ranges&amp;quot; as designed were in excess of 9 km, but captains of USS Arizona can expect much shorter range engagements on the seas of War Thunder regularly. The belt gets progressively thinner the further underwater it is, from {{Annotation|13.5 inches|343 mm}} above the waterline, to {{Annotation|8 inches|203 mm}} a little under the waterline and then {{Annotation|3 inches|76.2 mm}} well below the waterline.&lt;br /&gt;
&lt;br /&gt;
USS Arizona is in her 1938 refit and therefore has underwater torpedo bulges which can defeat warheads of up to 250 kg TNT equivalent. This will totally defeat American torpedoes such as the [[Mk.15 (533 mm)|Mk.15]] and soften the blow from heavier torpedoes such as the [[G7a (533 mm)|G7a]], but hits from the Japanese [[Type 93 Model 3 (610 mm)|Type 93]] torpedo will usually instantly result in either critical damage or a lost ship.&lt;br /&gt;
&lt;br /&gt;
The turrets are the most well-armoured turrets in the game, with angled {{Annotation|18-inch|457.2 mm}} plates on the turret faces, {{Annotation|9 inches|228.6 mm}} on the sides and {{Annotation|13 inches|330 mm}} on the barbettes. That being said, the turret roofs only have a relatively thin {{Annotation|5 inches|127 mm}} of armour, which could be vulnerable to plunging fire at long range, especially from ships with powerful SAP shells such as [[SMS Bayern]] or [[HMS Hood]]. The conning tower has {{Annotation|16 inches|406 mm}} of armour and even the lower part of the smoke funnel has {{Annotation|15 inches|381 mm}} at its thickest point. The citadel has two layers of armour for its roof, one of {{Annotation|4.25 inches|107.95 mm}} and another {{Annotation|inch|25.4 mm}} beneath the main citadel roof armour. The fore and aft bulkheads on the vessel are both {{Annotation|13 inches|330 mm}} when above the waterline and {{Annotation|8 inches|203 mm}} beneath.&lt;br /&gt;
&lt;br /&gt;
USS Arizona is the first ship in War Thunder to use the &amp;quot;all or nothing&amp;quot; armour scheme. This armour philosophy brings the maximum armour to bear where it is needed, for example, the citadel. This is perfect for fighting enemy capital ships at range, as AP shells will pass through areas without armour without fusing, and allows for thicker armour over vital sections of the ship. However, keep in mind that this also makes the unprotected areas of the ship vulnerable to taking damage from smaller ships. These components may not be vital, but some crew still resides in these areas and constant repairing will still bleed the Arizona of crew.&lt;br /&gt;
&lt;br /&gt;
The magazines are also positioned somewhat poorly and are located just below the waterline and against the exterior of the hull. This means that Arizona can be quite prone to ammo rack detonation compared to other battleships. This is especially true for torpedoes that exceed the protection of USS Arizona's 250 kg of torpedo protection. Be aware of any torpedoes, and if unavoidable, attempt to &amp;quot;eat&amp;quot; the torpedo amidships instead of under the turrets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front !! Side !! Rear !! Deck/Roof&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 457.2 mm || 254 mm ''(Front half)'' &amp;lt;br&amp;gt; 228.6 mm ''(Rear half)'' || 228.6 mm || 127 mm&lt;br /&gt;
|-&lt;br /&gt;
| Barbette || colspan=&amp;quot;3&amp;quot; | 330 mm&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| Citadel || 330 mm ''(Upper)'' &amp;lt;br&amp;gt; 203 mm ''(Lower)'' || 343 mm ''(Upper)'' &amp;lt;br&amp;gt; 203 mm ''(Lower)'' || 330 mm ''(Upper)'' &amp;lt;br&amp;gt; 203 mm ''(Lower)'' || 107.95 mm ''(Upper)'' &amp;lt;br&amp;gt; 25.4 mm ''(Lower)''&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || colspan=&amp;quot;3&amp;quot; | 406 mm&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both the forward and aft magazines are located inside the large, expansive citadel.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The USS Arizona is part of the American Standard-type of battleship. One of the design specifications for every Standard battleship was similar turning circles and a specified maximum speed of {{Annotation|21.0 kn|39 km/h;24.2 mph}}. This, of course, was slightly reduced over time as Arizona underwent refits and gained extra displacement. In her 1938 refit, captains of USS Arizona can expect to reach {{Annotation|20.7 kn|38 km/h;23.8 mph}}, which is typical for a battleship of her era. Battlecruisers such as [[HMS Hood]] or [[Scharnhorst]] will be quite a bit faster, but most battleships will roughly match the Arizona's pace. Captains of Arizona should not expect to make it to the capture point regularly, and will need to rely on the floatplane if speed is required. As for the turning circle, the Arizona will perform similarly to the preceding [[USS Wyoming]], with a relatively quick response to the rudder but poor sustained turn. Arizona also has a tendency to reverse its turn slightly when the rudder is released, so small inputs may be necessary to keep the bow on course.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|14 inch/45 Mk.8 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The USS Arizona has 12 x {{Annotation|14-inch|356 mm}} main cannons, split into 4 x triple mounts, two fore, two aft. The turrets are extremely slow, with a maximum traverse rate of 2°/second. The Pennsylvania-class was one of the US Navy's earlier forays into triple turrets, and the 356 mm guns were placed too close together. This complicated loading and led to longer than preferable loading times, along with issues with accuracy that led to changes to the timing of the firing of the guns. In War Thunder, this gives the USS Arizona a maximum reload time of 40 seconds with an aced crew. This is longer than the preceding [[USS Wyoming]] and much longer than ships such as the [[Scharnhorst]] or [[Kronshtadt]]. This does come with an appreciable increase in firepower over the American battleships previously armed with {{Annotation|12-inch|305 mm}} guns, but it is definitely a weak point compared to other nation's high ranking vessels.&lt;br /&gt;
&lt;br /&gt;
Arizona has access to two shell types: the 14-inch Mk.9 HE shell, and the {{Annotation|14-inch|356 mm}} Mk. 8 APCBC. The Arizona gets no access to any other types of shells, and notably is missing SAP shells.&lt;br /&gt;
&lt;br /&gt;
The filler of the Mk.9 HE, at 46.67 kg TNT equivalent is the best currently in the American tech tree, with 13 kg more explosive mass than Wyoming's 12-inch HE. It will cause flooding and fire on any lightly-armoured ship taking a hit, especially considering that the Arizona has a 12-gun broadside, the damage will often be severe enough from a concentrated salvo for many smaller destroyers and sometimes even some light cruisers to commonly roll over and capsize after a hit from Arizona. Bear in mind however that American ammo has historically contained less filler than other nations' navies. While containing more filler than the Japanese and German 305 mm shells, it does not compare favourably even against the 305 mm shells on the [[Parizhskaya kommuna]], let alone against the monstrous 88.11 kg explosive mass found on the {{Annotation|13.5-inch|343 mm}} shells of the [[HMS Marlborough]]. Compared to the other battleships in the American tree however, Arizona still comes out the clear victor.&lt;br /&gt;
&lt;br /&gt;
The AP shell has an impressive penetration with 637 mm at 1 km and 444 mm at 10 km, and the filler is up roughly 4 kg from the 356 mm AP shells. This will be the main shell when engaging enemy capital ships, and especially enemy battleships. With high penetration and decent filler, few battleships can take concentrated hits from USS Arizona unscathed. It is recommended to aim for magazines, engines, shell magazines and other essential components of the enemy ships. Magazine hits in particular should be the goal for captains of Arizona, as while the filler is certainly higher than the {{Annotation|12-inch|305 mm}} AP shells found on preceding ships, it still will not reliably dispatch large amounts of crew in the same way that SAP shells may. This shell is not suited for firing upon lightly-armoured ships, as it has such high penetration that it will more often than not fly through the entire ship and explode in the open, instead of inside the enemy ship as intended. Anything smaller than a heavy cruiser will most likely be effectively dealt with using the Mk.9 HE shell instead.&lt;br /&gt;
&lt;br /&gt;
{{:14 inch/45 Mk.8 (356 mm)/Ammunition|14 inch Mk.9 HE, 14 inch Mk.8 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/51 Mk.7 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Arizona has a secondary battery consisting of 12 x {{Annotation|5-inch|127 mm}} casemate single-mount guns. They're arranged 6 per side and add a small but noticeable degree of firepower when dealing with smaller vessels, usually PT boats up to light cruisers.&lt;br /&gt;
&lt;br /&gt;
The guns have a maximum reload of 6.7 seconds with an aced crew, and are especially helpful to make up for the long time between reloads of the main battery. It is recommended to fire the APC shell, as it contains only 10 grams less explosive mass for almost 80 additional mm of pen, a very worthy trade. Captains of the USS Arizona are advised to use the &amp;quot;main and auxiliary calibre shooting with one button&amp;quot; control, as without this fire from the secondary battery will be much less accurate.&lt;br /&gt;
&lt;br /&gt;
{{:5 inch/51 Mk.7 (127 mm)/Ammunition|5-inch Mk.15 common, 5 inch APC}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/25 Mk.11 (127 mm)|AN-M2 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Arizona's AA defence consists of a battery of 8 x 5 inch/25 (127mm) guns firing HE-TF shells and 8 x 12.7 mm AN/M2 machine guns. The 5 inch battery will be the main defence for the ship, as the machine guns have such a short effective range that the enemy aircraft will most likely have already dropped its ordnance before they begin firing at it. As the Arizona is in a pre-war refit, she does not have access to the highly effective HE-VT shells that made an appearance during WW2. The HE-TF shells can still be effective, but are highly reliant on the crew setting the proper fuse distance on the shells. It is recommended to research the &amp;quot;Anti-air Armament Traverse&amp;quot; modification to improve the speed at which your anti-aircraft can get on target, and increase the crew level of your &amp;quot;AAA calibre reload speed&amp;quot;, &amp;quot;AAA gunner accuracy&amp;quot;, and &amp;quot;Distance fuse set accuracy&amp;quot; to gain the best results. Captains of the USS Arizona should not expect to swat planes out of the sky like in other ships such as the [[USS Alaska]] with its fearsome AA battery, but with these modules and crew upgrades unlocked most aircraft that spend too long near Arizona will be damaged if not destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The USS Arizona plays similar to most other battleships that are currently in-game, with one major caveat: the reload time. It is substantially longer at 1.5 rounds per minute compared to the average for battleships of around 2 RPM without an increase of firepower over other Battleships. Even with an ace crew, the crew will still take 40 seconds to reload the main guns. So while sailing out the USS Arizona, be conscious of the reload state and maintain a higher than usual awareness of threats. Ships with a fast reload such as [[Parizhskaya kommuna]], [[SMS Bayern]], and especially ships such as [[Kronshtadt]], [[USS Alaska]] and [[Scharnhorst]] should be priority targets for captains of the Arizona. All will easily beat the reload rate of USS Arizona, and the last three of the ships mentioned all at least have double the rate of fire, and will quickly deal damage if the captain of USS Arizona is unprepared to deal with the situation. It should also be noted that the reload penalty while repairing can severely reduce the already pitiful rate of fire, so perhaps refrain from initiating a repair right before firing. &lt;br /&gt;
&lt;br /&gt;
For dealing with smaller targets, binding the &amp;quot;ranging shot&amp;quot; control helps immensely, allowing you to fire one turret at a time instead of firing an entire salvo at a singular target. HE is recommended for lightly-armoured targets ranging from destroyers to light cruisers, as AP will simply over-penetrate and do little to no damage. The HE can cause holes and massive flooding on lightly-armoured ships and can help to more easily dispatch of enemy vessels. Arizona certainly does the most damage out of any of the American battleships if the shots land, but will be held back with the lack of SAP shells and fire-rate. The speed of the ship is average compared to other battleships of the Dreadnought era at {{Annotation|21 knots|39 km/h}}, but on maps with capture zones, she will struggle to make it to capture points before the game is decided most of the time, therefore the floatplane can be utilized to capture objectives once unlocked, as it can make or break a match.&lt;br /&gt;
&lt;br /&gt;
The strategy of sitting close to still for more stable shots like in other battleships is still good for dealing precise blows to the enemy, but torpedoes are still a large threat, as your bulges cannot reliably deal with high-end torpedoes such as the [[Type 93 Model 3 (610 mm)|Type 93 ''Long Lance'']], which can sink the whole ship with a single torpedo depending on where it strikes. Simply reducing speed is preferred, as it's still relatively stable while not being a sitting duck.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Heavy armour over the most critical modules&lt;br /&gt;
* Torpedo bulges&lt;br /&gt;
* Good penetration on armour-piercing rounds&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacking armour for secondary battery&lt;br /&gt;
* Extremely slow turret traverse&lt;br /&gt;
* Slow main battery reload&lt;br /&gt;
* Lacklustre high-explosive ammunition; no SAP rounds&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Constructed by the Brooklyn Navy Yard, USS Arizona was laid down in March of 1914 shortly before the beginning of hostilities in Europe. Part of the Pennsylvania-class, this was the United States' second generation of super-dreadnought. This class continued several of the advances made by the preceding Nevada-class, with some notable exceptions. Both ships would use geared turbines, and instead of an arrangement of double and triple mounts for the {{Annotation|14-inch|356 mm}} battery, USS Arizona would have 4 triple gun mounts. In addition the Pennsylvania-class would continue the use of oil-firing boilers, which had been shown to drastically increase both range and underwater protection as the threat from torpedo boats (which would later become destroyers) grew during the early 20th century. She would be the only approved battleship for the fiscal year 1914 and the newest American capital ship when the United States would enter the war in 1917.&lt;br /&gt;
&lt;br /&gt;
USS Arizona would see limited service in the First World War, being kept based in the United States due to an oil shortage in the United Kingdom, only being sent to Europe after the armistice was signed. During 1921 and 1922, she took part in a mission to Peru and was then transferred to the Pacific Fleet. She would be given an extensive modernization from 1929 to 1931, notably gaining more anti-aircraft guns and torpedo bulges, increasing her survivability. Her machinery spaces were also improved, allowing for the ship to stay close to the design speed of {{Annotation|21.0 kn|39 km/h;24.2 mph}} even with the additional displacement added. After the beginning of hostilities in Europe in 1939, and with rising tensions in the Pacific she was sent with the rest of the Pacific Fleet to Hawaii where she would be tragically be sunk in a massive explosion during the Attack on Pearl Harbor in 1941. She still lies there today.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7563-development-uss-arizona-bb-39-all-or-nothing-en|Devblog]] ===&lt;br /&gt;
After the design of the preceding Nevada-class battleships that employed the novel &amp;quot;all or nothing&amp;quot; armour scheme, the Navy sought a slightly larger, improved design to be ordered for construction in the fiscal year of 1913. As such, the Bureau for Construction &amp;amp; Repair came up with a number of design sketches to satisfy the Navy's requirement.&lt;br /&gt;
&lt;br /&gt;
In April 1912, the final design of what was to become the Pennsylvania class was chosen with further work on refining the design continuing until September. The decision to order the design into construction was met with some political opposition over concerns that the design was too weak and expensive. Nonetheless, the class was approved for construction, with USS Pennsylvania being ordered in August 1912 while its sistership USS Arizona followed suit in March 1913.&lt;br /&gt;
&lt;br /&gt;
USS Arizona was laid down in March 1914, launched in June 1915 and commissioned in October 1916. Due to oil shortages in Europe at the time, the ship didn't take part in hostilities during WWI, but instead escorted the American president Woodrow Wilson on his trip to Brest for the Paris Peace Conference in 1919 along with other warships. Subsequently, both Arizona and its sistership were transferred to the Pacific Fleet, undergoing substantial modernization in 1929 through 1931.&lt;br /&gt;
&lt;br /&gt;
Throughout the 1930s, both ships took part in regular fleet exercises. However, during the Attack on Pearl Harbor in December 1941, USS Arizona was sunk following a catastrophic explosion of her fore magazines, after an aerial bomb managed to penetrate the ship's deck.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_battleship_arizona_1931 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|6kUe7pdqCC0|'''Best Battleships''' discusses the {{PAGENAME}} at 05:31 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7563-development-uss-arizona-bb-39-all-or-nothing-en|USS Arizona (BB-39): All or Nothing!]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Brooklyn Navy Yard}}&lt;br /&gt;
{{USA battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Settsu&amp;diff=162221</id>
		<title>IJN Settsu</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Settsu&amp;diff=162221"/>
				<updated>2023-05-10T11:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Expanded description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battleship_settsu&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (摂津, [[Abbreviations#.28JP.29_Naval|namesake]]: Settsu Province) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;New Power&amp;quot;]]. Built after the Satsuma class semi-dreadnoughts, the Kawachi class were the first true dreadnoughts of the Imperial Japanese Navy. Uniquely among dreadnoughts, this class features a mixed-calibre main battery. The design originally used all 45-calibre main guns, but reports of the Royal Navy using 50-calibre guns in its newer battleships encouraged the IJN to adopt 50-calibre as well, though cost concerns prevented all the 45-calibres on the Kawachi design to be replaced. Other than that, the IJN Settsu is fairly average, with the standard 39 km/h top speed of the time and with a capable but not unbreakable armour scheme. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|12-inch/45 Vickers (305 mm)|12-inch/50 Vickers (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/45 HE || HE || 69 || 69 || 69 || 69 || 69 || 69&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/45 APC || APC || 496 || 432 || 345 || 278 || 229 || 172&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/50 HE || HE || 69 || 69 || 69 || 69 || 69 || 69&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/50 APC || APC || 575 || 501 || 399 || 320 || 260 || 187&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (kg)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/45 HE || HE || 825 || 400.06 || 0 || 0.1 || 37.82 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/45 APC || APC || 825 || 400.06 || 0.035 || 17 || 13.64 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/50 HE || HE || 915 || 400.06 || 0 || 0.1 || 37.82 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 12-inch/50 APC || APC || 915 || 400.06 || 0.035 || 17 || 13.64 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|6-inch/45 Type 41 (152 mm)|4,7-inch/40 Armstrong (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch/40 Type 41 (76 mm)|Maxim (6.5 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Type 43 (450 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High firepower and durability&lt;br /&gt;
* Carries torpedoes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor mobility&lt;br /&gt;
* Meagre anti-air defence&lt;br /&gt;
* Huge profile&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
=== [[wt:en/news/6929-development-settsu-serving-through-the-ages-en|Devblog]] ===&lt;br /&gt;
Following the end of the Russo-Japanese War in the early 1900's, the state of the IJN was generally perceived to be unsatisfactory by high ranking Japanese officials. Furthermore, in terms of quantity and quality, the Japanese navy was lagging behind other naval powers such as Great Britain or the United States. In addition to all this, a severe economic recession following the war greatly reduced Japan's ability to build new warships and expand its naval power.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, a new fleet expansion strategy was adopted and whose first steps were the construction of two new dreadnought-type battleships. This resulted in the creation of the Kawachi-class, made up from the battleships Kawachi and Settsu. These two warships became the first two dreadnought-type battleships to be built by Japan.&lt;br /&gt;
&lt;br /&gt;
Settsu was laid down in January 1908 at the Kure Naval Arsenal, launched in March 1911 and completed in July 1912. During WWI, Settsu served alongside her sistership, but seeing only limited action. In 1919, Settsu was put in reserve, receiving an overhaul before being disarmed in 1922 under the terms of the Washington Naval Treaty.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Settsu was converted into a target ship, keeping this role throughout the interwar period as well as WWII. In the end, Settsu was badly damaged by an Allied air raid on Kure in July 1945, leaving the ship beached. The ship's hulk was subsequently raised and broken up for scrap in the immediate postwar years.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battleship_settsu Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
{{Skin-gallery|market|ugcitem_1000886|Laitania.png|Camo &amp;quot;RLM Neo Tenova&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;IJN Settsu Devblog Images&amp;quot; heights=&amp;quot;180&amp;quot;&amp;gt;&lt;br /&gt;
File:Settsu WTWallpaper 001.jpg|&lt;br /&gt;
File:Settsu WTWallpaper 002.jpg|&lt;br /&gt;
File:Settsu WTWallpaper 003.jpg|&lt;br /&gt;
File:Settsu WTWallpaper 004.jpg|&lt;br /&gt;
File:Settsu WTWallpaper 005.jpg|&lt;br /&gt;
File:Settsu WTWallpaper 006.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|aIxlzDpbEdg|'''Settsu - Flipped Review''' - ''Flipped StuG''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6929-development-settsu-serving-through-the-ages-en|[Devblog] Settsu: Serving Through the Ages]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Kure Naval Arsenal}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Shimakaze&amp;diff=162097</id>
		<title>IJN Shimakaze</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Shimakaze&amp;diff=162097"/>
				<updated>2023-05-08T14:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Modifications to description, info, mobility, armament, history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_destroyer_shimakaze&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|Shimakaze_(3).png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (島風, [[Abbreviations#.28JP.29_Naval|namesake]]: Island Wind) is a heavy-duty destroyer focused on torpedoes. She was the fastest ship in the Japanese Navy at 75.74 km/h (40.9 knots) and the only one of her class. Commissioned in 1939 to lead a class of 16 ships and with future plans extending to 32 ships, her kind was cancelled with the Pacific war and funds relocated. She's essentially an elongated [[Yugumo (Family)|Yūgumo-class destroyer]] allowing her to fit 3 quintuple torpedo launchers and keeping the same main and anti-air armament as shorter ships. Seeing little combat action, Shimakaze primarily took part in [[#1943|Operation Sword]] and afterward escorted other ships.&lt;br /&gt;
&lt;br /&gt;
She was introduced in War Thunder during [[Update &amp;quot;Raining Fire&amp;quot;]] and excels at her primary function of torpedo-centric gameplay, with 15 tubes loaded with the deadly Type 93 oxygen-fuelled torpedoes, she can send a full wall of torpedoes in a single salvo. This gameplay is dampened in realistic battles where she can only launch a single salvo, so it's better to conserve torpedoes for certain hits. In arcade battles it's best to launch all torpedoes at targets when possible, having as many fish in the water as possible while reloading the tubes in the meantime. At the battle rating Shimakaze sits, her primary cannons will be outgunned by other destroyers and cruisers, keep distance and use her speed to evade shells at long range.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Shimakaze is an extended [[Yugumo (Family)|Yugumo-class]] hull which comparatively gives her more displacement for an additional torpedo launcher, place for more anti-air and also a higher crew count (+40 men). Additionally, her survivability is further aided by having ammunition stored deep underneath the waterline, which ensures survival if faced with AP shells and having torpedo turrets protecting the tubes against fragmentation damage. However, they are still one of the easiest components to damage on the ship.&lt;br /&gt;
&lt;br /&gt;
That said though, compared to the equivalents in its BR, the ship has a relatively low crew count, sailing just a 2/3 of the [[Leningrad (leader)|Leningrad]]'s men, in short-range fights, Shimakaze has to rely on dealing overwhelming damage to take down the enemy before suffering overwhelming causalities herself. This can either be the use of aiming her main armament at weak spots, her plentiful arsenal of torpedoes and/or Type 96 25 mm's.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
[[File:Shimakaze (1).png|thumb|Shimakaze reaching her top speed of 40,9 kn]]&lt;br /&gt;
&lt;br /&gt;
Shimakaze is by far the fastest Japanese {{Annotation|ship|not including boats}} ever made. In game, the vessel can reach speeds of 76 km/h due to her new experimental high temperature and pressure Kampon boilers that developed {{Annotation|79,240 shaft horsepower|59,090 kW}}, powering a new type of turbine, which generated 50 per cent more power than typical turbines used in previous destroyers.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility&lt;br /&gt;
|SpeedForwardStockAB = 68&lt;br /&gt;
|SpeedBackStockAB = 23&lt;br /&gt;
|TurnTimeStockAB = 115.867&lt;br /&gt;
|TurnSpeedStockAB = 48&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
[[File:Shimakaze (7).png|thumb|Shimakaze shooting her main [[Type 3 (127 mm)|Type 3]] cannons]]&lt;br /&gt;
{{main|127 mm/50 3rd Year Type (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
Shimakaze's primary guns are shared with [[IJN Yugumo#Primary armament|Yugumo]] and [[IJN Ayanami#Primary armament|Ayanami]], offering the same capabilities and the same shell choice. They are quite accurate and have a higher muzzle velocity than most other destroyer guns. As she starts seeing end of the line heavy cruisers, her guns are only beneficial on other destroyers at best and added care must be put in accurate gunnery. Her torpedoes play an even more important role in disposing of opponents. But like her parallel predecessor ([[Yugumo (Family)|Yugumo-class]]), her main armament isn't her selling point at this BR.&lt;br /&gt;
&lt;br /&gt;
{{:127 mm/50 3rd Year Type (127 mm)/Ammunition|127 mm Type 1 HE, 127 mm HE-TF}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
Unlike most other major warships, this vessel has ''no'' heavy AA guns at all. Rather than having, for example, 76mm secondary guns, which give longer range and protection from heavy aircraft, the secondary battery is composed entirely of the infamous Type 96 25 mm AA gun, which is widely regarded as one of the worst naval AA guns during the war. &lt;br /&gt;
&lt;br /&gt;
These guns can provide air protection and take out patrol boats up to a range of about 2-3km. &lt;br /&gt;
&lt;br /&gt;
* Universal belts: a good balance between firepower and tracer contents, useful for newcomers to the Japanese 25 mm autocannon.&lt;br /&gt;
* APT belts: Full of AP shells, good against small boats, but you might not meet lots of them in a 4.7 destroyer.&lt;br /&gt;
* HEI belts: Trades tracer rounds for extra firepower, harder to aim but very good at knocking out aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Type 93 (13.2 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Shimakaze has a single 13.2 mm HMG on the stern. This gun will not be very useful at all, given the presence of the more capable 25 mm's that are responsible for air cover, and that the 13 mm can't be manually controlled together with the 25 mm's at the same time. To be frank, this single machine gun has more use in the moral support role than in the AA role. &lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
[[File:Shimakaze (5).png|thumb|Shimakaze launching all her torpedoes broadside.]]&lt;br /&gt;
{{main|Type 93 Model 3 (610 mm)|Type 95 depth charge}}&lt;br /&gt;
&lt;br /&gt;
Shimakaze uses the Type 93 Model 3 torpedoes, which have a reduced range of 15 km compared to the standard 20 km [[Type 93 Model 1, Mod 2 (610 mm)|Type 93 Model 1]] found on other Japanese ships. While not gaining any speed advantage, it does gain an even larger warhead: ~1000 kg of TNT instead of ~600, which makes it possible to sink nearly any ship short of the heaviest cruisers and battleships with a single hit.&lt;br /&gt;
&lt;br /&gt;
On top of having one of the best torpedoes, she racks a total of 15 torpedoes she can fire all at once due to her lengthened hull compared to the [[Yugumo (Family)|Yugumo-class]] allowing for heavier quintuple launchers and an extra 3rd torpedo turret due to the added buoyancy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | '''Torpedo Characteristics'''&lt;br /&gt;
|-&lt;br /&gt;
! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)&lt;br /&gt;
|-&lt;br /&gt;
| 2,800 || 91 || 15.00 || 1 || 50 || Type 97 || 780 || 998.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the presence of submarines, the usage of depth charges is very situational. Using the depth charges that drop off stern racks, there is no reason to use any depth charge activation time setting above the minimum 3 seconds since higher times means the depth charge will sink further and thus away from the target. With a fast boat, sailing up right next to a slower target and dropping the depth charges can lead to some success.&lt;br /&gt;
&lt;br /&gt;
The depth charges mounted on depth charge throwers are even more situational. They cannot be aimed and have a long flight time, making them difficult to use against moving targets. Their detonation times also cannot be changed, detonating 3 seconds after hitting the water. They can be used to hit an enemy behind cover, though this is extremely situational as with other depth charge uses. They can also be detonated, instantly destroying the ship.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:Shimakaze (6).png|thumb|Shimakaze launching all her 15 [[Type 93 Model 1, Mod 2 (610 mm)|Long Lance Torpedoes]] at once.]]&lt;br /&gt;
The Shimakaze is one of the most formidable destroyers Japan can offer, owing largely to its outstanding torpedo armament of 3 quintuple launchers and only beaten by [[Tashkent (leader)|Tashkent]] as 2nd fastest ship in-game.&lt;br /&gt;
&lt;br /&gt;
Otherwise, she has a well-rounded mix of survivability and firepower, lagging behind slightly due to the lack of AP ammunition options, making it cannon fodder for most cruisers if the manoeuvrability isn't made use of. On the contrary, cruisers only have to worry about the Shimakaze like any other Japanese destroyer for the arsenal of torpedoes that will most likely wall them off in a wave of torpedoes and sink them instantly.&lt;br /&gt;
&lt;br /&gt;
The Long Lance is among the best torpedo in-game with excellent range, speed and explosive filler. Like all torpedo-centric destroyers, Shimakaze excels in Arcade Battles with the ability to re-spawn torpedoes mid-battle and is better than other Japanese destroyers, which have a 2nd reload for torpedoes which takes a few seconds between torpedo bursts, unlike the full burst the Shimakaze can do at once and instantly reload the full rack. Meanwhile, in realistic battles, torpedoes should be used sparing as you can't reload them out of the capture zone and only reloads one torpedo per torpedo turret.&lt;br /&gt;
&lt;br /&gt;
The Shimakaze is best used as a sniper of sorts, using her massive arsenal of powerful, long-range torpedoes and accurate, relatively high-velocity main armament to engage enemy ships at the range while using her speed and manoeuvrability to avoid return fire. At close range, the slow turret traverse and reload as well as her relatively average survivability make Shimakaze very vulnerable, especially against destroyers with harder-hitting main armament, like most American destroyers armed with the [[5 inch/38 Mk.12 (127 mm)]].&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fastest Japanese destroyer&lt;br /&gt;
** Good manoeuvrability&lt;br /&gt;
** Top speed of {{Annotation|93|Arcade battles: 50 kn; 93 km/h; 58 mph}} / {{Annotation|76|Realistic battles: 41 kn; 76 km/h; 47 mph}} km/h&lt;br /&gt;
* 3 quintuple torpedo launchers&lt;br /&gt;
** Can release 15 torpedoes at once&lt;br /&gt;
** Very deadly torpedoes ([[Type 93 Model 3]])&lt;br /&gt;
* 127 mm guns have good ballistics&lt;br /&gt;
* 21 x 25 mm AA cannons with a lot of ammunition&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Average Japanese destroyer turrets ([[Type 3 (127 mm)]])&lt;br /&gt;
** Slow turret traverse&lt;br /&gt;
** 127 mm guns have no AP (only HE and HE-DF)&lt;br /&gt;
** 127 mm guns are almost useless against air targets (due to slow traverse)&lt;br /&gt;
* Turrets tend to be taken out often&lt;br /&gt;
* Torpedo launchers are easily disabled&lt;br /&gt;
* 25 mm AA are only effective at close range (max range about 3 km)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Shimakaze (3).png|alt=Shimakaze seen from the broadside in-game|thumb|Shimakaze in speed trials]]&lt;br /&gt;
[[File:Shimakaze 1943-3-5.jpg|alt=Shimakaze seen from the broadside|thumb|Shimakaze in speed trials, 5 March 1943]]&lt;br /&gt;
Shimakaze (島風, Island Wind) (Project N° F52;2 Hull N° 125) was a new end of the line experimental heavy destroyer which would be the lead ship of this new class of C-Type destroyers.&lt;br /&gt;
&lt;br /&gt;
She was built under the Maru 4 programme, and another 16 of her kind planned and long-term plans to extend her class to 32 ships to form 4 destroyer squadrons. These ambitious plans would be dropped down to 8 in the Maru 5 programme, and eventually, her sister ships would all be cancelled and re-planned on 30 June 1942 to 8 x [[Yugumo (Family)|Yūgumo-class]] and 7 x Super Akizuki-class&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
By 1939, the Imperial Japanese Navy had expanded massively with 3 Naval Armaments Supplement programmes, and it wouldn't stop there. With their 4th Naval Armament Supplement programme ({{Annotation|マル4計画, 第四次海軍軍備充実計画|Maru 4 Keikaku, Dai-Yo-Ji Kaigun Gunbi Jūjitsu Keikaku}}), otherwise known as Maru 4, they planned to expand their navy with an additional 80 warships and 75 Naval Air Groups costing 1.6 billion Japanese Yen.&lt;br /&gt;
&lt;br /&gt;
Under this Maru 4, there would be 3 modernized destroyer types.&lt;br /&gt;
&lt;br /&gt;
*Type A: Kagerō-class, [[Yugumo (Family)|Yūgumo-class]] - Regular destroyers &amp;lt;small&amp;gt;(further expansion Of Maru 3)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Type B: [[IJN Akizuki|Akizuki]]-class - Dedicated anti-air destroyers&lt;br /&gt;
*Type C: Shimakaze-class - High-end heavy duty destroyers&lt;br /&gt;
&lt;br /&gt;
The top speed of any Japanese warship within the IJN went to a previous generation of Shimakaze (1920) from the Minekaze-class destroyers with a max speed of 75.7 km/h (40.7 knots) while all other destroyers were to be designed with a top speed of only 64.8 km/h (35 knots). After that, the Navy was seeking to improve cruising speed yet keeping the possibility of armament and hull improvements open.&lt;br /&gt;
&lt;br /&gt;
These demands arose after Japan abolished the Washington Naval Treaty and withdrew from the London Naval Treaty in 1938, and began the rapid modernization of their navy in both tonnage and equipment. Together with Japanese intelligence gathering information on the USN, developing a new destroyer with a top speed of 70 km/h (38 knots) or more and the new generation of American cruisers and battleships with a projected speed of 50-61 km/h (27-33 kn). For those reasons, the Navy wanted to outshine the Americans by having faster ships and high power torpedoes which they already had developed.&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
With the Maru 4 being specified and funded, the construction of Shimakaze started in 1941 at the Maizuru Naval Arsenal. She was to be built as a high-speed ship, heavily armed with torpedoes to excel at her role as a destroyer in the purpose of torpedo combat.&lt;br /&gt;
&lt;br /&gt;
Shimakaze's hull was essentially an elongated Type A ([[Yugumo (Family)|Yūgumo-class]]) destroyer hull with the same main armament but having an additional {{Annotation|7.62 m|25 ft}} of added length allowing for a third torpedo launcher. But because she was already quite top-heavy like other Japanese destroyers, her additional length could only cover an additional torpedo launch turret and AA mounts but would become too heavy if she carried an additional reload for her torpedoes at sea.&lt;br /&gt;
&lt;br /&gt;
She was initially planned to carry 2 x 7 tube torpedo launchers, but due to the weight of the turret, it would be impossible to hand crank the turret in case of a power outage, and with this, she got 3 x 5 tube torpedo launchers instead.&lt;br /&gt;
&lt;br /&gt;
Her new experimental high temperature and pressure Kampon boilers which were designed further upon from the Kagerō-class, Amatsukaze that developed {{Annotation|79,240 shaft horsepower|59,090 kW}} and would prove to be a perfect combination with a new type of turbine would allow her to put out 50% more power compared to other destroyers.&lt;br /&gt;
&lt;br /&gt;
Due to setbacks in the Pacific War, other priorities shifted the budget of the Maru 4 plan, and fewer resources would be spent on more of the already expensive Type C destroyer. After many delays of the lead ship Shimakaze, her sister ships were cancelled and allocated to Type A &amp;amp; B destroyers. Shimakaze would finally leave port on the 10th of May, 1943.&lt;br /&gt;
&lt;br /&gt;
Shimakaze was one of the first Japanese ships to be equipped with a radar with her Type 22 radar due to her long time in port. This would be supplemented with a Type 13 radar in June 1944, together with an increase in 25 mm AA guns.&lt;br /&gt;
&lt;br /&gt;
===Service History===&lt;br /&gt;
====1943====&lt;br /&gt;
&lt;br /&gt;
;May&lt;br /&gt;
&lt;br /&gt;
As she left port on the 10th, she would be handed over to the Navy and assigned to the 11th destroyer squadron, 1st fleet. Desron 11 was a dedicated squadron to train crew on new or repaired destroyers before they were sent to the frontline waters.&lt;br /&gt;
&lt;br /&gt;
;July&lt;br /&gt;
&lt;br /&gt;
Shimakaze's first assignment was to escort and cover the evacuation of Japanese soldiers &amp;amp; personnel from Kiska, Aleutian Islands as part of the Japanese Operation {{Annotation|One Sword|Referring to one chance}}「{{Annotation|ケ|Ke}}」 ({{Annotation|ケ号作戦|Ke gōsakusen}}), together with Desron 2 whom she would be assigned to after being fully trained in Desron 11.&lt;br /&gt;
[[File:JapaneseKiska.jpg|left|thumb|On June 6, 1942, the Imperial Army occupied Kiska and raised the flag.]]&lt;br /&gt;
During 1943, the captured islands of Attu and Kiska were to be taken back by Allied forces as they were captured during the start of the Pacific War by Japan. The American recapture of these 2 islands started with taking the westmost island of Attu (Operation Landcrab), which was less militarily developed compared to Kiska, which had a port, airfield, and other military installations, and would create a naval blockade cutting off the island of Kiska completely from Japanese reach. In May, the Americans, together with Canadians, would be victorious in the Battle of Attu at great cost for both sides, which would lead to poor decision-making towards the capture of Kiska (Operation Cottage).&lt;br /&gt;
&lt;br /&gt;
Even though Kiska was cut-off for the Japanese, making it no longer defensible, and Japan needed all the men they could muster, they wouldn't allow it to turn it into a repeat of the Battle of Attu. With this, command greenlit the evacuation of Kiska.&lt;br /&gt;
&lt;br /&gt;
Shimakaze would take part in the evacuation as the flagship of the screening force. The initial evacuation run was planned for 7 - 17 July but was aborted due to bad weather on the 15th.&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
[[File:Kiska Landings.png|thumb|Allied Operation Cottage landing sites]]&lt;br /&gt;
For the 2nd attempt, which was planned for 22 July - 1 August, weather conditions seemed very similar to those during the first evacuation run since the first day, but command was losing time, fuel, and patience. At first, command wanted to wait for the weather to clear up but decided to rush it through the weather regardless before they lost too much time due to the vocal opinion of Shigenori Kami, captain of the Tama, the lead ship of the operation.&lt;br /&gt;
&lt;br /&gt;
The fleet was preparing to rush into Kiska bay without waiting for their fueling party to top them off outside the USS patrol area. The cruiser Abukuma pushed her fuel reserve and refuelled her accompanying destroyers. At midnight of the 29th, the fleet ran towards Kiska bay, following the island's shadow and passing from the west to evade any American patrols from the open south. On arrival at Kiska Bay, there was information on a detected vessel. However, what it was, was unknown, Shimakaze's radar detected it as well, thinking it might be a USS destroyer on patrol. Detecting an enemy, her crew were excited about her first naval engagement. At 13:00, she launched several torpedoes at the shadow of the enemy vessel together with the cruiser Abukuma who spotted it first and launched four torpedoes. But this target wasn't an allied vessel, but Little Kiska Island appeared to look like a ship in the very thick fog.&lt;br /&gt;
&lt;br /&gt;
The fleet would anchor at Kiska Harbor at 13:40, where at the time, there was a temporary, clear fog in the bay. An approximate 5,200 Kiska Island garrison members waiting for their evacuation immediately embarked on the fleet. They left behind their Type 38 rifles, which would be grossly outdated and save on weight while doing so. The whole garrison would be fully accommodated in the short time of 55 minutes with the help of [[Daihatsu-class Landing Craft|Daihatsu Landing Crafts]]. The fleet would leave Kiska at full speed (52 km/h, 28 knots) surrounded once more by the deep fog they arrived in. In a detailed report, the number of men accommodated on ships was as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Recovered men&lt;br /&gt;
|-&lt;br /&gt;
!Cruisers&lt;br /&gt;
!Men&lt;br /&gt;
![[Yugumo (Family)|Yugumo-class]]&lt;br /&gt;
!Men&lt;br /&gt;
!Other&lt;br /&gt;
!Men&lt;br /&gt;
|-&lt;br /&gt;
|Abukuma&lt;br /&gt;
|1,202&lt;br /&gt;
|[[IJN Yugumo|Yugumo]]&lt;br /&gt;
|479&lt;br /&gt;
|Hibiki&lt;br /&gt;
|418&lt;br /&gt;
|-&lt;br /&gt;
|Kiso&lt;br /&gt;
|1,189&lt;br /&gt;
|Kazagumo&lt;br /&gt;
|478&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Akigumo&lt;br /&gt;
|478&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Asagumo&lt;br /&gt;
|468&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Usugumo&lt;br /&gt;
|476&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Total&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |5,183&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The whole island garrison would be fully withdrawn to the island of Paramushir between 31 July to 1 August, fully returning 2,518 navy crew, 2,669 army men and 30 others, resulting in a total of 5,183 men. Because of the fog covering the withdrawal force, the success of Operation One Sword would be dubbed as a Miracle Operation ({{Annotation|奇跡の作戦|Kiseki no sakusen}})&lt;br /&gt;
&lt;br /&gt;
Even though Allied reconnaissance reported diminishing island movement, damage not being repaired, less and less anti-aircraft fire and on July 28, radio signals from Kiska completely going silent, American forces still proceeded to invade the island being fully prepared to fight Japanese soldiers dug into the mountains.&lt;br /&gt;
&lt;br /&gt;
As US and Canadian forces landed on opposite shores, they mistook each other for Japanese and sporadic friendly fire once meeting. Together with Japanese booby-traps and the [[Fletcher (Family)|USS Abner Read (DD-526)]] hitting a stray sea-mine, losing a large chunk of its stern, the invasion ended in around 100 Allied deaths, and 221 more wounded against a defending force of null.&lt;br /&gt;
&lt;br /&gt;
;August&lt;br /&gt;
&lt;br /&gt;
On 5 July, Shimakaze arrived at Paramushir after her July operations near the Aleutian Islands. She would escort the cruiser Maya to Yokosuka, arriving on 6 August, where she then docked for maintenance.&lt;br /&gt;
&lt;br /&gt;
;September&lt;br /&gt;
&lt;br /&gt;
Once done with maintenance on the 15th, she would escort the cruisers Chokai and Maya to Truk. They would arrive on the 20th, and Shimakaze would escort the escort carriers Chūyō and Taiyō back to Yokosuka the next day.&lt;br /&gt;
&lt;br /&gt;
3 days later, on the way to Yokosuka on the 24th, Taiyō would be hit by a torpedo by USS Cabrilla (SS-288) (3 torpedo launchers, 1 hit), and lost a propeller shaft. Shimakaze pulled 8 men that fell from the ship during the hit, and Chūyō would tow her sister as she couldn't navigate on her own anymore. Cabrilla wanted to attack the Chūyō as well to stop both ships from continuing but as Shimakaze launched a depth charge to scare off the submarine (Shimakaze reported it would sink), took evasive manoeuvres and lost sight of the ships after looking for them again.&lt;br /&gt;
&lt;br /&gt;
While and after chasing the submarine, Shimakaze struck upon the destroyers Sazanami and Shiratsuyu and they joined the group to escort towards Yokosuka, where they would arrive on the 26th.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
;October&lt;br /&gt;
&lt;br /&gt;
====1944====&lt;br /&gt;
[[File:Shimakaze 1944-11-11.jpg|alt=Shimakaze seen from the broadside|thumb|Shimakaze under air bombardment, just after this image she would explode and sink, 11 November 1943]]&lt;br /&gt;
&lt;br /&gt;
===Resting Place===&lt;br /&gt;
On December 1, 2017, the wreck of Shimakaze was found by RV Petrel in Ormoc Bay, Philipinnes at depth {{Annotation|-218 m|-715 ft}} with her torpedo launchers confirming her identity.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name===&lt;br /&gt;
Shimakaze isn't the only vessel named Shimakaze ({{Annotation|島風|Kanji}}, {{Annotation|シマカゼ|Katakana}}, {{Annotation|しまかぜ|Hiragana}}, Island Wind);&lt;br /&gt;
&lt;br /&gt;
* 1st generation: Shimakaze (1920 - 1940), Minekaze-class destroyer (1919). &lt;br /&gt;
** Renamed to &amp;quot;Patrol Boat No. 1&amp;quot; ({{Annotation|第一号哨戒艇|Dai-ichi-gō Shōkaitei}}) in 1940. &lt;br /&gt;
** Sunk 12 January 1943&lt;br /&gt;
* 2nd generation: Shimakaze (1942 - 1945), Shimakaze-class destroyer (1942).&lt;br /&gt;
** Sunk 11 November 1944&lt;br /&gt;
* 3rd generation: Shimakaze (DDG-172) (1988 - 2021), Hatakaze-class guided missile destroyer (1988). &lt;br /&gt;
** Converted to &amp;quot;Shimakaze (TV-3521)&amp;quot; as a training ship in March 2021.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_destroyer_shimakaze Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Shimakaze (2).png|&lt;br /&gt;
File:Shimakaze (8).png|Shimakaze (Right) leading in front of Yugumo (Left)&lt;br /&gt;
File:Shimakaze (9).png|Shimakaze leading in front of the fleet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|NSoOiZOkWYE|'''IJN Shimakaze - Flipped Review''' - ''Flipped StuG''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Yugumo (Family)|Yugumo-class]] &amp;lt;small&amp;gt;(parallel predecessor)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Ships of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* [[USS Fletcher]] &amp;lt;small&amp;gt;([[Fletcher (Family)|Fletcher-class]])&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Z15 Erich Steinbrinck]] &amp;lt;small&amp;gt;([[Type 1934A (Family)|Type 1934A-class]])&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Tashkent]] &amp;lt;small&amp;gt;(Tashkent-class)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[HMCS Haida]] &amp;lt;small&amp;gt;([[Tribal (Family)|Tribal-class]])&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[RN Corazziere]] &amp;lt;small&amp;gt;([[Soldati (Family)|Soldati-class]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[wt:en/news/6863-development-shimakaze-fast-as-the-wind-en|[Devblog] Shimakaze: Fast as the Wind]]&lt;br /&gt;
*[[Wikipedia:Japanese_destroyer_Shimakaze_(1942)|[Wikipedia] Japanese destroyer Shimakaze (1942)]]&lt;br /&gt;
*[https://www.rvpetrel.com/discoveries/ijn-shimakaze.php &amp;lt;nowiki&amp;gt;[RV Petrel]&amp;lt;/nowiki&amp;gt; IJN Shimakaze wreck]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Maizuru Naval Arsenal}}&lt;br /&gt;
{{Japan destroyers}}&lt;br /&gt;
{{Squadron ships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MPK_Pr.122bis&amp;diff=161859</id>
		<title>MPK Pr.122bis</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MPK_Pr.122bis&amp;diff=161859"/>
				<updated>2023-05-05T19:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Removed section advocating for taking less than the maximum number of shells into battle as this has no effect whatsoever on survivability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = premium Soviet sub-chaser '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the regular version&lt;br /&gt;
| link = MPK pr.122A&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=ussr_mpk_122bis&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|market=MPK Pr.122bis (USSR)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} Soviet sub-chaser {{Battle-rating}}. It was introduced in [[Update 1.87 &amp;quot;Locked On&amp;quot;]] as a reward for the 2019 [[wt:en/news/6145-special-battlefield-engineer-en|&amp;quot;Battlefield Engineer&amp;quot;]] crafting event.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MPK Pr.122bis has a good armour, her most well defended zone is at the centre and her most vulnerable area is the primary weapon. The ammo magazines are not much of a problem because they are well protected.&lt;br /&gt;
&lt;br /&gt;
The crew size of the boat is 60 sailors, which is consequent and makes it hard to knock out the boat just with crew depletion.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The MPK Pr. 122bis has mediocre mobility at best. The ship can nominally make 39 km/h maximum forward speed in Realistic, though the actual operating speed of the vehicle will typically be lower. The ship's turning circle and rudder shift time are all rather inadequate, meaning that the ship takes a long time to accelerate and turn. As a result, captains of the MPK Pr. 122bis must always stay alert, as the ship must take early evasive action to avoid any torpedoes or obstacles.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|90-K (85 mm)}}&lt;br /&gt;
&lt;br /&gt;
The primary weapon on the {{PAGENAME}} is the [[90-K (85 mm)|85 mm 90-K]] cannon. A good gun in its own right that only really needs high-explosive shells to handle most of its opponents. The gun has great frontal firing arcs, reaching all the way to the ship's sides to nigh-rear, with the ±160° horizontal traverse range. However, the slow traverse speed means that the {{PAGENAME}} shouldn't expect to fight enemies coming in at all sides.&lt;br /&gt;
&lt;br /&gt;
{{:90-K (85 mm)/Ammunition|85 mm O-365K, 85 mm O-365M, 85 mm BR-365}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|37 mm/67 70-K (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The secondary armament on the {{PAGENAME}} is two 37 mm 70-K automatic guns. With the two placed in the rear, they provide enough firepower to compensate the 85 mm cannon's inability to attack towards the ship's stern. Carrying a full complement of explosive shells can help take care of any boats and planes trying to attack from the ship's stern.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''37 mm HE clips:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''37 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-T|High-explosive fragmentation tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:37 mm/67 70-K (37 mm)/Ammunition|HEF-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|DShK (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The tertiary armament of the {{PAGENAME}} are three turrets of dual-mounted DShK machine guns, one in the front and two in the rear. Though not as powerful as the 37 mm 70-K guns, these machine guns help supplement the firepower against approaching boats and planes.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|RBM mortar|BB-1 depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Pr. 122bis can be thought of and played as a heavier armed, less manoeuvrable version of the tech tree [[MPK pr.122A]] or the [[MPK-163]]. Make use of the ship's massive armament to pulverize any boats that dare get in your way.&lt;br /&gt;
&lt;br /&gt;
The Pr. 122bis has lacking manoeuvrability, meaning that it isn't particularly effective at rushing to bases or charging into battle. Instead, one good strategy is to find a good piece of cover (i.e. a small island) to protect the ship's more vulnerable central section. If you just leave the ship's bow sticking out, most enemy ships won't be able to damage your main section. This leaves the powerful frontal 85 mm cannon exposed, allowing you to engage enemy ships with ease.&lt;br /&gt;
&lt;br /&gt;
However, this strategy doesn't allow usage of the ship's powerful secondary and AA armament suite, which offers a second gameplay option: serving as a brawler or mid-ranged gunship. This strategy maximizes the Pr. 122bis's high crew count and powerful armament spread across the vessel. When doing so, utilize the ship's powerful 85 mm gun to engage heavier targets (such as the [[SC-497]]) and utilize the 37 mm automatic cannons to engage smaller, faster targets. The 37 mm guns are also highly effective against enemy aircraft, capable of destroying most enemy aircraft with a couple of hits at most.&lt;br /&gt;
&lt;br /&gt;
When playing the MPK Pr. 122bis, always stay aware of your surroundings. The ship's lacking manoeuvrability may prevent it from dodging a torpedo if the torpedo isn't noticed early enough. As well, pay attention to enemy ships in the vicinity, particularly heavier-armed vessels such as the [[SF40 Light|SF40]] series anti-air ferries. These vessels typically carry numerous hard-hitting automatic guns which will quickly destroy the ship's crew.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful 85 mm main gun, capable of firing powerful HE shells with 700+ grams of explosive filler&lt;br /&gt;
* Extremely potent secondary armament of 37 mm cannons and 12.7 mm machine guns, which are wonderful at destroying soft targets such as boats and aircraft&lt;br /&gt;
* Large crew complement of 60 crew members, giving the ship good survivability&lt;br /&gt;
* Relatively long hull meaning that crew is more spread out - this increases the ship's survivability by making it harder to knock out compartments&lt;br /&gt;
* Premium bonuses allow it to speed up research of the Soviet coastal fleet tree&lt;br /&gt;
** As it is a premium vessel, all modifications are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacking manoeuvrability including a long rudder shift, large turning circle and inadequate top speed for a boat of its size&lt;br /&gt;
* The ship's hull isn't armoured at all, meaning that the vital components can be hit very easily&lt;br /&gt;
* Ammunition storages and engines all lie partially above the waterline, meaning that they can be hit and destroyed easily&lt;br /&gt;
* Main gun is incapable of firing behind the ship, limiting its effectiveness in certain situations&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The significantly upgraded version of the Project 122 small patrol boats designated Project 122bis MASB has been evaluated by experts as one of the most successful models in its class in the Soviet navy. This version varies from the Project 122 and 122A versions due to its new powertrain, differently-constructed cabin and enhanced anti-air weapons (aft 37 mm autocannons), as well as other improvements. The Soviet navy began employing the RGB-12 rocket-powered bomb against enemy subs in 1953. In later versions, the boats of Project 122bis had bomb launchers mounted on their forward sections for firing these rocket-powered bombs – two rail-type launchers with a constant firing arc that could be aimed horizontally by correcting the ship's course. The Soviet navy used the submarine chasers of Project 122bis until the late 60s, and they also exported them to many other countries.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6137-development-the-big-submarine-chasers-of-project-122bis-bombs-away-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_mpk_122bis Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Mpkpr.122bis.png|The MPK Pr.122bis at the hangar with its standard all-grey camouflage and red wood flooring.&lt;br /&gt;
File:Mpkpr.122bis-deforming.png|The MPK Pr.122bis at the hangar with its event (and historical) Soviet Navy camouflage with &amp;quot;deforming&amp;quot; pattern.&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper001.jpg&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper002.jpg&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper003.jpg&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper004.jpg&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper005.jpg&lt;br /&gt;
File:MPK_Pr.122bis_WTWallpaper006.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|yWWFv8qY5rQ|'''Battlefield Engineer: all new vehicles''' discusses the {{PAGENAME}} at 1:34 - ''War Thunder Official Channel''|xTibyCaPA9Y|'''The Shooting Range #30''' - ''Metal Beasts'' section at 03:14 discusses the Project 122bis.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6137-development-the-big-submarine-chasers-of-project-122bis-bombs-away-en|[Devblog] The big submarine chasers of Project 122bis: bombs away!]]&lt;br /&gt;
&lt;br /&gt;
{{USSR sub-chasers}}&lt;br /&gt;
{{USSR premium ships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Glorious&amp;diff=161618</id>
		<title>HMS Glorious</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Glorious&amp;diff=161618"/>
				<updated>2023-05-01T15:37:19Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Modified and expanded description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_battlecruiser_glorious&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Fire and Ice&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
One of the trio of the Courageous-class &amp;quot;large light cruisers&amp;quot;, the {{PAGENAME}}'s design perfectly encapsulates First Sea Lord John ('Jackie') Fisher's obsession with superior speed and firepower. Built with his 'Baltic Project' in mind, the ship was designed with high speed and large guns to devastate enemy cruisers while having a shallow draught to allow operations supporting coastal landings in the Baltic. Despite being a capital ship, it was designed with paper thin armour, partly to allow for the high speed and partly to get around a restriction imposed by the Government on the construction of new capital ships, with First Sea Lord Fisher presenting the ships as simply large light cruisers. In fact, the ships were so lightly built that HMS Courageous took not insignificant structural damage in rough seas during sea trials, buckling the hull and deck in several places, shearing off rivets and allowing water to pour in. &lt;br /&gt;
&lt;br /&gt;
Following the end of WW1, the ships were converted into aircraft carriers due to their high speed, whilst the 381 mm turrets of Courageous and Glorious were put into storage. During WW2, these turrets would be reused in the construction of HMS Vanguard, the last battleship ever built. &lt;br /&gt;
&lt;br /&gt;
During WW2, Glorious served in the Mediterranean, Indian Ocean and in the Norwegian Campaign, before being intercepted in the Norwegian Sea by Scharnhorst and Gneisenau. Due to a number of faults in leadership, the ship was flying no patrols and made no effort to change course or speed. Glorious was struck by Scharnhorst at a range of 24km, the longest range capital ship hit in history, a title which Scharnhorst shares with HMS Warspite, which struck an Italian battleship at approximately the same range. Despite the heroic efforts of her two escorting destroyers, Ardent and Acasta, Glorious was sunk by the German battleships a little over two hours after first sighting them, although Scharnhorst was badly damaged by a torpedo from Acasta, requiring the ship to head to port for immediate repairs. &lt;br /&gt;
&lt;br /&gt;
In War Thunder, the (1919) Glorious' unconventional design makes her very distinctive from the other &amp;quot;pocket battleships&amp;quot; at her BR, such as [[Admiral Graf Spee|Graf Spee]] and the [[IJN Ikoma|Ikoma]]. The ship is a true &amp;quot;glass cannon&amp;quot;, featuring high offensive firepower in the form of four 381 mm cannons, numerous 102 mm guns, a a huge stockpile of torpedoes, along with great mobility to boot, however still lacks an adequate armour to shield from even cruiser calibre guns.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|15 inch/42 BL Mark I (381 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:15 inch/42 BL Mark I (381 mm)/Ammunition|15 inch 4crh CPC, 15 inch 4crh Mark XIIa APC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|BL Mark IX (102 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:BL Mark IX (102 mm)/Ammunition|4 inch HE, 4 inch SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|76 mm/45 QF 3in 20cwt HA Mark I (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.IV (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Four 381 mm guns, enough to cripple any enemy it might have to face&lt;br /&gt;
* Numerous fast-firing 102 mm provides steady damage output at mid-to-close range&lt;br /&gt;
* Huge empty space at the bow and stern can absorb several hits from shells and torpedoes&lt;br /&gt;
* Quite fast and manoeuvrable, despite the size&lt;br /&gt;
* Equipped with 40 torpedoes with decent performance&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very large and distinctive hull shape, easily identified and hit by any enemies&lt;br /&gt;
* Poor armour protection, relies heavily on fuel tanks to absorb damage&lt;br /&gt;
* Terrible main turret traverse speed, inability to fire reactively&lt;br /&gt;
* Poor anti-air defence&lt;br /&gt;
* Fixed torpedo tubes restrict its usage to saturational barrages&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Courageous-class battlecruisers were formulated during WW1 by the ever-eccentric First Sea Lord, Jacky Fisher, as part of his 'Baltic Project', a planned attack on the German Baltic coastline. In 1915, the Chancellor of the Exchequer had forbidden new construction of any warships larger than light cruisers, yet Lord Fisher wanted new fast capital ships for the Baltic Project in order to support his proposed landings of troops on the beaches of Pomerania.&lt;br /&gt;
&lt;br /&gt;
In order to get around the rule against new capital ships and also because of Lord Fisher's obsession with speed at the expense of all else, the Courageous class were presented as 'large light cruisers', with extremely light armour, extremely high speed and half the main armament of the new Queen Elizabeth-class battleships. Fortunately for Fisher, many of the politicians up top had little knowledge in naval matters and so they saw the high speed, low armour and just approved the design for construction.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, however, the ships proved to be a little too lightly built and had a tendency to take structural damage in rough seas or at high speed or even when firing the main guns until they were structurally stiffened in response.&lt;br /&gt;
&lt;br /&gt;
As Fisher's Baltic Project never took place, the ships spent the war patrolling the North Sea. HMS Glorious saw little action, other than the Second Battle of Heligoland Bight, during which she only suffered damage from a premature shell detonation and her own muzzle blasts. She was also present for the surrender of the German High Seas Fleet in 1918.&lt;br /&gt;
&lt;br /&gt;
The Courageous-class battlecruisers were converted into aircraft carriers in the 1920s.&lt;br /&gt;
&lt;br /&gt;
On the return journey of an evacuation of British aircraft from Norway in June 1940, HMS Glorious was attacked by the German battleships [[Scharnhorst]] and Gneisenau, losing over 1,200 lives in the battle. HMS Glorious remains on the floor of the Fjord today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_battlecruiser_glorious Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7920-development-hms-glorious-an-outrageous-warship-design-en|[Devblog] HMS Glorious: An Outrageous Warship Design]]&lt;br /&gt;
&lt;br /&gt;
{{Britain battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spokoinyy&amp;diff=161381</id>
		<title>Spokoinyy</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spokoinyy&amp;diff=161381"/>
				<updated>2023-04-25T10:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added to battle usage section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_destroyer_pr56_spokoinyy&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Like most destroyers, the armour of the Spokoinyy is practically non-existent, the limited anti-frag armour only capable of resisting low-calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm of anti fragmentation armour, with the hull itself being completely unprotected.&lt;br /&gt;
&lt;br /&gt;
It is rather difficult to be ammo-racked in the Spokoinyy, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot. When it comes to threats from the air, the Spokoinyy is very weak against bombs as any other destroyer. It is able to resist most strafing attacks with ease, as well as a couple of rocket attacks.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
As one of the most modern destroyers in the game, the Spokoinyy has a sleek hull and is equipped with powerful engines, enabling the over 3,000 t vessel to reach a top speed of 71 km/h (88 km/h in Arcade), a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels ([[Albatros]], [[SKR-7]], etc.). When it comes to manoeuvrability, the Spokoinyy is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility&lt;br /&gt;
|SpeedForwardStockAB = 64&lt;br /&gt;
|SpeedBackStockAB = 29&lt;br /&gt;
|TurnTimeStockAB = 117.483&lt;br /&gt;
|TurnSpeedStockAB = 45&lt;br /&gt;
|TurnTimeSpadedAB = 61.2&lt;br /&gt;
|TurnSpeedSpadedAB = 48&lt;br /&gt;
&lt;br /&gt;
|SpeedForwardStockRB = 61&lt;br /&gt;
|SpeedBackStockRB = 28&lt;br /&gt;
|TurnTimeStockRB = 130.8&lt;br /&gt;
|TurnSpeedStockRB = 35&lt;br /&gt;
|TurnTimeSpadedRB = 81&lt;br /&gt;
|TurnSpeedSpadedRB = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|130 mm/58 SM-2-1 (130 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Spokoinyy is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).&lt;br /&gt;
&lt;br /&gt;
The cannons have access to 3 types of shells: HE, SAPCBC and HE-VT.&lt;br /&gt;
&lt;br /&gt;
The HE shell has excellent filler, at 3.8 kg, useful against coastal vessels and for setting fires on larger ships. The SAPCBC has a rather decent 2.2 kg of filler and 113 mm of penetration at 10 km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3 kg, which is more than enough to tear the wings off the heaviest of enemy bombers. The HE shell has a high muzzle velocity, making aiming at longer ranges much easier.&lt;br /&gt;
&lt;br /&gt;
{{:130 mm/58 SM-2-1 (130 mm)/Ammunition|130 mm OF-42 HE, 130 mm PB-42 SAP, 130 mm ZS-42R HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|45 mm/89 SM-20-ZIF (45 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Spokoinyy is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE shells, meaning they will do little to no damage to heavily armoured targets. The fast firing rate (0.4-second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.&lt;br /&gt;
&lt;br /&gt;
The guns are great for tearing apart softer vehicles such as aircraft but AI gunners tend not to be that accurate. As the 45 mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}&lt;br /&gt;
&lt;br /&gt;
{{:45 mm/89 SM-20-ZIF (45 mm)/Ammunition|HEF-T*, HEF}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|53-56 (533 mm)|BB-1 depth charge}}&lt;br /&gt;
&lt;br /&gt;
The Spokoinyy is armed with 2 x 5-tube torpedo launchers. With a relatively heavy warhead of 400 kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13 km (8 km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50 m to arm.&lt;br /&gt;
&lt;br /&gt;
'''1-metre depth''' - This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.&lt;br /&gt;
&lt;br /&gt;
'''4-metre depth''' - This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4 m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as compared to the 1 metre depth torpedo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | '''Torpedo Characteristics'''&lt;br /&gt;
|-&lt;br /&gt;
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)&lt;br /&gt;
|-&lt;br /&gt;
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 2,000 || 93 || 8.00 || 1 || 50 || TNT || 400 || 400&lt;br /&gt;
|-&lt;br /&gt;
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 2,000 || 75 || 13.00 || 1 || 50 || TNT || 400 || 400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Spokoinyy can be armed with BB-1 depth charges, originally intended for use against submarines. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
[[File:Kotlin Radar arrangement.png|thumb|Kotlin's radar arrangement - Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar]]&lt;br /&gt;
The Spokoinyy has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, you can use this surprise to your advantage.&lt;br /&gt;
&lt;br /&gt;
The radar system has a maximum range of 150 km, although you'll usually have the maximum set at 10 km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45 mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130 mm HE-VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.&lt;br /&gt;
&lt;br /&gt;
This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.&lt;br /&gt;
&lt;br /&gt;
Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.&lt;br /&gt;
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin radar display. &amp;lt;br&amp;gt; Dark green: within targeting radar angle &amp;lt;br&amp;gt; Light green: targeting radar dead zone]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Fut-N - Air/surface Search Radar&lt;br /&gt;
|-&lt;br /&gt;
!{{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
!{{Annotation|Guaranteed&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, detection of a target is practically guaranteed}}&lt;br /&gt;
!{{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
!{{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
|-&lt;br /&gt;
|150,000 m||10,000 m||360°||0°/+75°&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Sfera-56 - Fire Control Radar&lt;br /&gt;
|-&lt;br /&gt;
!{{Annotation|Maximum&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
!{{Annotation|Minimum&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
!{{Annotation|Azimuth Tracking&amp;lt;br&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
!{{Annotation|Elevation Tracking&amp;lt;br&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 m, moves up to &amp;lt;br&amp;gt; 30,000 m when tracked &amp;lt;br&amp;gt; aircraft moves out of range || 100 m || 315° || 0°/+80°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Spokoinyy is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130 mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity HE-VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45 mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.&lt;br /&gt;
&lt;br /&gt;
The Spokoinyy is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective AA range of potentially up to 7-9 km with the main guns. Absolutely no aircraft (in regular circumstances) should be able to surprise the Spokoinyy while the search radar is active. The Spokoinyy, when used in Enduring Confrontation events, is the most reliable &amp;quot;Jack-of-All-Trades&amp;quot; ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers.&lt;br /&gt;
&lt;br /&gt;
As a (relatively) modern destroyer, the Spokoinyy has a very capable fire control system, enabling prediction estimates (the aiming indicator) to update much faster than on the common WW2 era destroyers. This allows for greatly increased accuracy at longer ranges. A competent player in a Spokoinyy can reliably duel enemy destroyers at ranges that are several kilometres or more further than the ranges at which an enemy can effectively shoot back from. &lt;br /&gt;
&lt;br /&gt;
For example, a Spokoinyy can potentially start getting hits on small enemies such as destroyers from 10-15km away, whilst most players with WW2 destroyer calibre guns will have serious trouble hitting their own shots in return at such ranges, especially if the Spokoinyy is firing whilst being evasive with manoeuvres and throttle control, something which would normally heavily disrupt your own aiming but is allowed in the Pr.56 because of the fast update rate of the FCS. And with the high speed of the Spokoinyy, the ship can usually control the ranges at which battle is fought at, keeping the enemy from closing to effective gun range, especially since the advanced fire control commonly gives the Spokoinyy the first hits, which can often strike enemy propulsion modules and thus slow them down before they get the chance to close in. This is highly useful in EC events where the huge map size complements this kind of gameplay, whereas it may be less useful in the much shorter ranges usually found in regular matches. &lt;br /&gt;
&lt;br /&gt;
Absolutely no battleship should be engaged with the 130 mm as the cannons are ineffective at damaging capital ships. When facing heavily armoured vessels, torpedoes are a must as they will be your only reliable weapon against them. The Spokoinyy should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Capable AA protection&lt;br /&gt;
* Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation&lt;br /&gt;
* Equipped with a radar system&lt;br /&gt;
* Can use proximity fuze shells&lt;br /&gt;
* Superior FCS&lt;br /&gt;
* Can launch ten torpedoes&lt;br /&gt;
* Has excellent SAPCBC shells&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacking in protection against enemy gunfire&lt;br /&gt;
* Small number of crewmen&lt;br /&gt;
* Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes)&lt;br /&gt;
* Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The Spokoinyy is a cheaper and smaller version of the Neustrashimy-class destroyer, which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 anti-submarine rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 Neustrashimy had. In order to do so, the aft 45 mm anti-air turrets were moved to the sides at the mast level separated by said mast, giving it parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130 mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130 mm turret. The fire control radars were moved, one on top of the bridge and one behind the main mast.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_destroyer_pr56_spokoinyy Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Zhdanov Shipyard}}&lt;br /&gt;
{{USSR destroyers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=160981</id>
		<title>IJN Kongo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Kongo&amp;diff=160981"/>
				<updated>2023-04-19T13:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added to Usage in Battles, plus small edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_kongo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (金剛, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Kongō) is a rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Kongō was the lead ship of the Kongō-class and would be the last Japanese capital ship built outside Japan. Designed by the British naval engineer George Thurston and laid down in 1911 initially as a battlecruiser she would see 2 major refits that would reclassify her as a fast battleship.&lt;br /&gt;
&lt;br /&gt;
First commissioned in 1913, patrolling the Chinese coast during WWI, she would see many major naval actions in the Pacific War until November 1944 when she would sink while in transit by a submarine.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kongo's armour truly reflects her legacy as a battlecruiser, even though she has been uparmoured from her original design. Her 203 mm main belt is the second weakest capital ship belt in the game - only HMS Invincible's 152 mm belt is worse, and it's enough to stop cruiser shells, but will stand no chance against battleships. The rest of her amidships hull is protected by 152 mm armour, which greatly improves her survivability against splash damage and weaker shells, but is not very effective against enemy AP. Her bow has a 76 mm belt that extends from the waterline, but as with most battleships, the majority of the bow is left unarmoured. Her turrets have 254 mm of armour, while her barbettes have 229 mm. This is reasonable by battleship standards, but still leaves her turrets vulnerable to even cruiser AP. Her conning tower, nestled behind turret B, is surrounded by 254 mm of armour.&lt;br /&gt;
&lt;br /&gt;
Within the ship, all four magazines are protected by a turtleback armour scheme, which greatly improves her protection against ammunition detonations, especially at close range. In addition to this, the steering at the stern of the ship is armoured by an enormous concrete block.&lt;br /&gt;
&lt;br /&gt;
Overall, her armour is certainly enough to give her protection against most cruisers and some battleships, especially when angled, but given her design and playstyle, it will never be her strength. At the end of the day, she is a battlecruiser at her core, and you should not expect her armour to make you impervious to battleship fire.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s crew consists of 1,437 personnel, which is respectable. It is far more than any World War One-era dreadnought, although it's less than the Scharnhorst's complement, and is smaller than the crews of even some World War Two cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Kongo's nature as a battlecruiser reflects in her speed, which is a very good 56 km/h. This is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration is still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional 356 mm battleship cannon. Compared to the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, ''Ordinary SAP'', is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the hull armour, the splash damage from the detonation will frequently destroy guns and turrets. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, an HE shell. This shell is very poor, possessing only half the explosive filler of SAP. It may find some utility when it comes to sniping patrol boats or stray floatplanes, but overall, it isn't very good.&lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kongo's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 6-inch secondaries, they are nothing to write home about, as the best shell only has 81 mm of penetration at point blank range. That being said, the exceptionally high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers.&lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The IJN Kongo's AA armament sets her apart from other battleships. It includes six 127 mm (5 inch/40 Type 89) twin cannons, as well as a total of 100 25 mm cannons. The 127 mm guns, which behave more like secondaries, are automatically loaded with HE-VT, with no alternate ammunition choice, which makes them pretty useless against surface targets, as the shells will always detonate early, but decent against aircraft. Meanwhile, the 25 mm cannons provide the Kongo with exceptional close-range AA firepower, being able to put up a hail of fire in any direction. However, note the stopping power of the 25 mm is not very good, and these cannons are only really suitable for self-defence.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and a formidable load of 4 x 60 kg bombs. It also has the scout plane ability to cap zones and lay down smoke cover (up to 3 times). Captains will be wise to remember to utilize the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this unit has a very good chance to sink enemy boats or even a destroyer.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from perhaps the Scharnhorst, there is no better ship when it comes to aggressive capital ship gameplay. While the {{PAGENAME}} has the ability to snipe passively, the Hyuga simply is more specialized in that role over the Kongo. It is best to lean into the {{PAGENAME}}'s advantages, and play like the battlecruiser that she was originally designed as. Her speed allows her to keep pace with friendly cruisers, while her exceptional gun arcs on the rear turrets (±150°) allow her to make the most of her somewhat lacklustre armour, as well as maintaining the ability to deliver full broadsides while sailing into combat. In addition, her AA is an extremely useful asset, as it allows her to be self-sufficient in combat, instead of relying on teammates for AA support. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kongo is the most efficient ship in the game when it comes to delivering devastating firepower to the enemy. Don't sit passively - put your ship on the line and don't be too afraid to engage in brawls, despite her light protection. While she isn't exactly a very well protected capital ship, her armour is good enough to let her speed and firepower do the rest. &lt;br /&gt;
&lt;br /&gt;
'''Specific enemies worth noting'''&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Heavy cruisers|Heavy cruisers]] - Most cruisers are completely incapable of doing significant damage to you, but if left to their own devices they will eventually chip away at you. Learn their ammunition locations, and dispose of them quickly with SAP. Also, keep in mind which enemy cruisers are armed with torpedoes, and keep them at arms length.&lt;br /&gt;
* [[Scharnhorst]] - The Scharnhorst is the Kongo's biggest rival, boasting heavier armour and a lower profile hull, while having weaker but more rapid firing armament. Approach them with caution, aiming to disable turrets, and preferably have backup from your team. Never brawl them, as the Scharnhorst's torpedoes will be decisive. &lt;br /&gt;
* [[USS Arizona]] - The USS Arizona is extremely durable, and their broadside of twelve 356 mm guns is very imposing. However, her Achilles' heel is her reload. Knocking out turrets and dodging incoming fire from an Arizona will cripple their damage output, while you can bombard them until they eventually explode.&lt;br /&gt;
* [[IJN Hyuga]] - Essentially having your guns, but four more of them, the Hyuga has the deadliest broadside in the game. Chip away from them at long range, and make sure you do not get hit in return. If the Hyuga is playing passively, use your speed to flank and attack from an unexpected direction.&lt;br /&gt;
* [[Kronshtadt]] - This Soviet battlecruiser is another key rival, possessing a total of nine highly lethal 305 mm cannons in three triple turrets. This ship has a very effective armour layout that can significantly reduce damage when angled, especially at longer ranges, whilst the anti-frag armour and lack of deck clutter renders the vessel quite resistant to fragmentation damage from explosions. It's best to face these ships by focusing on the frontal turrets and taking them out before they can cripple or destroy you first. Ignoring fire coming from this ship is a great way to get blown up. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional 356 mm guns with the most potent SAP round in the game and comfortable gun arcs&lt;br /&gt;
* Relatively fast for her size&lt;br /&gt;
* Good AA protection, 25 mm AA guns don't cost crew count (the animated crew models don't affect the gameplay)&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruiser or above&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 25 mm guns don't have good range - may fire on a target too late, or not at all if at high altitude&lt;br /&gt;
* 127mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Devblog]] ===&lt;br /&gt;
After the Royal Navy commissioned the battlecruiser HMS Invincible into service in 1908, the IJN was quick to react with a plan to expand its fighting force with modern warships being approved already by the end of the decade. However, the problem persisted that Japanese shipyards simply lacked the technological know-how to build such warships at the time. As a result, taking advantage of the existing naval cooperation agreement with Great Britain, Japan sought assistance from the Vickers company, who besides helping design a matching warship, also agreed to manufacture the lead ship, to be named Kongō, while the remaining ones would be built in Japan.&lt;br /&gt;
&lt;br /&gt;
IJN Kongō was laid down in January 1911 as the lead ship of its class of modern battlecruisers to be built for the Imperial Japanese Navy. It was launched in May 1912 and completed in April 1913, subsequently entering service in August as the most advanced Japanese warship of its time. During WWI, IJN Kongō took part in minor operations but was quickly placed in reserve after the conflict. With international agreements limiting naval power after WWI, Japan was forced to upgrade existing warships in order to maintain its fighting power. As a result, Kongō was extensively upgraded on two occasions in the interwar period, not only vastly improving its characteristics but also noticeably changing its visual appearance.&lt;br /&gt;
&lt;br /&gt;
During WWII however, Kongō had a rather illustrious service record. It took part in several major operations, including the Invasion of the Dutch East Indies, the Battle of Midway and also supported Japanese forces at Guadalcanal. After taking part in the famous Battle of Leyte Gulf, Kongō would serve until November 1944 when it was sunk by a successful torpedo attack by the American submarine USS Sealion.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_kongo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7600-development-kongō-battleship-the-imperial-jewel-en|Kongō battleship: The Imperial Jewel]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer Vickers-Armstrongs}}&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=RN_Duilio&amp;diff=160978</id>
		<title>RN Duilio</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=RN_Duilio&amp;diff=160978"/>
				<updated>2023-04-19T12:13:34Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added a description and expanded pros/cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_battleship_caio_duilio&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;Sky Guardians&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The RN Duilio, also known as the Caio Duilio, is the sister ship of the previous battleship in the tech tree, Andrea Doria. Built in the dreadnought era, the vessel saw no action in the first world war due to allied naval supremacy the Mediterranean. What makes this vessel special is the refit given to it during the interwar years. Due to a lack of other options, the Italians gave the old Conte di Cavour class and Andrea Doria class battleships the most extensive modernisations that were ever given to any dreadnoughts, resulting in vessels that were almost unrecognisable as compared to before, which you can see by comparing the Andrea Doria and Duilio in game. &lt;br /&gt;
&lt;br /&gt;
The refit for this vessel consisted of: Extensive modifications to the hull including a rebuild of the bow and stern, lengthening the ship by almost 11 metres, two propeller shafts were removed, the old turbines were replaced by new geared-turbines, the aging machinery, powerplant and all 20 old boilers were ripped out and replaced with modern systems and 8 new superheated oil-fired boilers, while the amidships main battery turret was taken out to make way for an entire rearrangement of the machinery and funnels, increasing the maximum speed by about 10km/h. The remaining main guns were bored out an extra 15 mm to allow the guns to fire heavier 320 mm shells, the turrets were retrofitted with electric power and their maximum elevation was increased, the obsolete torpedo tubes were removed, a number of 37 mm and 20 mm anti-air guns were added, the old casemate 152 mm guns were torn out and replaced with four forward-facing triple 135 mm turrets and a number of dual-purpose single-gun 90 mm turrets which were placed along the side of the superstructure, which itself was also completely rebuilt, including a new conning tower and modern rangefinding systems. The deck armour was increased to a total of 135 mm and a Pugliese torpedo defence system was installed. &lt;br /&gt;
&lt;br /&gt;
The RN Duilio took part in a number of activities during WW2, though the ship never got a chance to engage another surface target and arguably the most interesting part of its service life was when it was torpedoed in Taranto by the British. The ship continued serving in the Italian navy after the war and was decommissioned in late 1956, being sold for scrap the next year.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|320 mm/44 Ansaldo model 1936 (320 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:320 mm/44 Ansaldo model 1936 (320 mm)/Ammunition|320 mm Granata Perforante, 320 mm APHEBC Palla}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|135 mm/45 O.T.O. Mod. 1938 (135 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:135 mm/45 O.T.O. Mod. 1938 (135 mm)/Ammunition|135 mm HE Dirompente, 135 mm APHEBC Perforante, 135 mm HE-TF Contro-aerea}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|90 mm/50 Ansaldo model 1939 (90 mm)|37 mm/54 Breda Mod.38 (37 mm)|37 mm/54 Breda Mod.39 (37 mm)|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Turret barbettes are protected by two layers of steel, giving a total of 290+ mm armour thickness. The magazines are also well protected&lt;br /&gt;
* Relatively fast and manoeuvrable (compared to previous dreadnoughts)&lt;br /&gt;
* Good 5°/sec traverse rate on main turrets&lt;br /&gt;
* 320 mm APCBC shell features outstanding ballistic characteristics and high penetration&lt;br /&gt;
* Decent AA capability&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Crew compartments are compact and cramped in midship (at second deck level), taking hit will result in heavy crew loss&lt;br /&gt;
* 90 mm turrets can easily be taken out by HE splash and rapid lower calibre hits&lt;br /&gt;
* 320 mm gun dispersion is high for a large-calibre naval gun&lt;br /&gt;
* Low ammo capacity, 65 rounds per gun is not sufficient in a prolonged battle&lt;br /&gt;
* Very poor bursting charge for the main calibre AP shells&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_battleship_caio_duilio Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Duilio (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[RN Andrea Doria]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_fleet_battles&amp;diff=159793</id>
		<title>Beginner's guide to fleet battles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_fleet_battles&amp;diff=159793"/>
				<updated>2023-03-28T16:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Correction 30mm to 40mm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Beginner's Guide to Naval Battles}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the '''Naval Battles''' mode of War Thunder! This guide will help get a player on their feet in trying out War Thunder naval warfare.&lt;br /&gt;
&lt;br /&gt;
[[File:Img ship.png|x420px|frameless|right]]&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
= Getting started in War Thunder =&lt;br /&gt;
&lt;br /&gt;
This section's purpose is to get the player adequately ready in jumping into a War Thunder naval battle, starting from choosing a nation towards joining a battle.&lt;br /&gt;
&lt;br /&gt;
== Choosing a nation==&lt;br /&gt;
With six nations in the game, there are lots of starting points to choose from for the War Thunder naval career. These descriptions will cover the first impressions of each country and the trends in navy characteristics as a player progresses in the tech tree. &lt;br /&gt;
&lt;br /&gt;
{{notice|Do note that these are very general descriptions of the tech tree and that individual ships present in each nation can have their own characteristics that may differ from the trends.}}&lt;br /&gt;
&lt;br /&gt;
==== [[File:USA flag.png|50px|link=Category:USA_ships]] USA ====&lt;br /&gt;
Coming out of WW2 as the premier naval power the US Navy has a lot to offer and a great synergy with its available [[:Category:USA_aircraft|air support]].&lt;br /&gt;
&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early US gameplay is centered around Motor Gun Boats, particularly utilizing famous Bofors and Oerlikon cannons. PT's are well-rounded boats, with no big drawbacks, but also no big advantages. Sub Chasers are much slower but also better armed than their opponents.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
The USN has a certain affinity for anti-fragmentation armour and many US destroyers and cruisers are plastered in the stuff, making US ships some of the most HE resistant vessels in the game. US warships also learn far into high rates of fire, with certain US destroyers, light cruisers and heavy cruisers having some of, if not the highest rate of fire for their type. &lt;br /&gt;
&lt;br /&gt;
Another thing the US tech tree has going for it is AA capability, which is usually excellent. The US have some of the most potent AA suites in the entire game, capable of spewing a cascade of lethal bullets from the 20 mm and 40 mm mounts while 76 mm and 127 mm turrets snipe aircraft with their proximity-fuze shells. &lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
==== [[File:Germany flag.png|50px|link=Category:Germany_ships]] Germany ====&lt;br /&gt;
Though the Kriegsmarine in WW2 was chiefly active in submarine warfare, it does not limit the variety and effectiveness of the surface fleet in War Thunder.&lt;br /&gt;
&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
E-boats or ''Schnellboote'' Germany's designation for the fast attack craft, are among the common vehicles in the early research. Fast, nimble and with a plethora of armament variants the [[S-38]] and [[S-100 (1945)|S-100]] class are renowned and feared in equal measure. While the starting Reserve vehicle may be a Schnellboot itself, one must highlight the cuteness of it. Downright tiny, overall round and a plaything of the waves, the [[LS 3]] does not look like its big brethren. Yet the name is not false for the ''Light E-boat 3'' plays like the later Torpedoboats in the German Tree. Both Hit-and-Run and Ambush play can be tried and trained. Although the start is a tour de speed, many other early vessels sail in a more leisured fashion. There is a great selection of heavily armed barges and other slow boats in the tree coming in Rank II and the [[R-boot R-41|R-boots]] Minesweeper vessels here are too great learning experiences for such a playstyle.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Later vessels tend to increase firepower, especially the flak and artillery barges in Rank II. They sit in the WW2 part of the branch, making an odd fit with the prior unlocked S-100s. Only common feature is the miniscule amount of armour protecting the crew and modules. While being Anti-Air-vessels they themself are highly succeptible to them.&lt;br /&gt;
The next branch in Rank II focuses more on several smaller Post WW2 vehicles. Noteworthy is the [[Jaguar-Klasse (140)|Jaguar (140)]], a continuation of the WW2 S-100 class. Otherwise following it is a pure gun boat line.&lt;br /&gt;
&lt;br /&gt;
Rank III is a pure Destroyer branch (with the exception of the oddly placed [[Kanonenboot K-2|gun boat K-2]]) with a later focus on crew quantity and the mainstay of the destroyer branch the [[SKC/34 (127 mm)|12.7 cm SKC/34]]. Noteworthy is the excellent anti-air complement on all of them.&lt;br /&gt;
&lt;br /&gt;
Rank IV: The German cruisers, sleek and fast ships for convoy raiding, feature impressive anti-air abilities and above average main armament. Armour itself is average though and in a citadel design, protecting engines and ammunition bunkers. Yet the mixed armour thickness design compared to All-or-Nothing approach results in many AP fuses igniting on thin armour plates for the less vital section. However, the protection against small arms, high explosives and anti-air fire is considerable. So lightly armed convoys beware.&lt;br /&gt;
&lt;br /&gt;
==== [[File:USSR flag.png|50px|link=Category:USSR_ships]] USSR ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The soviet tree begins with an unusual whaleback design, [[G-5]], a boat with the smallest overwater hit area in the game. Further on the tree is divided into 2 major branches: Motor Torpedo Boats and Gun Boats. Soviet boats are relatively slow but well-armed and fairly survivable.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
The Ruso-Soviet navy generally tends to have ships that have average levels of speed and protection and AA, not really outshining other nations in any of those fields. However, the Soviets usually balance this out with excellent firepower. Not necessarily in rate of fire but in the quality of shot. Across the board, Soviet and Russian warships tend to have greater or even wholly superior shells available for their guns than compared to other nations, especially their potent SAP shells. &lt;br /&gt;
&lt;br /&gt;
For example, the 130 mm armed Soviet '''Spokoinyy''' has 3.8kg worth of explosive filler in its HE shell. Compare that to, for example the 127 mm armed German '''Z12 Erich Giese''' with a 1.9kg HE shell, and you see that the Soviet shell has quite literally twice the explosive power in a similarly sized shell. &lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:Britain flag.png|50px|link=Category:Britain_ships]] Britain ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early British ships, similarly to their US counterparts, are well-rounded units leaning towards Gun Boats. Fairmile or Isles class are larger and much slower than most of the boats in rank 1, but they're also better armed. In fact {{Specs-Link|uk_dark_class}} features the highest calibre gun of any rank 1 boat - [[8cwt QF Mk I (114 mm)|114 mm]].&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
British warships tend to sit in the middle when compared to other nations. They don't tend to have the best armour protection, they're usually of an average speed and they a relatively even mix of vessels with poor, average and above average firepower. The British tech tree doesn't usually specialise in any particular aspect except perhaps AA capability, which is usually above average but not quite the same level as the USN.&lt;br /&gt;
&lt;br /&gt;
Whilst certainly not bad, British warships in general just sit towards the lower end of the scale when it comes to competing with other nations warships. &lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:Japan flag.png|50px|link=Category:Japan_ships]] Japan ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Rank 1 is largely centered on gun-centric boats, the notably weak part of the rank are {{Specs-Link|jp_abtei_pr1|Soukou-Tei}} and {{Specs-Link|jp_sehatei_mod1}}, where they have enough armour to slow them down, but not enough to protect them from nearly any ammunition belt in the game. The first branch of the research tree, with the Type T-* boats (including the reserve boat) very competitive in right hands, having a relatively small size, high mobility, and good weaponry.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Japanese tree is very mixed, with several unusual designs, forcing players into more skill-based gameplay, than just relying on a brute force. There are also no such clear trends as with the other trees. Generally, Japanese ships have an extremely poor anti-air defense and an exceptional torpedoes.&lt;br /&gt;
&lt;br /&gt;
Rank 2 is relatively short, can be passed by going through just 2 boats. Side-tree from {{Specs-Link|jp_type_11_pt_15}} onwards goes to the modern boats that require a very substantial amount of [[Research Points|RP]] to research, being recommended for more experienced players.&lt;br /&gt;
&lt;br /&gt;
Rank 3 is made of torpedo-heavy destroyers, with good guns, but extremely weak anti-aircraft weaponry. [[IJN Akizuki]] is an exception for the branch, having exceptionally good anti-aircraft weaponry, not just among Japanese ships, but other destroyers as well.&lt;br /&gt;
&lt;br /&gt;
Cruiser gameplay (Ranks IV and V) is mixed-bag in terms of potential, with some ships being very competitive (e.g. Mogami-class), while other relatively underpowered (e.g. [[IJN Kuma]]). Japanese cruisers, similarly to destroyers, come equipped with a very potent, long-range torpedoes, including Long Lance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ''&lt;br /&gt;
==== [[File:Italy flag.png|50px|link=Category:Italy_ships]] Italy ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:France flag.png|50px|link=Category:France_ships]] France ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
  '' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for the first match ==&lt;br /&gt;
Before starting up the first naval match, it is recommended for all players to play the tutorial section in-game to be familiarized with the ship steering and damage mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
To enter the tutorial form the menu, go to &amp;quot;Battles&amp;quot; at the top left corner to the left of the &amp;quot;Community&amp;quot; tab. A drop down menu should appear, with &amp;quot;Tutorials&amp;quot; appearing fourth from the top. From there, the tutorial titled ''Basic tutorial course: &amp;quot;Motor Boat Control Basis&amp;quot;''  should be completed, with bonuses in currency and a crewslot added once completed.&lt;br /&gt;
&lt;br /&gt;
Now, it is time to select the game mode for the match. For any newcomers, Arcade mode is recommended as there will be assist markers available for shell trajectory and automatic firing range setting that helps new players understand where their shots will go at long range, and how to lead appropriately. As experience is earned while playing the game, the player may choose to join realistic battles for a more immersed gameplay experience.&lt;br /&gt;
&lt;br /&gt;
Once a mode is set, click the large, orange &amp;quot;To Battle!&amp;quot; button to join a queue for game match to be made!&lt;br /&gt;
&lt;br /&gt;
For more details on the game modes for ships, [[Beginner%27s_guide_to_fleet_battles#Game_modes|click here!]]&lt;br /&gt;
&lt;br /&gt;
==Fighting in the first match==&lt;br /&gt;
Once a match has been chosen, the map and objective will be laid out for the player.&lt;br /&gt;
&lt;br /&gt;
The first thing encountered upon joining a match is a vehicle and ammo selection screen, with vehicle selection done atop and ammunition done in the center. The next thing to take note of is a map of the battlefield on the right side, where the primary objectives for the battle are shown.&lt;br /&gt;
&lt;br /&gt;
Most objectives in the game rely on the capture and control of strategic points, with the game mode being called &amp;quot;Conquest&amp;quot; or &amp;quot;Domination&amp;quot; depending on the number of capture points available. These points are captured simply by moving into the bordered circle area with the enemy removed from it.&lt;br /&gt;
&lt;br /&gt;
However, the ease of capturing these points may be hampered by the terrain of each map, torpedoes ''en'' route or even mines ''on'' route, not to mention the enemy vessels shooting. To avert an early demise, take time and assess the situation. The mini-map and the map screen (default key: &amp;quot;M&amp;quot;) are a great help to gain '''situational awareness'''. Then start planning a route towards the target point using said mini-map.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The best penetrating ammunition is not necessarily the most optimal round to fight with in War Thunder, as other factors such as round type (AP, APCBC, SAP, etc.), angle of attack effect, and explosive filler are to be considered as well. Though '''A'''rmour '''P'''iercing ammunition may have a large amount of penetration potential, majority of the boats in rank 1 and 2 have no armour, and their internal ammunition racks are very unlikely to explode, even if destroyed. On the other hand '''H'''igh '''E'''xplosive shells may do little to heavily armoured parts of the ship (such as gun shields), while at the same time being far more likely to ignite enemy ships.|!}}&lt;br /&gt;
&lt;br /&gt;
Once these considerations are taken into account, click any of the orange &amp;quot;To Battle!&amp;quot; buttons; the large one on the bottom right or the ones above the vehicle icon (or double-click on a vehicle icon) to spawn into the fight!&lt;br /&gt;
&lt;br /&gt;
Breathing salty air and engines full speed ahead, the one thing to keep in mind is to play the objective. Because even if one side manages to knock out more total vessels than the enemy, if the foe retains the capture points, they will win by draining the ticket counter. Plus, taking these points result in a nice reward and score boost, so there's something in it for not just for the team, but for the individual!&lt;br /&gt;
&lt;br /&gt;
Manoeuvring the battlefield takes skill and familiarity with the steering characteristics. Bea-lining a straight path towards the objective just allows the enemy to lead their fire with ease. Use the terrain for cover and concealment under smoke, fog, or behind hills, and allied wreckage, etc. Exploiting one's vessel speed and shift allows for steering through long range incoming fire and traversing difficult seas (river deltas, archipelago ) to get around predictable routes, catching the enemy by surprise. Prior leg work such as good positioning and team work will greatly improve one's success once entering combat.&lt;br /&gt;
&lt;br /&gt;
Every encounter with an enemy, like in most player-versus-player games, is a test of wits and initiative.  A good mindset to have is to not view exposure as a mere state, but rather as a conscious, active decision. Every second of exposure represents a risk one should be aware of. Try to surprise the enemies by attacking on their flanks. When you must move into an area that is watched or even under enemy control, remember to pre-aim your turrets and aim your weapon to do as much damage as you can with your first shot. This means aiming for either armament to prevent any return fire or going all in and aiming for the ammo storage.&lt;br /&gt;
&lt;br /&gt;
The reward at the end of a match is largely determined by whether you have won or lost the match, and the outcome of the match is largely determined by who possesses the capture points. This, coupled with the fact that a point capture carries a higher reward than destroying an enemy, means capturing points is a first priority. Even having more targets destroyed and losing can net a smaller result than less targets destroyed and winning.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You have experienced your first naval match in War Thunder (or at least one that you have a good awareness on what's actually happening). However, there's more to War Thunder than just blasting away at the enemy.&lt;br /&gt;
&lt;br /&gt;
==After the first match==&lt;br /&gt;
Now that you know how to fight and win battles, it is now time to use that experience to advance your placement in the tech tree you have chosen. &lt;br /&gt;
&lt;br /&gt;
As more battles are fought, research points are earned towards upgrading the ship and progressing the tech tree. We'll relay how to do each step here.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Upgrading ship comes down to two factors, unlocking modifications for the modules and training the crew.&lt;br /&gt;
&lt;br /&gt;
====Modules and modifications====&lt;br /&gt;
{{main|Modifications}}&lt;br /&gt;
&lt;br /&gt;
In the menu, there is the option to unlock modifications for the vessel in question. These are divided into three categories: Seakeeping, Unsinkability, and Firepower. Seakeeping upgrades the engine  maintenance, propeller replacement, and dry-docking. Unsinkability upgrades survivability potential with repairs, fire extinguishers, and shrapnel protection. Firepower upgrades turret characteristics, accuracy, and unlocks new ammunition to be used. These are researched and unlocked one by one, and as the criteria is met, the next tier of modifications can be unlocked to further enhance the ship.&lt;br /&gt;
&lt;br /&gt;
In any ship, it is recommended to always focus on unlocking these two modifications, which happen to both be in the protection column.&lt;br /&gt;
&lt;br /&gt;
* ''Tool Set'' — This is due to otherwise being unable to repair critical modules on the battlefield. By default, only track damage could be repaired anywhere on the battlefield and repairs can be done on captured points. However, repairs to critical modules such as the gun, turret, transmission, and engine would be impossible away from a captured point without the ''Parts'' modification.&lt;br /&gt;
* ''Fire Protection System'' (referred to as ''&amp;quot;FPE&amp;quot;'' by the community) is very important for combat survival as these are the most viable way to extinguish ship fires (outside of sinking to the ocean floor). Without this, a simple fire will slowly chip away at module health, eventually leading to ammo combustion that will knock out the vessel from the game.&lt;br /&gt;
&lt;br /&gt;
Past these, the priority of modifications to upgrade can vary from different ships and should be consulted on individual vessel pages on which modules are more important to research.&lt;br /&gt;
&lt;br /&gt;
====Crew skills====&lt;br /&gt;
{{main|Crew skills}}&lt;br /&gt;
&lt;br /&gt;
Arguably one of the least looked at part of vessel upgrades, crew skills can play a big role in the firepower and survivability. Unlike modifications, the training of a crew are specific to the crew slot in the line-up and can be transferable to any boat the crew is using (except &amp;quot;Expert&amp;quot; and &amp;quot;Ace&amp;quot; status, these are ship and crew specific).&lt;br /&gt;
&lt;br /&gt;
Crew information can be reached on the left drop-right menu on the screen with the middle button for the selected crew (under &amp;quot;Vehicle Information&amp;quot; and above the &amp;quot;Favourite Achievements&amp;quot; button). From here, &amp;quot;Crew Training&amp;quot; would direct the player to a screen that would show the following tabs:&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills-Fleet-DamageControl-FireExtinguishing.jpg|x200px|thumb|right|The crew training page, where upgrades in the Damage control's fire extinguishing skill shows an appreciable benefit.]]&lt;br /&gt;
&lt;br /&gt;
* Ship commander&lt;br /&gt;
* Observers&lt;br /&gt;
* Engine room&lt;br /&gt;
* Gunners&lt;br /&gt;
* Damage control&lt;br /&gt;
* Logistical services&lt;br /&gt;
* Qualification&lt;br /&gt;
&lt;br /&gt;
Each have their own unique skills to help enhance the ship in their role. Upgrading each trait in a crew tab with the earned Crew XP Points would add a 0.5 point to the overall crew level. Each skill that can be upgraded is detailed more on the [[Crew skills|crew skills]] page.&lt;br /&gt;
&lt;br /&gt;
Once a certain crew level is reached with crew upgrades, they can enter &amp;quot;Qualification&amp;quot; to become enhanced to one specific ship. The first stage would be &amp;quot;Expert&amp;quot; which adds 3 point to every crew skill for the cost of several Silver Lions {{Sl}}. The impact can be quite noticeable once put into a match.&lt;br /&gt;
&lt;br /&gt;
After an &amp;quot;Expert&amp;quot; qualification is gained, the next step past a maxed out &amp;quot;Expert&amp;quot; crew is the &amp;quot;Ace&amp;quot; status, which enhances the reward to an additional 5 point to every crew skill. However, earning this status is much harder and requires either Golden Eagles {{Ge}} or a huge amount of experiences to achieve. &lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Upon selecting your preferred tech tree, you will then being the gradual process of unlocking, researching, and purchasing shipss down a column to progress towards the next vessel type.&lt;br /&gt;
&lt;br /&gt;
Progression is restricted by two factors in the tech tree, vehicle unlock criteria per rank and ship branch connection. Each rank past the first has a criteria of the number of ships that must be researched and purchased before the next rank's vehicles could be researched. Ships are then linked via an arrow branching from one vessel to the next. These arrows indicate that the prior ship must be researched before the next ship could be researched, and purchased before the next ship could be purchased.&lt;br /&gt;
&lt;br /&gt;
Ships restricted from being researched are noted by being under a dark red overlay, with indications that the vessel is locked. &lt;br /&gt;
&lt;br /&gt;
====Matchmaking====&lt;br /&gt;
{{main|Matchmaker|Battle ratings}}&lt;br /&gt;
&lt;br /&gt;
While ranks are important for progression, they are not the deciding factor on what types of battles you enter.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in the game is solely based on [[Battle_ratings|battle ratings]], which are indicated by a numerical value on the lower right corner of a vehicle box (or on top of a stat card). The rank of a vehicle does not play a part in this matchmaking process, and so a rank II vessel can be evenly matched with a rank III vehicle if both have the same battle rating.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in naval battles is sorted by the highest battle rating in the line-up and then battling against enemies within a battle rating range of ± 1.0. For example, a player enters a battle with a line-up with a maximum battle rating of 2.3, causing the player to join a match potentially between 1.3 to 3.3 in battle ratings. This is further divided into groups separated by a value of 1.0, so matches would consist of vehicles in the 1.3-2.3, 1.7-2.7, 2.0-3.0 and 2.3-3.3 vehicles. This develops into the concepts of &amp;quot;uptier&amp;quot; and &amp;quot;downtier&amp;quot; as coined by the community, where &amp;quot;uptier&amp;quot; would be placing the 2.3 line-up in a 2.3-3.3 match, while a &amp;quot;downtier&amp;quot; would be in a 1.3-2.3 match.&lt;br /&gt;
&lt;br /&gt;
Always consult the statistics cards for ships when creating a line up. Also remember that every vehicle have a different battle ranking and stats card in different game modes. To change which stats card you are looking at, simply click on the mode view option at the bottom right of the research tree.&lt;br /&gt;
&lt;br /&gt;
= Advanced considerations =&lt;br /&gt;
Aside from turning that diamond-shape symbol on the capture point into a blue color and destroying enemy vessels, there are more intricate details to cover when detailing how to play the game more deeply than shoot-and-scoot.&lt;br /&gt;
&lt;br /&gt;
==Vehicle usage==&lt;br /&gt;
Here we detail the typical usage of each vehicle type in a battle.&lt;br /&gt;
&lt;br /&gt;
{{notice|It should be pointed out that when choosing a vehicle to load into a battle, not every ship in the game is optimal for every situation. For example, it would probably be unwise to spawn in a slow Gun Boat when the last objective is six miles out and five minutes before match ends. A quicker Torpedo Boat may be less armed but could still arrive in time for a capture.&lt;br /&gt;
&lt;br /&gt;
These situations are the reason why a diverse line up is usually good, as you cannot predict what map or match you will get, so the naval line up has to be suitable for most/all maps. In addition, later into the game, the second, third, and proceeding vehicles you choose can impact the game. If your team needs to quickly capture the &amp;quot;A&amp;quot; point to avoid a loss, you want a fast-moving vehicle to get there quickly to stop the &amp;quot;ticket bleed&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
Without further ado, here's a general &amp;quot;doctrine&amp;quot; on how each ship type are to perform on the battlefield.&lt;br /&gt;
=== Boats ===&lt;br /&gt;
Boats are contained within ranks 1 and 2.&lt;br /&gt;
==== Torpedo Boats ====&lt;br /&gt;
Usually fast, agile, their largest damage-dealer are torpedoes, though they do have additional guns. Torpedoes will kill anything up to a destroyer with a single hit, and even with destroyers, an impact near the ammunition storage or simply: a destroyer with an already killed-off crew, will sink them instantly.&lt;br /&gt;
==== Gun Boats ==== &lt;br /&gt;
===== Motor Gun Boats ===== &lt;br /&gt;
An equivalent of Motor Torpedo Boats, only primarily focused on guns. They tend to be small, fast, agile, heavily armed, but missing torpedoes or depth charges. If they're slow - they tend to be more heavily armed.&lt;br /&gt;
===== Armoured Gun Boats ===== &lt;br /&gt;
Slower, but armoured gun boats. They usually carry heavier weaponry for the size than their more mobile cousins.&lt;br /&gt;
&lt;br /&gt;
The usefulness of armour on boats is very limited, as even 6.5mm machine guns can penetrate 20 mm armour at 500 m with tracer rounds, and realistically most boats carry much heavier machine guns or straight on cannons that can easily pierce through anything a boat can feasibly carry. Moreover: armoured boats will still ignite on fire when hit with HE rounds. Armour is useful primarily against shallow angle or long-range hits.&lt;br /&gt;
===== Sub Chaser =====&lt;br /&gt;
Gun-heavy boats equipped with depth charge throwers. Usually much larger than the Torpedo Boats or Motor Gun Boats&lt;br /&gt;
===== Barges =====&lt;br /&gt;
Barges are extremely slow, but heavily armed and highly survivable units. They are a bane of low-altitude bombers and fighters, creating a no-fly zone for the enemy, and at the same time, they're more than able to take down any hostile boat. Their biggest flaw is mobility, which means that not only they rarely manage to venture far from the spawn point, but also they're very prone to torpedoes and bombs, having little chance of changing direction or speed in time to avoid hitting.&lt;br /&gt;
=== Frigates ===&lt;br /&gt;
Frigates are a middle-ground between Destroyers and Boats. They tend to be post-war designs, within rank II. Unlike boats, they have modifications that are typical for the capital ships, they're also able to engage targets at longer distances and using wider, or more modern range of weaponry. Still, though, frigates are relatively prone to damage and are easily outgunned in a straight gunfire with any destroyer.&lt;br /&gt;
==== Gunboat ====&lt;br /&gt;
The distinction between Gunboat and a Frigate in-game is unclear. Frigates tend to be historically newer designs, however there are exceptions.&lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
Gameplay in destroyers differs vastly from boats. 4 km is considered close-range, with ship firing often at ~10 km range, torpedoes increase in importance, positioning and long-term prediction of enemy movements become essential for successful gameplay. Destroyers are slow, heavily armed, often featuring Primary, Auxiliary, Anti-Aircraft guns, torpedoes and depth charges at the same time. Destroyers, however, tend to be unarmoured and are relatively large, slow targets, making for a good target for enemy torpedoes and guns alike.&lt;br /&gt;
&lt;br /&gt;
Destroyers begin at rank III.&lt;br /&gt;
=== Cruisers ===&lt;br /&gt;
Cruisers are rank IV and V warships. Gameplay again differs from Destroyers, with ranges increasing even further, main gun calibre going up to above 140 mm, secondary armament turning from machine guns to medium and large-calibre cannons, and torpedoes decreasing in importance due to a very high range involved. Also, cruisers are the first class to have an armoured citadel as standard and have a much higher crew count, allowing them to easily win a 1 on 1 gunfight with any destroyer. That said though, cruisers are longer, slower, and less manoeuvrable than Destroyers. Cruisers also tend to carry floatplanes, however, those are not usable in-game.&lt;br /&gt;
===== Light Cruisers =====&lt;br /&gt;
Typically armed with ≈150 mm/≈6 inch main guns and a medium calibre secondary weapons. They typically can fight off even 2 destroyers in straight gunfire, however, they are prone to Heavy Cruisers and torpedo strikes. There's a significant variation in light cruisers, where even pre-World War 1 designs can be found, such as [[Krasny Krym]], laid down in 1913.&lt;br /&gt;
===== Heavy Cruisers =====&lt;br /&gt;
Currently the heaviest playable warships, Heavy Cruisers typically come armed with ≈200 mm/≈8 inch main guns and ≈120 mm/≈5 inch secondaries. They have the firepower to take down destroyers purely with AI gunners on the secondary and anti-aircraft armament. They also tend to feature significant anti-aircraft weaponry, including high-calibre guns that can reach bombers even at 3 km altitude. They are true behemoths... but their size is as much of an advantage as it is an issue. An increase in firepower does not come with a proportional increase in armour, and given their large size and a significant threat they pose - they bring the attention of multiple ships, often dying a death by a thousand cuts, not to mention an entire torpedo spreads set up by ambitious destroyers.&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
Aircraft in naval battles, whether unlocked through the point system in Arcade Battles or player-owned in Realistic Battles, can help give the team an edge with supplementary air power in a combined-arms role. These too are separated into roles of emphasis in naval battles.&lt;br /&gt;
&lt;br /&gt;
* ''Fighters'' should primarily be focused on protecting the air space against enemy aircraft that come in to intercept friendly aircraft or attack sea units. The best strategy to destroy enemy planes is to gain a higher altitude than them, then dive and shoot them down. If no enemy planes are present, strafing the enemy naval units to harass them also fits fighter duty, but the most important role you can be is act as an aerial reconnaissance for your team, relaying where each enemy is on the map. Staying at a high altitude or taking evasive manoeuvres would be necessary if an enemy vessel opens with dedicated anti-air fire.&lt;br /&gt;
** Alternatively, fighters can be armed with bombs and rockets in a ''Fighter-bomber'' role to attack sea units. Note that this sacrifices the plane's ability to fight other aircraft so long as these armaments are on the aircraft, and the aircraft's performance in this role varies as they are able to take a very limited tonnage of bombs, requiring very precise hits, preferable from multiple bombs.&lt;br /&gt;
* ''Attackers'' and ''Dive-bombers'' should both focus on targeting individual sea units and eliminating them with either cannon-armaments on the aircraft or the available bombs and rockets. &lt;br /&gt;
** ''Attackers'' come in at a low altitude with their relatively armoured airframe to get better accuracy onto target. Due to their low altitude of attack, equipped bombs should be set on delay to avoid the bomb blast and shrapnel on the ground from affecting the aircraft.&lt;br /&gt;
** ''Dive-bombers'' rely on coming in from a high altitude towards the ground to directly deliver a bomb onto target. Air-brakes are available on most of these aircraft to help slow down the dive to allow for an easier adjustment of aim and also to be easier to pull up from the dive.&lt;br /&gt;
* ''Bombers'' are more preferred for a carpet-bombing of an area to eliminate the enemy. These should be retained at high altitude to avoid anti-aircraft fire as most bombers lack the manoeuvrability owing to their size from dodging enemy fire.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Outside of the written guide here, there are several YouTube tutorials provided by War Thunder to further enhance your experience, as listed here:&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery||}}&lt;br /&gt;
&lt;br /&gt;
Beyond those videos, here are some details to consider when playing in a match.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
=== Protecting a capture point ===&lt;br /&gt;
=== Flanking ===&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game modes==&lt;br /&gt;
Should you wish for more excitement in your game play, there are other modes to try out with their own perks!&lt;br /&gt;
&lt;br /&gt;
{{notice|Simulator Battles features are assumed to also match Realistic Battle's unless stated otherwise.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Naval Forces - Features by Game Mode&lt;br /&gt;
|-&lt;br /&gt;
! Arcade (AB) !! Realistic (RB) !! Simulator (SB)&amp;lt;br&amp;gt;not yet in-game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Rangefinder always enabled&lt;br /&gt;
* 3D markers indicate enemy and friendly vehicles and range&lt;br /&gt;
* Scoreboard shows vehicle composition of both teams&lt;br /&gt;
* Engine power is enhanced&lt;br /&gt;
* No player-owned aircraft - only selected match spawns available&lt;br /&gt;
* Limited to three spawns&lt;br /&gt;
| &lt;br /&gt;
* No aim or penetration indicator available&lt;br /&gt;
* Manual rangefinder&lt;br /&gt;
* 3D markers indicate only friendly vehicles&lt;br /&gt;
* Scoreboard shows vehicle composition of only player's team&lt;br /&gt;
* Engine power matches real life specifications&lt;br /&gt;
* Player aircraft can be brought in and used&lt;br /&gt;
* Spawn using &amp;quot;Respawn Points&amp;quot; earned through contributing actions in the match&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the Arcade Battle mode is the recommended starter mode since it is forgiving to beginners with assists in firepower (aim and range indicators) and mobility (enhanced engine power) to help be familiarized around the mechanics of the game. Once comfortable with the game, Realistic Battles can be considered for further immersion into the War Thunder battles. Realistic battles, owing to their more complicated game style, also offer enhanced rewards after a battle.&lt;br /&gt;
&lt;br /&gt;
=Other tips for beginners=&lt;br /&gt;
There is a lot of things to learn about War Thunder, so much so that all other tips are placed here! Here are some tips we can give you if you're still new to War Thunder Naval Battles and want some advice, or for ideas on how to fight certain vehicles.&lt;br /&gt;
&lt;br /&gt;
* Mastering the different camera viewpoints is vital to naval battles:&lt;br /&gt;
** '''Gunner view''', named ''Sniper mode'' in the controls option, is necessary to make accurate shots at long-distance targets or to hit weak spots.&lt;br /&gt;
** '''Binoculars''' in the controls option, is necessary to gain an overview without moving or de-aiming your turrets.&lt;br /&gt;
** '''Turret view''', which is the zoomed-in exterior (third-person) view, useful for close-quarter combat (especially on archipelago maps).&lt;br /&gt;
* '''''Use your binoculars''', it's free''. This [[Hints|in-game hint]] points at a major element of ''Naval Forces'': spotting enemies before they spot you. Being able to surprise enemies to land the first hit is the best way to win a fight.&lt;br /&gt;
* The '''[[Towing|towing hook]]''' (default keybind: 0) actually works pretty well if you respect these two rules:&lt;br /&gt;
** '''Point of attachment''': if you want to roll and right a vessel back on its keel, attach the hook at the top (aiming with the mouse and pressing the hook key), then sail perpendicular to its hull. The goal is to ''pull'' the top of the ship, not ''drag'' the bottom across the sea floor or sand bank.&lt;br /&gt;
*Do not leave a battle if you can still respawn. Not only will you be ditching your team, you will also get a [[Crew_lock|Crew Lock]], which prevents you from using whichever vehicles receive the lock.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fleet]]&lt;br /&gt;
[[Category:Custom articles]]&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_fleet_battles&amp;diff=159792</id>
		<title>Beginner's guide to fleet battles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_fleet_battles&amp;diff=159792"/>
				<updated>2023-03-28T16:07:18Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added tech tree trends for US, USSR and GB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Beginner's Guide to Naval Battles}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the '''Naval Battles''' mode of War Thunder! This guide will help get a player on their feet in trying out War Thunder naval warfare.&lt;br /&gt;
&lt;br /&gt;
[[File:Img ship.png|x420px|frameless|right]]&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
= Getting started in War Thunder =&lt;br /&gt;
&lt;br /&gt;
This section's purpose is to get the player adequately ready in jumping into a War Thunder naval battle, starting from choosing a nation towards joining a battle.&lt;br /&gt;
&lt;br /&gt;
== Choosing a nation==&lt;br /&gt;
With six nations in the game, there are lots of starting points to choose from for the War Thunder naval career. These descriptions will cover the first impressions of each country and the trends in navy characteristics as a player progresses in the tech tree. &lt;br /&gt;
&lt;br /&gt;
{{notice|Do note that these are very general descriptions of the tech tree and that individual ships present in each nation can have their own characteristics that may differ from the trends.}}&lt;br /&gt;
&lt;br /&gt;
==== [[File:USA flag.png|50px|link=Category:USA_ships]] USA ====&lt;br /&gt;
Coming out of WW2 as the premier naval power the US Navy has a lot to offer and a great synergy with its available [[:Category:USA_aircraft|air support]].&lt;br /&gt;
&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early US gameplay is centered around Motor Gun Boats, particularly utilizing famous Bofors and Oerlikon cannons. PT's are well-rounded boats, with no big drawbacks, but also no big advantages. Sub Chasers are much slower but also better armed than their opponents.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
The USN has a certain affinity for anti-fragmentation armour and many US destroyers and cruisers are plastered in the stuff, making US ships some of the most HE resistant vessels in the game. US warships also learn far into high rates of fire, with certain US destroyers, light cruisers and heavy cruisers having some of, if not the highest rate of fire for their type. &lt;br /&gt;
&lt;br /&gt;
Another thing the US tech tree has going for it is AA capability, which is usually excellent. The US have some of the most potent AA suites in the entire game, capable of spewing a cascade of lethal bullets from the 20 mm and 30 mm mounts while 76 mm and 127 mm turrets snipe aircraft with their proximity-fuze shells. &lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
==== [[File:Germany flag.png|50px|link=Category:Germany_ships]] Germany ====&lt;br /&gt;
Though the Kriegsmarine in WW2 was chiefly active in submarine warfare, it does not limit the variety and effectiveness of the surface fleet in War Thunder.&lt;br /&gt;
&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
E-boats or ''Schnellboote'' Germany's designation for the fast attack craft, are among the common vehicles in the early research. Fast, nimble and with a plethora of armament variants the [[S-38]] and [[S-100 (1945)|S-100]] class are renowned and feared in equal measure. While the starting Reserve vehicle may be a Schnellboot itself, one must highlight the cuteness of it. Downright tiny, overall round and a plaything of the waves, the [[LS 3]] does not look like its big brethren. Yet the name is not false for the ''Light E-boat 3'' plays like the later Torpedoboats in the German Tree. Both Hit-and-Run and Ambush play can be tried and trained. Although the start is a tour de speed, many other early vessels sail in a more leisured fashion. There is a great selection of heavily armed barges and other slow boats in the tree coming in Rank II and the [[R-boot R-41|R-boots]] Minesweeper vessels here are too great learning experiences for such a playstyle.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Later vessels tend to increase firepower, especially the flak and artillery barges in Rank II. They sit in the WW2 part of the branch, making an odd fit with the prior unlocked S-100s. Only common feature is the miniscule amount of armour protecting the crew and modules. While being Anti-Air-vessels they themself are highly succeptible to them.&lt;br /&gt;
The next branch in Rank II focuses more on several smaller Post WW2 vehicles. Noteworthy is the [[Jaguar-Klasse (140)|Jaguar (140)]], a continuation of the WW2 S-100 class. Otherwise following it is a pure gun boat line.&lt;br /&gt;
&lt;br /&gt;
Rank III is a pure Destroyer branch (with the exception of the oddly placed [[Kanonenboot K-2|gun boat K-2]]) with a later focus on crew quantity and the mainstay of the destroyer branch the [[SKC/34 (127 mm)|12.7 cm SKC/34]]. Noteworthy is the excellent anti-air complement on all of them.&lt;br /&gt;
&lt;br /&gt;
Rank IV: The German cruisers, sleek and fast ships for convoy raiding, feature impressive anti-air abilities and above average main armament. Armour itself is average though and in a citadel design, protecting engines and ammunition bunkers. Yet the mixed armour thickness design compared to All-or-Nothing approach results in many AP fuses igniting on thin armour plates for the less vital section. However, the protection against small arms, high explosives and anti-air fire is considerable. So lightly armed convoys beware.&lt;br /&gt;
&lt;br /&gt;
==== [[File:USSR flag.png|50px|link=Category:USSR_ships]] USSR ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The soviet tree begins with an unusual whaleback design, [[G-5]], a boat with the smallest overwater hit area in the game. Further on the tree is divided into 2 major branches: Motor Torpedo Boats and Gun Boats. Soviet boats are relatively slow but well-armed and fairly survivable.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
The Ruso-Soviet navy generally tends to have ships that have average levels of speed and protection and AA, not really outshining other nations in any of those fields. However, the Soviets usually balance this out with excellent firepower. Not necessarily in rate of fire but in the quality of shot. Across the board, Soviet and Russian warships tend to have greater or even wholly superior shells available for their guns than compared to other nations, especially their potent SAP shells. &lt;br /&gt;
&lt;br /&gt;
For example, the 130 mm armed Soviet '''Spokoinyy''' has 3.8kg worth of explosive filler in its HE shell. Compare that to, for example the 127 mm armed German '''Z12 Erich Giese''' with a 1.9kg HE shell, and you see that the Soviet shell has quite literally twice the explosive power in a similarly sized shell. &lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:Britain flag.png|50px|link=Category:Britain_ships]] Britain ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early British ships, similarly to their US counterparts, are well-rounded units leaning towards Gun Boats. Fairmile or Isles class are larger and much slower than most of the boats in rank 1, but they're also better armed. In fact {{Specs-Link|uk_dark_class}} features the highest calibre gun of any rank 1 boat - [[8cwt QF Mk I (114 mm)|114 mm]].&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
&lt;br /&gt;
British warships tend to sit in the middle when compared to other nations. They don't tend to have the best armour protection, they're usually of an average speed and they a relatively even mix of vessels with poor, average and above average firepower. The British tech tree doesn't usually specialise in any particular aspect except perhaps AA capability, which is usually above average but not quite the same level as the USN.&lt;br /&gt;
&lt;br /&gt;
Whilst certainly not bad, British warships in general just sit towards the lower end of the scale when it comes to competing with other nations warships. &lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:Japan flag.png|50px|link=Category:Japan_ships]] Japan ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Rank 1 is largely centered on gun-centric boats, the notably weak part of the rank are {{Specs-Link|jp_abtei_pr1|Soukou-Tei}} and {{Specs-Link|jp_sehatei_mod1}}, where they have enough armour to slow them down, but not enough to protect them from nearly any ammunition belt in the game. The first branch of the research tree, with the Type T-* boats (including the reserve boat) very competitive in right hands, having a relatively small size, high mobility, and good weaponry.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Japanese tree is very mixed, with several unusual designs, forcing players into more skill-based gameplay, than just relying on a brute force. There are also no such clear trends as with the other trees. Generally, Japanese ships have an extremely poor anti-air defense and an exceptional torpedoes.&lt;br /&gt;
&lt;br /&gt;
Rank 2 is relatively short, can be passed by going through just 2 boats. Side-tree from {{Specs-Link|jp_type_11_pt_15}} onwards goes to the modern boats that require a very substantial amount of [[Research Points|RP]] to research, being recommended for more experienced players.&lt;br /&gt;
&lt;br /&gt;
Rank 3 is made of torpedo-heavy destroyers, with good guns, but extremely weak anti-aircraft weaponry. [[IJN Akizuki]] is an exception for the branch, having exceptionally good anti-aircraft weaponry, not just among Japanese ships, but other destroyers as well.&lt;br /&gt;
&lt;br /&gt;
Cruiser gameplay (Ranks IV and V) is mixed-bag in terms of potential, with some ships being very competitive (e.g. Mogami-class), while other relatively underpowered (e.g. [[IJN Kuma]]). Japanese cruisers, similarly to destroyers, come equipped with a very potent, long-range torpedoes, including Long Lance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ''&lt;br /&gt;
==== [[File:Italy flag.png|50px|link=Category:Italy_ships]] Italy ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[File:France flag.png|50px|link=Category:France_ships]] France ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
  '' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for the first match ==&lt;br /&gt;
Before starting up the first naval match, it is recommended for all players to play the tutorial section in-game to be familiarized with the ship steering and damage mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
To enter the tutorial form the menu, go to &amp;quot;Battles&amp;quot; at the top left corner to the left of the &amp;quot;Community&amp;quot; tab. A drop down menu should appear, with &amp;quot;Tutorials&amp;quot; appearing fourth from the top. From there, the tutorial titled ''Basic tutorial course: &amp;quot;Motor Boat Control Basis&amp;quot;''  should be completed, with bonuses in currency and a crewslot added once completed.&lt;br /&gt;
&lt;br /&gt;
Now, it is time to select the game mode for the match. For any newcomers, Arcade mode is recommended as there will be assist markers available for shell trajectory and automatic firing range setting that helps new players understand where their shots will go at long range, and how to lead appropriately. As experience is earned while playing the game, the player may choose to join realistic battles for a more immersed gameplay experience.&lt;br /&gt;
&lt;br /&gt;
Once a mode is set, click the large, orange &amp;quot;To Battle!&amp;quot; button to join a queue for game match to be made!&lt;br /&gt;
&lt;br /&gt;
For more details on the game modes for ships, [[Beginner%27s_guide_to_fleet_battles#Game_modes|click here!]]&lt;br /&gt;
&lt;br /&gt;
==Fighting in the first match==&lt;br /&gt;
Once a match has been chosen, the map and objective will be laid out for the player.&lt;br /&gt;
&lt;br /&gt;
The first thing encountered upon joining a match is a vehicle and ammo selection screen, with vehicle selection done atop and ammunition done in the center. The next thing to take note of is a map of the battlefield on the right side, where the primary objectives for the battle are shown.&lt;br /&gt;
&lt;br /&gt;
Most objectives in the game rely on the capture and control of strategic points, with the game mode being called &amp;quot;Conquest&amp;quot; or &amp;quot;Domination&amp;quot; depending on the number of capture points available. These points are captured simply by moving into the bordered circle area with the enemy removed from it.&lt;br /&gt;
&lt;br /&gt;
However, the ease of capturing these points may be hampered by the terrain of each map, torpedoes ''en'' route or even mines ''on'' route, not to mention the enemy vessels shooting. To avert an early demise, take time and assess the situation. The mini-map and the map screen (default key: &amp;quot;M&amp;quot;) are a great help to gain '''situational awareness'''. Then start planning a route towards the target point using said mini-map.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The best penetrating ammunition is not necessarily the most optimal round to fight with in War Thunder, as other factors such as round type (AP, APCBC, SAP, etc.), angle of attack effect, and explosive filler are to be considered as well. Though '''A'''rmour '''P'''iercing ammunition may have a large amount of penetration potential, majority of the boats in rank 1 and 2 have no armour, and their internal ammunition racks are very unlikely to explode, even if destroyed. On the other hand '''H'''igh '''E'''xplosive shells may do little to heavily armoured parts of the ship (such as gun shields), while at the same time being far more likely to ignite enemy ships.|!}}&lt;br /&gt;
&lt;br /&gt;
Once these considerations are taken into account, click any of the orange &amp;quot;To Battle!&amp;quot; buttons; the large one on the bottom right or the ones above the vehicle icon (or double-click on a vehicle icon) to spawn into the fight!&lt;br /&gt;
&lt;br /&gt;
Breathing salty air and engines full speed ahead, the one thing to keep in mind is to play the objective. Because even if one side manages to knock out more total vessels than the enemy, if the foe retains the capture points, they will win by draining the ticket counter. Plus, taking these points result in a nice reward and score boost, so there's something in it for not just for the team, but for the individual!&lt;br /&gt;
&lt;br /&gt;
Manoeuvring the battlefield takes skill and familiarity with the steering characteristics. Bea-lining a straight path towards the objective just allows the enemy to lead their fire with ease. Use the terrain for cover and concealment under smoke, fog, or behind hills, and allied wreckage, etc. Exploiting one's vessel speed and shift allows for steering through long range incoming fire and traversing difficult seas (river deltas, archipelago ) to get around predictable routes, catching the enemy by surprise. Prior leg work such as good positioning and team work will greatly improve one's success once entering combat.&lt;br /&gt;
&lt;br /&gt;
Every encounter with an enemy, like in most player-versus-player games, is a test of wits and initiative.  A good mindset to have is to not view exposure as a mere state, but rather as a conscious, active decision. Every second of exposure represents a risk one should be aware of. Try to surprise the enemies by attacking on their flanks. When you must move into an area that is watched or even under enemy control, remember to pre-aim your turrets and aim your weapon to do as much damage as you can with your first shot. This means aiming for either armament to prevent any return fire or going all in and aiming for the ammo storage.&lt;br /&gt;
&lt;br /&gt;
The reward at the end of a match is largely determined by whether you have won or lost the match, and the outcome of the match is largely determined by who possesses the capture points. This, coupled with the fact that a point capture carries a higher reward than destroying an enemy, means capturing points is a first priority. Even having more targets destroyed and losing can net a smaller result than less targets destroyed and winning.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You have experienced your first naval match in War Thunder (or at least one that you have a good awareness on what's actually happening). However, there's more to War Thunder than just blasting away at the enemy.&lt;br /&gt;
&lt;br /&gt;
==After the first match==&lt;br /&gt;
Now that you know how to fight and win battles, it is now time to use that experience to advance your placement in the tech tree you have chosen. &lt;br /&gt;
&lt;br /&gt;
As more battles are fought, research points are earned towards upgrading the ship and progressing the tech tree. We'll relay how to do each step here.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Upgrading ship comes down to two factors, unlocking modifications for the modules and training the crew.&lt;br /&gt;
&lt;br /&gt;
====Modules and modifications====&lt;br /&gt;
{{main|Modifications}}&lt;br /&gt;
&lt;br /&gt;
In the menu, there is the option to unlock modifications for the vessel in question. These are divided into three categories: Seakeeping, Unsinkability, and Firepower. Seakeeping upgrades the engine  maintenance, propeller replacement, and dry-docking. Unsinkability upgrades survivability potential with repairs, fire extinguishers, and shrapnel protection. Firepower upgrades turret characteristics, accuracy, and unlocks new ammunition to be used. These are researched and unlocked one by one, and as the criteria is met, the next tier of modifications can be unlocked to further enhance the ship.&lt;br /&gt;
&lt;br /&gt;
In any ship, it is recommended to always focus on unlocking these two modifications, which happen to both be in the protection column.&lt;br /&gt;
&lt;br /&gt;
* ''Tool Set'' — This is due to otherwise being unable to repair critical modules on the battlefield. By default, only track damage could be repaired anywhere on the battlefield and repairs can be done on captured points. However, repairs to critical modules such as the gun, turret, transmission, and engine would be impossible away from a captured point without the ''Parts'' modification.&lt;br /&gt;
* ''Fire Protection System'' (referred to as ''&amp;quot;FPE&amp;quot;'' by the community) is very important for combat survival as these are the most viable way to extinguish ship fires (outside of sinking to the ocean floor). Without this, a simple fire will slowly chip away at module health, eventually leading to ammo combustion that will knock out the vessel from the game.&lt;br /&gt;
&lt;br /&gt;
Past these, the priority of modifications to upgrade can vary from different ships and should be consulted on individual vessel pages on which modules are more important to research.&lt;br /&gt;
&lt;br /&gt;
====Crew skills====&lt;br /&gt;
{{main|Crew skills}}&lt;br /&gt;
&lt;br /&gt;
Arguably one of the least looked at part of vessel upgrades, crew skills can play a big role in the firepower and survivability. Unlike modifications, the training of a crew are specific to the crew slot in the line-up and can be transferable to any boat the crew is using (except &amp;quot;Expert&amp;quot; and &amp;quot;Ace&amp;quot; status, these are ship and crew specific).&lt;br /&gt;
&lt;br /&gt;
Crew information can be reached on the left drop-right menu on the screen with the middle button for the selected crew (under &amp;quot;Vehicle Information&amp;quot; and above the &amp;quot;Favourite Achievements&amp;quot; button). From here, &amp;quot;Crew Training&amp;quot; would direct the player to a screen that would show the following tabs:&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills-Fleet-DamageControl-FireExtinguishing.jpg|x200px|thumb|right|The crew training page, where upgrades in the Damage control's fire extinguishing skill shows an appreciable benefit.]]&lt;br /&gt;
&lt;br /&gt;
* Ship commander&lt;br /&gt;
* Observers&lt;br /&gt;
* Engine room&lt;br /&gt;
* Gunners&lt;br /&gt;
* Damage control&lt;br /&gt;
* Logistical services&lt;br /&gt;
* Qualification&lt;br /&gt;
&lt;br /&gt;
Each have their own unique skills to help enhance the ship in their role. Upgrading each trait in a crew tab with the earned Crew XP Points would add a 0.5 point to the overall crew level. Each skill that can be upgraded is detailed more on the [[Crew skills|crew skills]] page.&lt;br /&gt;
&lt;br /&gt;
Once a certain crew level is reached with crew upgrades, they can enter &amp;quot;Qualification&amp;quot; to become enhanced to one specific ship. The first stage would be &amp;quot;Expert&amp;quot; which adds 3 point to every crew skill for the cost of several Silver Lions {{Sl}}. The impact can be quite noticeable once put into a match.&lt;br /&gt;
&lt;br /&gt;
After an &amp;quot;Expert&amp;quot; qualification is gained, the next step past a maxed out &amp;quot;Expert&amp;quot; crew is the &amp;quot;Ace&amp;quot; status, which enhances the reward to an additional 5 point to every crew skill. However, earning this status is much harder and requires either Golden Eagles {{Ge}} or a huge amount of experiences to achieve. &lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Upon selecting your preferred tech tree, you will then being the gradual process of unlocking, researching, and purchasing shipss down a column to progress towards the next vessel type.&lt;br /&gt;
&lt;br /&gt;
Progression is restricted by two factors in the tech tree, vehicle unlock criteria per rank and ship branch connection. Each rank past the first has a criteria of the number of ships that must be researched and purchased before the next rank's vehicles could be researched. Ships are then linked via an arrow branching from one vessel to the next. These arrows indicate that the prior ship must be researched before the next ship could be researched, and purchased before the next ship could be purchased.&lt;br /&gt;
&lt;br /&gt;
Ships restricted from being researched are noted by being under a dark red overlay, with indications that the vessel is locked. &lt;br /&gt;
&lt;br /&gt;
====Matchmaking====&lt;br /&gt;
{{main|Matchmaker|Battle ratings}}&lt;br /&gt;
&lt;br /&gt;
While ranks are important for progression, they are not the deciding factor on what types of battles you enter.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in the game is solely based on [[Battle_ratings|battle ratings]], which are indicated by a numerical value on the lower right corner of a vehicle box (or on top of a stat card). The rank of a vehicle does not play a part in this matchmaking process, and so a rank II vessel can be evenly matched with a rank III vehicle if both have the same battle rating.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in naval battles is sorted by the highest battle rating in the line-up and then battling against enemies within a battle rating range of ± 1.0. For example, a player enters a battle with a line-up with a maximum battle rating of 2.3, causing the player to join a match potentially between 1.3 to 3.3 in battle ratings. This is further divided into groups separated by a value of 1.0, so matches would consist of vehicles in the 1.3-2.3, 1.7-2.7, 2.0-3.0 and 2.3-3.3 vehicles. This develops into the concepts of &amp;quot;uptier&amp;quot; and &amp;quot;downtier&amp;quot; as coined by the community, where &amp;quot;uptier&amp;quot; would be placing the 2.3 line-up in a 2.3-3.3 match, while a &amp;quot;downtier&amp;quot; would be in a 1.3-2.3 match.&lt;br /&gt;
&lt;br /&gt;
Always consult the statistics cards for ships when creating a line up. Also remember that every vehicle have a different battle ranking and stats card in different game modes. To change which stats card you are looking at, simply click on the mode view option at the bottom right of the research tree.&lt;br /&gt;
&lt;br /&gt;
= Advanced considerations =&lt;br /&gt;
Aside from turning that diamond-shape symbol on the capture point into a blue color and destroying enemy vessels, there are more intricate details to cover when detailing how to play the game more deeply than shoot-and-scoot.&lt;br /&gt;
&lt;br /&gt;
==Vehicle usage==&lt;br /&gt;
Here we detail the typical usage of each vehicle type in a battle.&lt;br /&gt;
&lt;br /&gt;
{{notice|It should be pointed out that when choosing a vehicle to load into a battle, not every ship in the game is optimal for every situation. For example, it would probably be unwise to spawn in a slow Gun Boat when the last objective is six miles out and five minutes before match ends. A quicker Torpedo Boat may be less armed but could still arrive in time for a capture.&lt;br /&gt;
&lt;br /&gt;
These situations are the reason why a diverse line up is usually good, as you cannot predict what map or match you will get, so the naval line up has to be suitable for most/all maps. In addition, later into the game, the second, third, and proceeding vehicles you choose can impact the game. If your team needs to quickly capture the &amp;quot;A&amp;quot; point to avoid a loss, you want a fast-moving vehicle to get there quickly to stop the &amp;quot;ticket bleed&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
Without further ado, here's a general &amp;quot;doctrine&amp;quot; on how each ship type are to perform on the battlefield.&lt;br /&gt;
=== Boats ===&lt;br /&gt;
Boats are contained within ranks 1 and 2.&lt;br /&gt;
==== Torpedo Boats ====&lt;br /&gt;
Usually fast, agile, their largest damage-dealer are torpedoes, though they do have additional guns. Torpedoes will kill anything up to a destroyer with a single hit, and even with destroyers, an impact near the ammunition storage or simply: a destroyer with an already killed-off crew, will sink them instantly.&lt;br /&gt;
==== Gun Boats ==== &lt;br /&gt;
===== Motor Gun Boats ===== &lt;br /&gt;
An equivalent of Motor Torpedo Boats, only primarily focused on guns. They tend to be small, fast, agile, heavily armed, but missing torpedoes or depth charges. If they're slow - they tend to be more heavily armed.&lt;br /&gt;
===== Armoured Gun Boats ===== &lt;br /&gt;
Slower, but armoured gun boats. They usually carry heavier weaponry for the size than their more mobile cousins.&lt;br /&gt;
&lt;br /&gt;
The usefulness of armour on boats is very limited, as even 6.5mm machine guns can penetrate 20 mm armour at 500 m with tracer rounds, and realistically most boats carry much heavier machine guns or straight on cannons that can easily pierce through anything a boat can feasibly carry. Moreover: armoured boats will still ignite on fire when hit with HE rounds. Armour is useful primarily against shallow angle or long-range hits.&lt;br /&gt;
===== Sub Chaser =====&lt;br /&gt;
Gun-heavy boats equipped with depth charge throwers. Usually much larger than the Torpedo Boats or Motor Gun Boats&lt;br /&gt;
===== Barges =====&lt;br /&gt;
Barges are extremely slow, but heavily armed and highly survivable units. They are a bane of low-altitude bombers and fighters, creating a no-fly zone for the enemy, and at the same time, they're more than able to take down any hostile boat. Their biggest flaw is mobility, which means that not only they rarely manage to venture far from the spawn point, but also they're very prone to torpedoes and bombs, having little chance of changing direction or speed in time to avoid hitting.&lt;br /&gt;
=== Frigates ===&lt;br /&gt;
Frigates are a middle-ground between Destroyers and Boats. They tend to be post-war designs, within rank II. Unlike boats, they have modifications that are typical for the capital ships, they're also able to engage targets at longer distances and using wider, or more modern range of weaponry. Still, though, frigates are relatively prone to damage and are easily outgunned in a straight gunfire with any destroyer.&lt;br /&gt;
==== Gunboat ====&lt;br /&gt;
The distinction between Gunboat and a Frigate in-game is unclear. Frigates tend to be historically newer designs, however there are exceptions.&lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
Gameplay in destroyers differs vastly from boats. 4 km is considered close-range, with ship firing often at ~10 km range, torpedoes increase in importance, positioning and long-term prediction of enemy movements become essential for successful gameplay. Destroyers are slow, heavily armed, often featuring Primary, Auxiliary, Anti-Aircraft guns, torpedoes and depth charges at the same time. Destroyers, however, tend to be unarmoured and are relatively large, slow targets, making for a good target for enemy torpedoes and guns alike.&lt;br /&gt;
&lt;br /&gt;
Destroyers begin at rank III.&lt;br /&gt;
=== Cruisers ===&lt;br /&gt;
Cruisers are rank IV and V warships. Gameplay again differs from Destroyers, with ranges increasing even further, main gun calibre going up to above 140 mm, secondary armament turning from machine guns to medium and large-calibre cannons, and torpedoes decreasing in importance due to a very high range involved. Also, cruisers are the first class to have an armoured citadel as standard and have a much higher crew count, allowing them to easily win a 1 on 1 gunfight with any destroyer. That said though, cruisers are longer, slower, and less manoeuvrable than Destroyers. Cruisers also tend to carry floatplanes, however, those are not usable in-game.&lt;br /&gt;
===== Light Cruisers =====&lt;br /&gt;
Typically armed with ≈150 mm/≈6 inch main guns and a medium calibre secondary weapons. They typically can fight off even 2 destroyers in straight gunfire, however, they are prone to Heavy Cruisers and torpedo strikes. There's a significant variation in light cruisers, where even pre-World War 1 designs can be found, such as [[Krasny Krym]], laid down in 1913.&lt;br /&gt;
===== Heavy Cruisers =====&lt;br /&gt;
Currently the heaviest playable warships, Heavy Cruisers typically come armed with ≈200 mm/≈8 inch main guns and ≈120 mm/≈5 inch secondaries. They have the firepower to take down destroyers purely with AI gunners on the secondary and anti-aircraft armament. They also tend to feature significant anti-aircraft weaponry, including high-calibre guns that can reach bombers even at 3 km altitude. They are true behemoths... but their size is as much of an advantage as it is an issue. An increase in firepower does not come with a proportional increase in armour, and given their large size and a significant threat they pose - they bring the attention of multiple ships, often dying a death by a thousand cuts, not to mention an entire torpedo spreads set up by ambitious destroyers.&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
Aircraft in naval battles, whether unlocked through the point system in Arcade Battles or player-owned in Realistic Battles, can help give the team an edge with supplementary air power in a combined-arms role. These too are separated into roles of emphasis in naval battles.&lt;br /&gt;
&lt;br /&gt;
* ''Fighters'' should primarily be focused on protecting the air space against enemy aircraft that come in to intercept friendly aircraft or attack sea units. The best strategy to destroy enemy planes is to gain a higher altitude than them, then dive and shoot them down. If no enemy planes are present, strafing the enemy naval units to harass them also fits fighter duty, but the most important role you can be is act as an aerial reconnaissance for your team, relaying where each enemy is on the map. Staying at a high altitude or taking evasive manoeuvres would be necessary if an enemy vessel opens with dedicated anti-air fire.&lt;br /&gt;
** Alternatively, fighters can be armed with bombs and rockets in a ''Fighter-bomber'' role to attack sea units. Note that this sacrifices the plane's ability to fight other aircraft so long as these armaments are on the aircraft, and the aircraft's performance in this role varies as they are able to take a very limited tonnage of bombs, requiring very precise hits, preferable from multiple bombs.&lt;br /&gt;
* ''Attackers'' and ''Dive-bombers'' should both focus on targeting individual sea units and eliminating them with either cannon-armaments on the aircraft or the available bombs and rockets. &lt;br /&gt;
** ''Attackers'' come in at a low altitude with their relatively armoured airframe to get better accuracy onto target. Due to their low altitude of attack, equipped bombs should be set on delay to avoid the bomb blast and shrapnel on the ground from affecting the aircraft.&lt;br /&gt;
** ''Dive-bombers'' rely on coming in from a high altitude towards the ground to directly deliver a bomb onto target. Air-brakes are available on most of these aircraft to help slow down the dive to allow for an easier adjustment of aim and also to be easier to pull up from the dive.&lt;br /&gt;
* ''Bombers'' are more preferred for a carpet-bombing of an area to eliminate the enemy. These should be retained at high altitude to avoid anti-aircraft fire as most bombers lack the manoeuvrability owing to their size from dodging enemy fire.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Outside of the written guide here, there are several YouTube tutorials provided by War Thunder to further enhance your experience, as listed here:&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery||}}&lt;br /&gt;
&lt;br /&gt;
Beyond those videos, here are some details to consider when playing in a match.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
=== Protecting a capture point ===&lt;br /&gt;
=== Flanking ===&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game modes==&lt;br /&gt;
Should you wish for more excitement in your game play, there are other modes to try out with their own perks!&lt;br /&gt;
&lt;br /&gt;
{{notice|Simulator Battles features are assumed to also match Realistic Battle's unless stated otherwise.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Naval Forces - Features by Game Mode&lt;br /&gt;
|-&lt;br /&gt;
! Arcade (AB) !! Realistic (RB) !! Simulator (SB)&amp;lt;br&amp;gt;not yet in-game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Rangefinder always enabled&lt;br /&gt;
* 3D markers indicate enemy and friendly vehicles and range&lt;br /&gt;
* Scoreboard shows vehicle composition of both teams&lt;br /&gt;
* Engine power is enhanced&lt;br /&gt;
* No player-owned aircraft - only selected match spawns available&lt;br /&gt;
* Limited to three spawns&lt;br /&gt;
| &lt;br /&gt;
* No aim or penetration indicator available&lt;br /&gt;
* Manual rangefinder&lt;br /&gt;
* 3D markers indicate only friendly vehicles&lt;br /&gt;
* Scoreboard shows vehicle composition of only player's team&lt;br /&gt;
* Engine power matches real life specifications&lt;br /&gt;
* Player aircraft can be brought in and used&lt;br /&gt;
* Spawn using &amp;quot;Respawn Points&amp;quot; earned through contributing actions in the match&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the Arcade Battle mode is the recommended starter mode since it is forgiving to beginners with assists in firepower (aim and range indicators) and mobility (enhanced engine power) to help be familiarized around the mechanics of the game. Once comfortable with the game, Realistic Battles can be considered for further immersion into the War Thunder battles. Realistic battles, owing to their more complicated game style, also offer enhanced rewards after a battle.&lt;br /&gt;
&lt;br /&gt;
=Other tips for beginners=&lt;br /&gt;
There is a lot of things to learn about War Thunder, so much so that all other tips are placed here! Here are some tips we can give you if you're still new to War Thunder Naval Battles and want some advice, or for ideas on how to fight certain vehicles.&lt;br /&gt;
&lt;br /&gt;
* Mastering the different camera viewpoints is vital to naval battles:&lt;br /&gt;
** '''Gunner view''', named ''Sniper mode'' in the controls option, is necessary to make accurate shots at long-distance targets or to hit weak spots.&lt;br /&gt;
** '''Binoculars''' in the controls option, is necessary to gain an overview without moving or de-aiming your turrets.&lt;br /&gt;
** '''Turret view''', which is the zoomed-in exterior (third-person) view, useful for close-quarter combat (especially on archipelago maps).&lt;br /&gt;
* '''''Use your binoculars''', it's free''. This [[Hints|in-game hint]] points at a major element of ''Naval Forces'': spotting enemies before they spot you. Being able to surprise enemies to land the first hit is the best way to win a fight.&lt;br /&gt;
* The '''[[Towing|towing hook]]''' (default keybind: 0) actually works pretty well if you respect these two rules:&lt;br /&gt;
** '''Point of attachment''': if you want to roll and right a vessel back on its keel, attach the hook at the top (aiming with the mouse and pressing the hook key), then sail perpendicular to its hull. The goal is to ''pull'' the top of the ship, not ''drag'' the bottom across the sea floor or sand bank.&lt;br /&gt;
*Do not leave a battle if you can still respawn. Not only will you be ditching your team, you will also get a [[Crew_lock|Crew Lock]], which prevents you from using whichever vehicles receive the lock.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fleet]]&lt;br /&gt;
[[Category:Custom articles]]&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Nevada&amp;diff=159282</id>
		<title>USS Nevada</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Nevada&amp;diff=159282"/>
				<updated>2023-03-20T14:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Small text correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battleship_nevada&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' is one of two Nevada-class battleships built for the US Navy, laid down in 1912 and commissioned in 1916. USS Nevada was commissioned first, making her the first &amp;quot;Standard-Type&amp;quot; battleship. Her innovations would be carried forward into the future American battleships, including triple gun turrets and the introduction of the &amp;quot;all-or-nothing&amp;quot; armour scheme. She would serve with distinction through both World Wars, seeing extensive combat action during World War II in particular.&lt;br /&gt;
&lt;br /&gt;
She was introduced into War Thunder in [[Update &amp;quot;Sky Guardians&amp;quot;]], and although having a slightly smaller main battery than the later [[USS Arizona]], she stands out with her incredibly strong secondary and anti-aircraft batteries. Coming in her late war refit, USS Nevada gives American bluewater captains their first battleship with both strong firepower, and the ability to easily fend off air attack. This does come with the caveat of having at minimum a 40 second reload on the main battery; it's recommended to keep enemies at a distance where the long time between salvos can be mitigated.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
USS Nevada is a very well-armoured battleship. Like other American battleships of the time, she was designed to be able to resist guns similar to her own {{Annotation|14-inch|356 mm}} guns at expected battle ranges. This gives her a main armour belt of {{Annotation|13.5 inches|343 mm}}, the same as the later [[USS Arizona]].  Keep in mind that &amp;quot;expected battle ranges&amp;quot; as designed were usually much further than what is typical in War Thunder, so Captains can't always expect their armour to hold up against guns such as the British {{Annotation|13.5 inch|343 mm}} and the various {{Annotation|14-inch|356 mm}} guns; albeit {{Annotation|12-inch|305 mm}} shells should usually be stopped. The belt goes from {{Annotation|13.5 inches|343 mm}} at the waterline, to {{Annotation|8 inches|203 mm}} slightly below the waterline and {{Annotation|3 inches|76.2 mm}} further down. This leads into the torpedo protection, which on Nevada protects against torpedos with warheads of up to 250 kg explosive mass.&lt;br /&gt;
&lt;br /&gt;
The best armoured area on the ship are the turrets; the angled {{Annotation|16-inch|406.4 mm}} plates on the turret faces are almost impenetrable, the 43 degree angle making it incredibly unlikely for any fire to penetrate the face. The armour is lighter on the sides, rear and top with {{Annotation|10-inches|254 mm}}, {{Annotation|9-inch|228.6 mm}}, and {{Annotation|5-inches|127 mm}} on top. This leaves the sides and top of the turrets vulnerable to even heavy cruisers, so it's recommended to be cautious of exposing the sides of the turrets. The barbettes also have {{Annotation|13 inches|330.2 mm}} of armour, which is quite good, more than most battleships of the same rank. The magazines are placed slightly below the waterline and against the waterline, mostly shielding them from enemy fire; however shots on a flat trajectory directly above the waterline do pose a slight risk of ammorack.&lt;br /&gt;
&lt;br /&gt;
USS Nevada was the first ship ever to use the &amp;quot;all or nothing&amp;quot; armour scheme. This armour philosophy uses the most armour in critical areas like the citadel, and none other areas. This is perfect for fighting enemy capital ships at range, as AP shells will pass through unimportant areas that lack armour armour without fusing, and allows for the thickest possible armour over important sections of the ship. However, keep in mind that this also makes the unprotected areas of the ship vulnerable to taking damage from smaller ships, even destroyers. These areas may not be important, but crew still resides in these areas and constant repairing will still bleed the USS Nevada of crew, even more so on Nevada since she has so many secondary and anti-aircraft guns.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Being a Standard type battleship, the Nevada is insufferably slow. The top speed of 38 km/h (RB) is among the slowest of any capital ship, and the acceleration and deceleration isn't much better. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|14 inch/45 Mk.12 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Nevada is armed with a total of 10x 356 mm 45 calibre cannons, arranged in four turrets, two superfiring forward, two superfiring aft.  Interestingly, the Nevada uses a mix of three-gun turrets and two-gun turrets, the smaller of which superfires over the larger turrets. Although the same calibre as the Arizona, these 356 mm guns are the Mark 12 version rather than the earlier Mark 8 of the Arizona, though the guns of both ships share the exact same shell performance, giving Arizona a slight edge in surface warfare due to the extra two guns. &lt;br /&gt;
&lt;br /&gt;
And like the Arizona, the Nevada has the same cramped turrets, resulting has the same excruciating reload rate of 40 seconds, at best, meaning that any missed salvoes will seriously cut into the damage output. &lt;br /&gt;
&lt;br /&gt;
The filler of the Mk.9 HE, at 46.67 kg TNT equivalent is the best currently in the US tech tree, with 13 kg more explosive mass than the Wyoming's 305 mm HE. The shell can cause flooding and fire on any ship taking a hit, the damage may be severe enough from a concentrated salvo for many destroyers and sometimes even cruisers to roll over and capsize. It should be noted, however, that USN ammunition has historically contained less filler than other nations' navies. While containing more filler than the Japanese and German 305 mm shells, it does not compare favourably even against the 305 mm shells on the Ruso/Soviet capital ships, let alone against the monstrous 88.11 kg explosive mass found on the 343 mm shells of the [[HMS Marlborough]].&lt;br /&gt;
&lt;br /&gt;
The Mk.8 AP shell has fairly respectable level of penetration, with a maximum of 637 mm at 1 km and 444 mm at 10 km. This is the main shell to use on enemy capital ships, and especially those with effective armour layouts. The bursting charge is not bad either, standing at 15.24 kg, heavier than the charge in Japanese 356 mm AP, though lighter than the charge in British 343 mm Mk.Ia AP.&lt;br /&gt;
&lt;br /&gt;
To get the most out of the shell, it is recommended to aim for magazines, engines, shell magazines and other essential components of the enemy ships. This shell is usually not suited for firing upon ships such as destroyers or lightly armoured cruisers (&amp;lt;70-100 mm armour) unless being fired directly down the centreline of the vessel, as it will more often than not fly through the ship and explode in the open, rather than on the inside the enemy ship.&lt;br /&gt;
&lt;br /&gt;
{{:14 inch/45 Mk.12 (356 mm)/Ammunition|14 inch Mk.9 HE, 14 inch Mk.8 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/38 Mk.12 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Nevada is equipped with 8x 127 mm dual purpose 38 calibre turrets, 16 guns total. Commonly used on a variety of other US warships of the era, these turrets have two main attractions. &lt;br /&gt;
&lt;br /&gt;
First is the fire rate. The turrets have one of the most competitive fire rates of any destroyer calibre gun (100-138.6 mm), which can create a true deluge of fire. Secondly, they have access to proximity-fuze HE shells, which are excellent for use against aircraft. A broadside of eight 127 mm guns repeatedly firing this shell in quick succession is enough to turn most prospective attack aircraft into smouldering wrecks, even without the use of all the lighter AA guns. &lt;br /&gt;
&lt;br /&gt;
{{:5 inch/38 Mk.12 (127 mm)/Ammunition|5 inch AAC Mk.34, 5 inch Common Mk.32, 5 inch SP Common Mk.46, 5 inch AAVT Mk.31}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Decent quality 356 mm shells&lt;br /&gt;
* Heavily armoured&lt;br /&gt;
* Large and effective AA suite&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Incredibly slow&lt;br /&gt;
* AA suite highly vulnerable to explosive blasts&lt;br /&gt;
* Longest main battery reload of any ship in game&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8110-development-uss-nevada-bb-36-cutting-the-edge-en|[Devblog] USS Nevada (BB-36): Cutting the Edge]]&lt;br /&gt;
&lt;br /&gt;
{{USA battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Nevada&amp;diff=159281</id>
		<title>USS Nevada</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Nevada&amp;diff=159281"/>
				<updated>2023-03-20T14:30:05Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added mobility, armament and pros/cons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_battleship_nevada&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' is one of two Nevada-class battleships built for the US Navy, laid down in 1912 and commissioned in 1916. USS Nevada was commissioned first, making her the first &amp;quot;Standard-Type&amp;quot; battleship. Her innovations would be carried forward into the future American battleships, including triple gun turrets and the introduction of the &amp;quot;all-or-nothing&amp;quot; armour scheme. She would serve with distinction through both World Wars, seeing extensive combat action during World War II in particular.&lt;br /&gt;
&lt;br /&gt;
She was introduced into War Thunder in [[Update &amp;quot;Sky Guardians&amp;quot;]], and although having a slightly smaller main battery than the later [[USS Arizona]], she stands out with her incredibly strong secondary and anti-aircraft batteries. Coming in her late war refit, USS Nevada gives American bluewater captains their first battleship with both strong firepower, and the ability to easily fend off air attack. This does come with the caveat of having at minimum a 40 second reload on the main battery; it's recommended to keep enemies at a distance where the long time between salvos can be mitigated.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
USS Nevada is a very well-armoured battleship. Like other American battleships of the time, she was designed to be able to resist guns similar to her own {{Annotation|14-inch|356 mm}} guns at expected battle ranges. This gives her a main armour belt of {{Annotation|13.5 inches|343 mm}}, the same as the later [[USS Arizona]].  Keep in mind that &amp;quot;expected battle ranges&amp;quot; as designed were usually much further than what is typical in War Thunder, so Captains can't always expect their armour to hold up against guns such as the British {{Annotation|13.5 inch|343 mm}} and the various {{Annotation|14-inch|356 mm}} guns; albeit {{Annotation|12-inch|305 mm}} shells should usually be stopped. The belt goes from {{Annotation|13.5 inches|343 mm}} at the waterline, to {{Annotation|8 inches|203 mm}} slightly below the waterline and {{Annotation|3 inches|76.2 mm}} further down. This leads into the torpedo protection, which on Nevada protects against torpedos with warheads of up to 250 kg explosive mass.&lt;br /&gt;
&lt;br /&gt;
The best armoured area on the ship are the turrets; the angled {{Annotation|16-inch|406.4 mm}} plates on the turret faces are almost impenetrable, the 43 degree angle making it incredibly unlikely for any fire to penetrate the face. The armour is lighter on the sides, rear and top with {{Annotation|10-inches|254 mm}}, {{Annotation|9-inch|228.6 mm}}, and {{Annotation|5-inches|127 mm}} on top. This leaves the sides and top of the turrets vulnerable to even heavy cruisers, so it's recommended to be cautious of exposing the sides of the turrets. The barbettes also have {{Annotation|13 inches|330.2 mm}} of armour, which is quite good, more than most battleships of the same rank. The magazines are placed slightly below the waterline and against the waterline, mostly shielding them from enemy fire; however shots on a flat trajectory directly above the waterline do pose a slight risk of ammorack.&lt;br /&gt;
&lt;br /&gt;
USS Nevada was the first ship ever to use the &amp;quot;all or nothing&amp;quot; armour scheme. This armour philosophy uses the most armour in critical areas like the citadel, and none other areas. This is perfect for fighting enemy capital ships at range, as AP shells will pass through unimportant areas that lack armour armour without fusing, and allows for the thickest possible armour over important sections of the ship. However, keep in mind that this also makes the unprotected areas of the ship vulnerable to taking damage from smaller ships, even destroyers. These areas may not be important, but crew still resides in these areas and constant repairing will still bleed the USS Nevada of crew, even more so on Nevada since she has so many secondary and anti-aircraft guns.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Being a Standard type battleship, the Nevada is insufferably slow. The top speed of 38 km/h (RB) is among the slowest of any capital ship, and the acceleration and deceleration isn't much better. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|14 inch/45 Mk.12 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Nevada is armed with a total of 10x 356 mm 45 calibre cannons, arranged in four turrets, two superfiring forward, two superfiring aft.  Interestingly, the Nevada uses a mix of three-gun turrets and two-gun turrets, the smaller of which superfires over the larger turret. Although the same calibre as the Arizona, these 356 mm guns are the Mark 12 version rather than the earlier Mark 8 of the Arizona, though the guns of both ships share the exact same shell performance, giving Arizona a slight edge in surface warfare due to the extra two guns. &lt;br /&gt;
&lt;br /&gt;
And like the Arizona, the Nevada has the same cramped turrets, resulting has the same excruciating reload rate of 40 seconds, at best, meaning that any missed salvoes will seriously cut into the damage output. &lt;br /&gt;
&lt;br /&gt;
The filler of the Mk.9 HE, at 46.67 kg TNT equivalent is the best currently in the US tech tree, with 13 kg more explosive mass than the Wyoming's 305 mm HE. The shell can cause flooding and fire on any ship taking a hit, the damage may be severe enough from a concentrated salvo for many destroyers and sometimes even cruisers to roll over and capsize. It should be noted, however, that USN ammunition has historically contained less filler than other nations' navies. While containing more filler than the Japanese and German 305 mm shells, it does not compare favourably even against the 305 mm shells on the Ruso/Soviet capital ships, let alone against the monstrous 88.11 kg explosive mass found on the 343 mm shells of the [[HMS Marlborough]].&lt;br /&gt;
&lt;br /&gt;
The Mk.8 AP shell has fairly respectable level of penetration, with a maximum of 637 mm at 1 km and 444 mm at 10 km. This is the main shell to use on enemy capital ships, and especially those with effective armour layouts. The bursting charge is not bad either, standing at 15.24 kg, heavier than the charge in Japanese 356 mm AP, though lighter than the charge in British 343 mm Mk.Ia AP.&lt;br /&gt;
&lt;br /&gt;
To get the most out of the shell, it is recommended to aim for magazines, engines, shell magazines and other essential components of the enemy ships. This shell is usually not suited for firing upon ships such as destroyers or lightly armoured cruisers (&amp;lt;70-100 mm armour) unless being fired directly down the centreline of the vessel, as it will more often than not fly through the ship and explode in the open, rather than on the inside the enemy ship as.&lt;br /&gt;
&lt;br /&gt;
{{:14 inch/45 Mk.12 (356 mm)/Ammunition|14 inch Mk.9 HE, 14 inch Mk.8 APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/38 Mk.12 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Nevada is equipped with 8x 127 mm dual purpose 38 calibre turrets, 16 guns total. Commonly used on a variety of other US warships of the era, these turrets have two main attractions. &lt;br /&gt;
&lt;br /&gt;
First is the fire rate. The turrets have one of the most competitive fire rates of any destroyer calibre gun (100-138.6 mm), which can create a true deluge of fire. Secondly, they have access to proximity-fuze HE shells, which are excellent for use against aircraft. A broadside of eight 127 mm guns repeatedly firing this shell in quick succession is enough to turn most prospective attack aircraft into smouldering wrecks, even without the use of all the lighter AA guns. &lt;br /&gt;
&lt;br /&gt;
{{:5 inch/38 Mk.12 (127 mm)/Ammunition|5 inch AAC Mk.34, 5 inch Common Mk.32, 5 inch SP Common Mk.46, 5 inch AAVT Mk.31}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Decent quality 356 mm shells&lt;br /&gt;
* Heavily armoured&lt;br /&gt;
* Large and effective AA suite&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Incredibly slow&lt;br /&gt;
* AA suite highly vulnerable to explosive blasts&lt;br /&gt;
* Longest main battery reload of any ship in game&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8110-development-uss-nevada-bb-36-cutting-the-edge-en|[Devblog] USS Nevada (BB-36): Cutting the Edge]]&lt;br /&gt;
&lt;br /&gt;
{{USA battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Haruna&amp;diff=159278</id>
		<title>IJN Haruna</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Haruna&amp;diff=159278"/>
				<updated>2023-03-20T13:35:32Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Large edits to most of the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_battlecruiser_haruna&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
|market=id50192_ijn_haruna_japan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (榛名, [[Abbreviations#.28JP.29_Naval|namesake]]: Mount Haruna) is a gift rank {{Specs|rank}} Japanese battleship {{Battle-rating}}. It was introduced during [[Update &amp;quot;Danger Zone&amp;quot;]] as a reward for the [[wt:en/news/7796-event-summer-quest-en|2022 Summer Quest event]].&lt;br /&gt;
&lt;br /&gt;
IJN Haruna is the fourth and last of the [[Kongo (Family)|Kongō-class]] battlecruiser (later classed as a fast-battleship by the IJN), being commissioned in 1915 on the same day as her sister ship, IJN Kirishima.&lt;br /&gt;
&lt;br /&gt;
Seeing almost every major naval action in the Pacific conflict, she sailed with the southern fleet in preparation of the battle of Singapore, covered the Japanese landings in Malaya and Dutch East Indies, engaged in the battle of Midway and fought in the Guadalcanal Campaign. From 1943 onward she would primarily move between bases as escort and cover for withdrawals and transfers.&lt;br /&gt;
&lt;br /&gt;
She would sink in the port of Kure Naval Base after several days of bombarding by Task Force 38 on 28 July 1945.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
At the first glance, the IJN Haruna's protection is similar to that of her sister ship [[IJN Kongo|Kongo]]. Being originally commissioned as a battlecruiser, the Haruna's armour is quite underwhelming for a capital ship. Despite the Japanese reclassification as a battleship, for all intents and purposes, this vessel still plays like a battlecruiser and can be considered as such. Though relatively thin, the armour still offers extensive protection against cruiser calibre gunfire and the occasional battleship shell, when angled. However, the devil hides within the details, as the Haruna has a different crew distribution compared to the Kongo, with roughly 80% of her crew being located in the midship section, and 40% of them were positioned inside a vulnerable deck of the ship. This results into her being more vulnerable to hits in that area, potentially even from cruisers.&lt;br /&gt;
&lt;br /&gt;
Due to the placement of her third turret close to that vulnerable deck, it has a risk of catching fire from repeated HE salvos which can spread down into the shell elevator, possibly resulting in a lethal detonation.&lt;br /&gt;
&lt;br /&gt;
The Haruna will be able to pump out water if the flood control timer stays under 40 seconds. If you reach that threshold, staying afloat will be increasingly difficult.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The [[Kongo (Family)|Kongo-class]]'s nature as a battlecruiser reflects in Haruna's speed, which is a very good 56 km/h. As a {{Annotation|FBB|fast battleship}} this is only slightly less than most cruisers, and is leaps and bounds ahead of the speed of dreadnoughts. However, her acceleration and deceleration are still unexceptional, and her turning is not very good.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|36 cm/45 Type 41 (356 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 36 cm/45 Type 41, also seen on IJN Hyuga, is an exceptional battleship cannon. Compared to the 12 guns of the Hyuga, the {{PAGENAME}} gets only 8 guns, but she features a new selection of shells. Her stock shell, Ordinary SAP, is identical to the shell on Hyuga, and certainly gets the job done. With the equivalent of 68.64 kg of TNT, her SAP is still a head and shoulders over even the HE on most other battleships. These shells will smash cruisers whenever they hit, and against battleships, while they will rarely penetrate the main armour plates unless at close range, the splash damage from the detonation will frequently destroy guns and turrets. The shell can also slip through thinner armour plates to cause devastation inside the vessel. Type 91 APC is an improvement over the Hyuga's equivalent AP shell, with extra penetration. This shell is mostly used against battleships, where the extra penetration is needed to penetrate the belt armour. The last shell is Type 0 Common, a HE shell. This shell possesses only half the explosive filler of the SAP, however it still has some utility when it comes to destroying coastal vessels and destroyers, given that other armour piercing rounds have a tendency to deal little damage and pass right through smaller unarmoured ships unless they hit a large module, such as the engines. &lt;br /&gt;
&lt;br /&gt;
{{:36 cm/45 Type 41 (356 mm)/Ammunition|356 mm ordinary SAP, 356 mm Type 91 APC, 356 mm Common Type 0}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|15 cm/50 Type 41 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Haruna's secondaries consist of eight 15 cm/50 Type 41 cannons, four per side in casemate mounts. Comparable guns can be found on the IJN Agano, although these guns can maintain a sustained rate of fire of 10 RPM. While they are 150 mm secondaries, which is fairly large for a auxiliary battery, they are nothing to write home about, seeing as how the best shell only has 81 mm of penetration at point blank range. However, the high explosive mass of the SAP round - nearly as good as HE - makes it very well suited for fighting destroyers. &lt;br /&gt;
&lt;br /&gt;
{{:15 cm/50 Type 41 (152 mm)/Ammunition|152 mm Type 0 HE, 152 mm Type 4 SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/40 Type 89 (127 mm)|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
Being in a late-war refit, the Haruna is outfitted with a ludicrous number of anti-air guns, consisting of twelve 127 mm flak cannons and exactly one hundred of 25 mm Type 96 autocannons on board the ship. That may be a lot of guns, but it is worth remembering that they are the infamous Type 96 25 mm gun mounts, which were some of the worst AA cannons of the war, combining a small magazine, lacklustre damage, relatively low elevation and traversal rates, and a poor effective range. This is why the IJN resorting to strapping as many as they could to their warships. However, in game, the sheer number number of guns alone allows the Haruna to fend off any aircraft within 3 km range, though due to the short effective range, they can be mostly outranged by a high-flying bombers. &lt;br /&gt;
&lt;br /&gt;
Due to the 127 mm being classified as flak turrets, they only have access to an HE-TF shell, somewhat reducing the auxiliary firepower against smaller vessels, though they are capable of putting up a reasonable flak field around inbound aircraft. &lt;br /&gt;
&lt;br /&gt;
As a side note, the numerous gun mounts of the Haruna can be detrimental to Haruna's survival, since they can be easily destroyed and/or catch fire from any HE blasts near it, draining a significant portion of her crew in the process. Because of this, it is recommended not to repair them while under enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located between the aft main turrets is a deck area and catapult for one Aichi E13A1 scout plane which provides additional offensive and defensive options. Ship-launched scout planes fly just like regular tech tree aircraft, but lack munition choices and cockpit views. The E13A1 is equipped with a [[Type 97 navy (7.7 mm)|7.7 mm Type 97]] defensive machine gun and 4 x 60 kg bombs, a relatively heavy bomb load for a scout plane. It also has the ability to capture zones and lay down a smoke cover (up to 3 times). Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! Carrying a heavier bomb load than most other scout planes, this plane can potentially sink enemy boats and maybe even destroyers.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Exceptional main guns with a very potent SAP round and comfortable gun arcs&lt;br /&gt;
* Very fast for her size&lt;br /&gt;
* Good AA protection&lt;br /&gt;
* Workable armour above waterline; turtleback around the magazines&lt;br /&gt;
* Access to floatplanes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Crew is more concentrated around the midship section compared to the sister ship, thus making them vulnerable to concentrated fire&lt;br /&gt;
* Extremely weak underwater protection, vulnerable to large calibre diving shots from heavy cruisers or above&lt;br /&gt;
* Third turret ammo rack can be detonated in a prolonged fire&lt;br /&gt;
* Subject to flooding and capsizing in addition due to aforementioned weakness&lt;br /&gt;
* 127 mm batteries are categorized into AAA group and hence no combined manual control or ammo options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7800-development-ijn-haruna-en|Devblog]] ===&lt;br /&gt;
The battlecruiser Haruna of the Kongō class was laid down in 1912 and commissioned in 1915. During the First World War, she did not see active combat. Before the start of World War II, the ship went through two modernization programs, during which Haruna was reclassified as a fast battleship, the combat potential of the ship was significantly increased and it became possible to use it to escort Japanese aircraft carriers. During the invasion of mainland China in 1937, the battleship Haruna was used to transport troops. The battleship fought the first battle of World War II in December 1941 in the Battle of Kuantan against the Royal Navy. She then was active in the area of ​​the Malay Archipelago in operations to invade Borneo and the Dutch East Indies, going on to participate in the attack on Ceylon. In May 1942, after serving in dock, she joined the carrier group in the Battle of Midway, after which the ship took part in the Battle of Guadalcanal. During all the time of intense fighting, Haruna did not receive any significant damage. In October 1943, the battleship was sent to defend Wake Island from American attacks. In the Battle of the Philippine Sea, Haruna received two hits with armor-piercing bombs, repairs lasted until the autumn of 1944. After the Battle of Leyte Gulf, the battleship was damaged when running aground on a coral reef. While docking at the naval arsenal in Kure in July 1945, the ship participated in the defense of the base, but as a result of air raids, Haruna received several hits from American bombers in a few days and sank.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_battlecruiser_haruna Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Kongo (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7800-development-ijn-haruna-en|[Devblog] IJN Haruna]]&lt;br /&gt;
&lt;br /&gt;
{{Japan battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=159276</id>
		<title>Kronshtadt</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=159276"/>
				<updated>2023-03-20T12:28:54Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added extra information and pictures, and modified some text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_battlecruiser_kronshtadt&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]]. &lt;br /&gt;
&lt;br /&gt;
The project began in the mid-1930s, first envisioned as essentially a super heavy cruiser of sorts, which was first intended to be able to defeat the treaty cruisers of other major powers. Over several years, the project evolved and grew through numerous iterations to the final battlecruiser design we have in game. Unfortunately for the Soviets however, construction began in 1939, shortly before the war broke out and the vessels of the class never had a chance to leave the shipyards before the German invasion permanently halted construction, the partially completed hulls were regarded as obsolete by the war's end and scrapped shortly thereafter. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Firstly, the Kronshtadt uses an all or nothing armour scheme, wherein the vast majority of the armour is focused on the vital sections (the citadel) whilst the areas of lesser importance have little to no armour (the fore and aft). The main armour belt of the Kronshtadt is a respectable 230 mm of RCA (rolled cemented armour), covering most of the side of the hull above the waterline and extending a decent way under the waterline as well. [[File:Kronshtadt armour layout.png|thumb|Kronshtadt's 230 mm armour plate]]The bow of the ship features a 20 mm icebreaker, which can fuse penetrating shells before they hit the bulkhead, though it's only half the height of the armour belt, leaving an unprotected gap between the icebreaker and the deck. The forward bulkhead is quite thick, 330 mm of RCA. The aft bulkhead is a lesser 275 mm RCA, though still capable of protecting the internals. &lt;br /&gt;
&lt;br /&gt;
The deck of the citadel has three layers of armour, the first is only 14 mm, intended to fuse shells and bombs prematurely. Under this is the main armour deck, 90 mm of RHA (rolled homogeneous armour). The final layer is a 30 mm splinter deck, which tapers to 15 mm over the torpedo bulges. The deck of the fore and aft of the ship have only a single 10 mm layer.&lt;br /&gt;
&lt;br /&gt;
The main turrets have sloped turret faces with 305 mm of RCA, the turret sides and roof are a uniform 125 mm RCA, the rear has the same 305 mm as the turret face, meanwhile the more vulnerable gunshields only have 152 mm of RHA. The barbettes are angular with 9 sides and have 330 mm of RCA, however once under the main armour deck the barbettes thin all the way down to 30 mm of RHA. Lastly, the turret rangefinders are covered in 30 mm splinter protection. &lt;br /&gt;
&lt;br /&gt;
The bridge of the vessel is fully protected by RCA, with 330 mm and 275 mm armour plates on the front and back respectively, with 260 mm on the sides and a 125 mm roof, while the radio room below the bridge is completely enclosed in 50 mm RHA. The fire control room at the top of the superstructure also has 50 mm all around. &lt;br /&gt;
&lt;br /&gt;
The secondary 152 mm turrets have 100 mm faces, 50 mm sides and roofs, and 110 mm rears, with 75 mm barbettes. The 100 mm turrets are 50 mm all around with 40 mm barbettes. The 37 mm turrets have 14 mm all around with 20 mm barbettes. &lt;br /&gt;
&lt;br /&gt;
The funnels and fire directors are protected by 20 mm and 14 mm splinter protection respectively. All of the auxiliary turret and superstructure protection is made of rolled homogeneous armour (RHA). &lt;br /&gt;
&lt;br /&gt;
In terms of underwater protection, the ship uses American-style torpedo bulges with 4 longitudinal bulkheads, rated to be able to absorb 250 kg of explosive weight, though the original design specifies that it should be able to withstand 500 kg. The bulges cover 61% of the ships length and have a maximum depth of 6 m, tapering to 4 m fore and aft. &lt;br /&gt;
[[File:Kronshtadt &amp;amp; Nevada.png|thumb|The sheer size of the Kronshtadt compared to the 356mm armed USS Nevada.]]&lt;br /&gt;
Something that may be important in terms of survivability is the sheer size of the vessel. At 41kt, the Kronshtadt is the second heaviest playable vehicle in the entire game, second only to HMS Hood. Combined with being a battlecruiser built for high speeds, it has a very long hull that makes for a huge target. The ship can be more easily targeted and may end up being hit by more shells in any given salvo than a smaller vessel would have been hit by. That being said, the size does help when combatting aircraft as the more spread out internals and modules can result in bomb hits destroying comparatively less of the vital parts of the ship than if they had all been clustered up within a smaller hull.  &lt;br /&gt;
&lt;br /&gt;
Lastly, the ship has a hefty crew complement of 1,406. Though not the most by capital ship standards, this is still a more than respectable number. &lt;br /&gt;
&lt;br /&gt;
Overall, the Kronshtadt is a surprisingly damage resistant ship for a battlecruiser. Though only 230 mm, the main belt can still block high calibre AP shells when angled and the belt being relatively tall and lengthy makes it excellent for blocking HE fragments. The layered armoured deck is great at resisting some of the smaller bombs and can shrug off any armour piercing shells in game except possibly at extremely long range. The turrets are reasonably sturdy, though can occasionally be knocked out by armour piercing shells hitting the relatively thin sides, however the ships ammunition doesn't tend to explode very often and if it does, the vessel can even survive one or two of the main magazines detonating, provided the payer keeps on top of damage control. The ship in general is very HE-resistant, due to a number of factors, but mainly thanks to how the ship has a relatively small number of AA guns, which are all safe within fully enclosed turrets and covered in anti-fragmentation armour rather than being in open mounts spread across the deck. In most circumstances, the ship can practically ignore cruiser fire at anything other than short ranges and thanks to the torpedo protection, the ship is nearly immune to torpedoes which aren't strong enough to overpower your defences. &lt;br /&gt;
&lt;br /&gt;
The ship is still vulnerable to other capital ships when not angled. If you're in a duel with another battleship or battlecruiser, point the bow as much as you can toward them while being able to fire all main turrets, though if you've taken major damage you may opt to angle even further at the expense of not being able to fire your aft turret. &lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
[[File:Kronshtadt at high speed.png|thumb|Kronshtadt at full speed]] &lt;br /&gt;
The Kronshtadt uses 3 propeller shafts, powered by Brown Boveri steam turbines and 12 x 7u-bis water-tube boilers contained in 3 engine blocks, which are ducted into two funnels, propelling the ship to an impressive maximum speed of 61 km/h (71 km/h in arcade), faster than HMS Hood or IJN Haruna (57 km/h) and slightly faster than the battleship Scharnhorst (59 km/h). &lt;br /&gt;
&lt;br /&gt;
Though the vessel is extremely large, the acceleration and deceleration of the vessel is decently quick enough that you can still utilise it to dodge fire from other capital ships. &lt;br /&gt;
&lt;br /&gt;
Being a long and heavy ship, the 41,000 t Kronshtadt has a large turning circle and manoeuvres like a brick when stock, though the ship becomes noticeably more responsive and agile with all the mobility upgrades. The ship also tends to keel to the side somewhat when making high speed turns, especially when fully upgraded, which can thoroughly interrupt your aiming and make it physically impossible to aim at closer range targets on the side you're turning towards until you've stopped turning and recovered from the list. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|305 mm/54 B-50 (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kronshtadt is armed with a total of 9 x electrically-powered 305 mm 54-calibre B-50 cannons, arranged in 3 x large triple turrets, two superfiring fore and one aft. The ship carries 100 shells per gun, 900 in total. 100 main battery shells per gun mean only 100 full broadsides, roughly half an hour's worth of continuous firing. You may run out of main battery shells after extended engagements, such as in EC.&lt;br /&gt;
&lt;br /&gt;
The cannons can be depressed to -3° and elevated to +45° with an elevation rate of 10°/s, while the turrets can traverse at an impressive 5°/s, giving you relatively good gun handling for turrets of this size. The cannons have an average level of dispersion, not too accurate, not too spaced out. &lt;br /&gt;
&lt;br /&gt;
The turrets have a stock reload of 26 seconds, but can drop to 20 seconds with a max crew, which is considerably faster firing than most other ships armed with this calibre, though not quite as fast firing as the Scharnhorst with its 283 mm guns. &lt;br /&gt;
&lt;br /&gt;
Unlike other Soviet capital ships, the Kronshtadt does not have any SAP ammunition for the main turrets, having only access to HE and AP shells. &lt;br /&gt;
[[File:Kronshtadt broadside.png|thumb|Kronshtadt firing a full broadside of AP shells.]]&lt;br /&gt;
The high-explosive shell weighs 314 kg and has a high filler mass, 55.41 kg of TNT with 72 mm of explosive penetration at any angle. The muzzle velocity of the shell is 1,000 m/s, the highest of any battleship calibre shell in game, making long range aiming much easier at the expense of not being able to arc shots over the tops of islands quite as well. The HE shell is great for destroying any targets, from patrol boats up to some of the more heavily armoured cruisers and some capital ships. When fighting capital ships, the shell is very handy for knocking out unprotected crew, setting devastating fires and creating holes for flooding, which can occasionally sink enemy vessels if they don't keep on top of repairing leaks. Plus, if you strike your enemies turrets with this shell then there's a high chance you will destroy their gun barrels and cripple their firepower until they're repaired. &lt;br /&gt;
&lt;br /&gt;
The armour-piercing shell weighs 470.9 kg and has a bursting charge of 12.2 kg of A-IX-2, equivalent to 18.79 kg of TNT, which is a brilliant level of filler for an AP shell. For comparison, the USS Arizona (356 mm guns) has 14 kg in its AP shells and the Scharnhorst (283 mm guns) has only 7 kg. The armour penetration statistics are just as impressive, with the shell cleaving through 677 mm of armour at 1 km away and still being capable of punching past 333 mm at 15 km away. This is a comparable level of penetration to 380 mm cannons. With a fuse delay of 0.05 seconds, the shell can often pass right through soft targets like boats and destroyers, dealing little damage other than flooding, though is still useful against cruisers that have a lot of armour or that are angled toward you. The shell also has a muzzle velocity of 900 m/s which, while lower than the HE shell due to being much heavier, is still fairly fast and still allows for relatively easy aiming at long range.&lt;br /&gt;
&lt;br /&gt;
Both of these shells are of exceptional quality and together give you the capability to defeat any vessel in the game.&lt;br /&gt;
&lt;br /&gt;
{{:305 mm/54 B-50 (305 mm)/Ammunition|12 inch HE patt. 1928, 12 inch APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|152 mm/57 B-38 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The secondary armament of the Kronshtadt consists of 8 x 152 mm 57-calibre B-38 cannons, arranged in 4 x twin turrets near the front of the superstructure, two on the starboard side, two on the port side, with the foremost turrets inboard and on raised barbettes, giving them good arcs of fire. They carry 150 shells per gun, 300 per turret, 1,200 in total. &lt;br /&gt;
&lt;br /&gt;
These turrets carry the same cannons that can be found in the main armament of the [[Chapayev]]- and [[Sverdlov]]-class light cruisers, renowned for their excellent guns. You have decent gun handling with these turrets, with elevation limits at -5° to +45°, an elevation rate of 13°/s and a traversal rate of 7.2°/s. Your turrets have a 10-second reload, 8 with a max crew. &lt;br /&gt;
&lt;br /&gt;
You have four shell types to choose from : &lt;br /&gt;
&lt;br /&gt;
* HE - 55 kg mass, 950 m/s muzzle velocity, 6 kg of TNT filler with 0.1 mm fuse sensitivity and 50 mm of explosive penetration at any angle. &lt;br /&gt;
* SAPBC - 55 kg mass, 950 m/s muzzle velocity, a filler of 5.9 kg of TNTeq with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 172 mm at 1 km, 74 mm at 10 km and 52 mm at 15 km.  &lt;br /&gt;
* APCBC - 55 kg mass, 950 m/s muzzle velocity, 1.69 kg of TNTeq for filler with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 333 mm at 1 km, 143 mm at 10 km and 100 mm at 15 km.  &lt;br /&gt;
* HE-TF - 54.23 kg mass, 950 m/s muzzle velocity, 10.1 kg of TNTeq with 0.01 mm fuse sensitivity and 62 mm of explosive penetration at any angle, equipped with a timed fuse for use against aircraft. &lt;br /&gt;
&lt;br /&gt;
[[File:Kronshtadt 152mm.png|thumb|The two starboard 152 mm turrets of the Kronshtadt]]&lt;br /&gt;
Now whilst these are good guns in cruiser terms, they're not all that much for a battlecruiser like the Kronshtadt. You only have a maximum broadside of 4 guns and the reload isn't exactly the fastest. They're not of much use against small boats because your anti-aircraft suite can take care of them much more effectively. While you can do some damage to cruisers and capital ships with the 152 mm cannons, they really don't add much to the damage output of the main 305 mm cannons. The main guns can fire almost as fast as some heavy cruisers and deal enough damage, meaning that using the 152 mm guns against capital ships won't make a noticeable difference. It's therefore recommended to load the guns with the HE-TF shells so they can be of use against aircraft by acting as heavy AA batteries. With over 6 kg of filler, the shells can be very effective if they detonate in the vicinity of an inbound aircraft and have more range than anything in your dedicated AA suite. As before, the slow reload rate is not ideal in this role, but they have more use against aircraft than warships and might just save you when conventional AA fails. Plus, the high explosive filler means they can still be of occasional use against soft surface targets.&lt;br /&gt;
&lt;br /&gt;
{{:152 mm/57 B-38 (152 mm)/Ammunition|152 mm OF-35 HE, 152 mm B-35 AP, 152 mm PB-35 SAP, 152 mm ZS-35 AA}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|100 mm/56 B-34 (100 mm)|37 mm/67 70-K (37 mm)}}&lt;br /&gt;
[[File:Kronshtadt 37mm turrets.png|thumb|All of the anti-air autocannons are concentrated into a small number of quad turrets like this.]]&lt;br /&gt;
The main anti-air armament of the Kronshtadt is made up of 28 x 37 mm 67-calibre water-cooled 70-K autocannons. What's unique about the AA on the Kronshtadt is that all the anti-air guns are are grouped into a handful of miniature turrets, whereas pretty much every other vessel in game has at least some of its anti-air guns as open air gun mounts, which are highly vulnerable to explosive damage. The vessel has seven quad turrets in total with three positioned on the fore of the superstructure and four on the aft. This is complemented by 8 x 100 mm 56-calibre B-34 dual purpose cannons arranged in four twin turrets, all of which are grouped on the rear of the superstructure. The 37 mm guns each carry 2,000 rounds of ammunition each, 8,000 per turret, 56,000 in total, while the 100 mm turrets carry 300 rounds per gun, 600 per turret and 2,400 in total. &lt;br /&gt;
The 37 mm turrets have elevation limits of -10° to +85°, enabling them to fire in nearly any direction, whilst they can traverse at 20°/s and elevate at 15°/s. The guns fire a 732 g shell at a muzzle velocity of 880 m/s. With a reload speed of 0.4 seconds, each gun has a rate of fire of 126 RPM, giving each turret a rate of fire of 504 RPM. With an average of 5 turrets on a broadside target, that lets you fire at an inbound target with a potential of at least 2,500 RPM. &lt;br /&gt;
&lt;br /&gt;
The 100 mm turrets have almost identical elevation limits of -8° to +85°, though the targeting speed is lesser, at 12°/s traverse and 10°/s elevation. They fire a 15.6 kg HE-TF shell at a muzzle velocity of 900 m/s every 4 seconds for a rate of fire of 30 RPM per turret, 60 RPM on a broadside. [[File:Kronshtadt AA fire.png|thumb|Anti-air fire from the aft turrets of the Kronshtadt]]Overall, and despite having relatively few anti-air turrets, the Kronshtadt has a decent level of AA capability that wouldn't be out of place on your average cruiser. Now, the 37 mm turrets fire all the guns on the turret simultaneously, so there's a noticeable gap between each shot as they reload, but you can occasionally get circumstances where, due to overheating and such, the turrets end up staggering the fire of their 4 guns, giving a much more useful density of fire. Unfortunately, there is no option or button to allow for staggered fire at all times. The turrets are not bad when it comes to accuracy as well, often striking aircraft at medium range and nailing aircraft that get too close, though as always, this can heavily depend on the aircraft in question and who is flying it. The 37 mm cannons don't usually need many hits to bring a plane down. Unfortunately though, due to all being in entire turrets, the guns aren't the fastest to respond to aircraft that appear from nowhere or that get close enough to outrun the rate the turrets can traverse. The 100 mm cannons can create a reasonably dense flak field that can reach out much further than the 37 mm guns, though the relatively low calibre of the cannons and only having timed fuses instead of proximity fuses means that it's not uncommon for aircraft to just fly through the flak while taking little to no damage unless a lucky shell detonates right next to the plane. &lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly effective main calibre shells&lt;br /&gt;
* Fast reload for the main turrets&lt;br /&gt;
* Effective armour layout&lt;br /&gt;
* Large crew count&lt;br /&gt;
* Generally resistant to HE fragmentation and bombs&lt;br /&gt;
* Surprisingly capable AA&lt;br /&gt;
* High top speed, great for EC battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Main belt can easily be penetrated when not angled&lt;br /&gt;
* Huge and easily recognisable target&lt;br /&gt;
* Below average turret armour&lt;br /&gt;
* Wide turn radius, plus a tendency to lean too much to the side in a turn&lt;br /&gt;
* No proximity fuse AA shells, only time-fused shells&lt;br /&gt;
* Secondary battery with a low damage output&lt;br /&gt;
* Limited ammunition count for the main guns if you play Enduring Confrontation&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|Devblog]] ===&lt;br /&gt;
During the 1930s Soviet shipbuilders were intensely working on designing new warships for the Soviet Navy. Among the top priorities was the development of a new cruiser design that could counter 10,000-ton cruisers of other nations. Several design proposals were submitted by 1935, of which none passed initial approval. The navy requested a new design, but the signing of a naval agreement with Great Britain in 1937 caused the requirements to collide with another similar project, ultimately resulting in this effort to also be canceled shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Navy still sought to construct a fast and strong counter to other nations' cruisers, resulting in the development of the Project 69 battlecruiser. However, the already modified requirements for a 26,200-ton vessel proved to be insufficient after the Soviet Navy found out about the specifications of the German Scharnhost class of battleships. This led to yet another update to the requirements in July 1938, now calling for an upgunned and up-armored 31,000-ton battlecruiser (or &amp;quot;heavy cruiser&amp;quot;). After another series of revisions, the design was finally approved for construction in Summer 1939, with two ships being ordered for completion by 1943.&lt;br /&gt;
&lt;br /&gt;
One of the ordered ships - Kronshtadt - was laid down in Leningrad on 30th November, 1939. However, due to severe production delays, the warship was only deemed 10% completed by the time the German army launched its offensive on the USSR in June 1941. Following the invasion, all further construction work was suspended with some part of Kronshtadt being later used for fortifications around Leningrad. After the war, plans were formulated to convert the Kronshtadt into an aircraft carrier, but the design was already seen as outdated leading to the proposal being rejected. In 1947, the ultimate decision was made to dismantle and scrap the partially built hull.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_battlecruiser_kronshtadt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Kronshtadt: Shattered Dream]]&lt;br /&gt;
&lt;br /&gt;
{{Template:ShipManufacturer Admiralty Shipyards}}&lt;br /&gt;
{{USSR battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Kronshtadt_37mm_turrets.png&amp;diff=159274</id>
		<title>File:Kronshtadt 37mm turrets.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Kronshtadt_37mm_turrets.png&amp;diff=159274"/>
				<updated>2023-03-20T12:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A close up of the aft AA turrets.&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Kronshtadt_%26_Nevada.png&amp;diff=159273</id>
		<title>File:Kronshtadt &amp; Nevada.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Kronshtadt_%26_Nevada.png&amp;diff=159273"/>
				<updated>2023-03-20T12:13:37Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A size comparison between the two.&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Mikhail_Kutuzov&amp;diff=158958</id>
		<title>Mikhail Kutuzov</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Mikhail_Kutuzov&amp;diff=158958"/>
				<updated>2023-03-16T21:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added section on AA, plus minor modifications elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_cruiser_mikhail_kutuzov&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet light cruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Drone Age&amp;quot;]]. In its 1986 refit, the Sverdlov-class cruiser Mikhail Kutuzov is one of the most modern naval vessels in the game and by far the most modern of the cruisers, though the refit of the ship did not include any missiles as the date might suggest, leaving general gameplay very similar to the more WW2 era cruisers found in game. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|152 mm/57 B-38 (152 mm)}}&lt;br /&gt;
The Mikhail Kutuzov is armed with twelve 152 mm/57 B-38 cannons in four turrets in triple mounts. These guns boast formidable fire rate of 7.5 rounds per minute while also possessing great penetration capabilities on AP shell and well above average levels of explosive filler in all shell types. All information about ammunition used in the cannons can be found in the tables below.&lt;br /&gt;
&lt;br /&gt;
{{:152 mm/57 B-38 (152 mm)/Ammunition|152 mm OF-35 HE, 152 mm B-35 AP, 152 mm PB-35 SAP, 152 mm ZS-35 AA}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|100 mm/70 SM-5-1 (100 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:100 mm/70 SM-5-1 (100 mm)/Ammunition|100 mm OF-55 HE, 100 mm ZS-55 AA, 100 mm F-55 HE-F, 100 mm ZS-55R AA-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|V-11 (37 mm)|AK-230 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The AA weaponry of the Kutuzov is similar to the 50s era Sverdlov, being mainly composed of V-11 37 mm gun mounts, however the Kutuzov is also equipped with an array of advanced AK-230 CIWS (Close In Weapons System) mounts, which is the main feature of the ship that sets it aside from the Sverdlov. &lt;br /&gt;
&lt;br /&gt;
Being CIWS mounts, they were designed with shooting down missiles, which tend to be much smaller and faster than aircraft, so you'd think they'd be great against aircraft. Whilst they do provide a highly lethal field of bullets that can rip apart inbound aircraft, these mounts are not quite as accurate as you'd expect them to be in real life. They may be modern mounts, but they do not have a more advanced targeting system modelled in and are still controlled by the same hit and miss AI as on any other ship. They also don't have a very big pool of ammunition, being designed for short bursts against straight-flying missiles. A short burst might be fine for a missile, but manoeuvring aircraft are a different matter entirely, especially when the guns are controlled by the in-game AI, which will hold down fire until the attacker is destroyed or it is out of bullets. There's also the issue that they don't have a massive range, which means that an aircraft close enough to be targeted is probably not far off from being able to drop its ordinance, if it hasn't already. &lt;br /&gt;
&lt;br /&gt;
All being said, they are still potentially very deadly threats to aircraft in range, being able to track aircraft much faster than most other gun mounts and having a biblical rate of fire that deletes any unarmoured target it touches. &lt;br /&gt;
&lt;br /&gt;
As a side note, despite being specifically designed to take out missiles, the mounts currently do not have this functionality modelled in game. If the ship is under attack by missile armed vehicles, such as a Tornado or USS Douglas, the CIWS mounts will utterly ignore the missiles and make no effort to intercept them. &lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Uses an effective three-tiered anti-aircraft suite&lt;br /&gt;
* Has access to radar, granting more situational awareness against air attacks&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No scout aircraft onboard&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_cruiser_mikhail_kutuzov Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7824-development-mikhail-kutuzov-the-monument-to-the-big-ships-en|[Devblog] Mikhail Kutuzov: the monument to the big ships]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Black Sea Shipyard}}&lt;br /&gt;
{{USSR light cruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U79203180&amp;diff=158763</id>
		<title>User:U79203180</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U79203180&amp;diff=158763"/>
				<updated>2023-03-15T11:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Bote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bote Bote Bote Bote Bote Bote Bote Bote Bote Boe&lt;br /&gt;
&lt;br /&gt;
B  O  T  E&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Admiral_Hipper&amp;diff=158760</id>
		<title>Admiral Hipper</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Admiral_Hipper&amp;diff=158760"/>
				<updated>2023-03-15T11:30:39Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Rewritten the article to give a more accurate and updated description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_cruiser_admiral_hipper&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German heavy cruiser {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The Admiral Hipper, lead ship of her class, is one of the most powerful cruisers in the German bluewater fleet, featuring a comprehensive armour scheme that can be quite resilient against cruiser gunfire. Due to her intended purpose as a raider capable of capturing merchant ships, the Hipper has an unusually high crew count, which would have been used to crew captured ships in real life, but serves as an extra buffer of crew in game. However, she possesses a few fatal and well-known weak spots: both frontal and rear magazines are massive and very prone to detonation should an opposing player be able to penetrate their armour. &lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
{{main|20.3 cm/60 SK C/34 (203 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:20.3 cm/60 SK C/34 (203 mm)/Ammunition|20.3 cm L/4.7 Kz HE, 20.3 cm L/4.4 (m.Hb) APBC, 20.3 cm L/4.7 Bdz (m.Hb) SAP}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
{{main|SK C/33 AA (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:SK C/33 AA (105 mm)/Ammunition|10.5 cm Sprgr. L/4.4 Kpf.Z, 10.5 cm Sprgr. L/4.4 Zt.Z, 10.5 cm L/4.2 AP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
{{main|SK C/30 (37 mm)|2 cm/65 C/38 (20 mm)|2 cm/65 Flakvierling 38 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
{{main|G7a (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located amidships is a single catapult for an Arado Ar 196 scout plane which provides unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units, but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 50 kg bombs, and capping zones, the Ar 196 and other scout planes have the added ability to lay down smoke cover (up to 3 times). It is essentially the [[Ar 196 A-3|event aircraft]] except with smoke generators, so it will be a familiar unit for those who have the event version. Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to drop a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new!&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Admiral Hipper is a powerful heavy cruiser. It's well protected, with some anti-torpedo protection and turtle back armour. Combined with a large crew count, this means the Hipper usually needs to take a huge amount of punishment to be sunk, however experienced players in ships with good AP shells may be able to take out the ship in fairly short order by targeting its vulnerable magazines. The Hipper's main armament - eight 203 mm guns in dual turrets - is also very effective, with a 12-second reload and stunning armour penetration and muzzle velocity (enough in some cases to penetrate even battleship armour). It also boasts a decent secondary armament, a capable anti-aircraft suite and good all-round torpedoes. The Hipper should be played as a long range brawler, able to dish it out and take damage from other cruisers, potentially threatening capital ships at closer ranges. That being said, capital ships are still by far superior in terms of protection and firepower, you should only draw their attention if you're absolutely sure you can take them out first. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Great quality main battery shells with a decent reload.&lt;br /&gt;
* Plenty of AA armament.&lt;br /&gt;
* Comprehensive armour layout, effective against cruiser and destroyer.&lt;br /&gt;
* High crew count.&lt;br /&gt;
* Fairly mobile despite its size.&lt;br /&gt;
* Equipped with a seaplane.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Excessive listing at high speed or on a turn, resulting in poor aiming quality. The situation worsens in arcade battle.&lt;br /&gt;
* Large target, easily recognisable&lt;br /&gt;
* The armour is relatively weak in terms of absolute thickness, meaning large calibre guns can overmatch your armour.&lt;br /&gt;
* Very vulnerable main magazines.&lt;br /&gt;
* Dual purpose 105 mm turrets only have timed-fuze AA shells, not the superior proximity-fuze. &lt;br /&gt;
* No radar.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Following the signing of the Anglo-German Naval Agreement in June 1935, Germany was permitted to build, among other things, heavy cruisers up to a total displacement of 50,000 tons. The previously developed Admiral Hipper-class heavy cruiser design was chosen for construction, with five ships being initially planned to be built.&lt;br /&gt;
&lt;br /&gt;
The five ordered ships of the Admiral Hipper-class were laid down between July 1935 - August 1937. However, only the first three were actually fully constructed and commissioned into service between 1939 - 1940. The fourth ship - Seydlitz - was scuttled in 1945 still being incomplete (as a conversion into an aircraft carrier), while the fifth ship - Lützow - was also sold incomplete to the USSR in February 1940.&lt;br /&gt;
&lt;br /&gt;
Admiral Hipper, named after an imperial German admiral, was the first ship of the class to see completion, being commissioned into service in April 1939. After passing sea trials, Admiral Hipper was assigned to her first combat mission - Operation Weserübung - the invasion of Denmark and Norway, where it took part in a battle with the British destroyer Glowworm and also participated in the sinking of the trawler Juniper (930 tons) and the military transport Orama (19,000 registered tons). Subsequently, Admiral Hipper steamed out into the Atlantic to intercept allied shipping in December 1940, but without significant success. The first campaign wasn't particularly successful, but during the second campaign in January and February of 1941, the Admiral Hipper attacked SLS-64, an unprotected convoy - this attack on ship count alone, was the most effective from both world wars.&lt;br /&gt;
&lt;br /&gt;
Admiral Hipper was then transferred to Norway, where it took part in raids against the arctic convoys headed for the Soviet Union. As part of an operational group, it took part in Operation Rösselsprung (Knight's move) which, although not a success, resulted in the almost total destruction of the allied PQ-17 convoy by German submarines and aircraft. In December of 1942, during Operation Regenbogen (Rainbow) a battle took place in the Barents Sea which was unofficially labelled as &amp;quot;New Year's Battle&amp;quot; or &amp;quot;New Year's Shame&amp;quot; the ship was damaged and sent back to Germany for repair. The failure of the operation led to a historical decision by Hitler  to order the scrapping of all large warships. Admiral Hipper was transferred to the reserves and at the beginning of 1945, arrived in Kiel where it was damaged during allied air strikes in May of the same year. The defenders on the partially disarmed ship showed no enthusiasm for its survival and as a result, the ship burned out and sank to the dock seabed. After the war, the ship was once again raised and taken apart for scrap up to 1952.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6346-development-admiral-hipper-commanding-the-high-seas-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_cruiser_admiral_hipper Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|Oq0Ws_mafAs|'''The Shooting Range #169''' - ''Metal Beasts'' section at 00:32 discusses the Admiral Hipper.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Admiral Hipper (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[Prinz Eugen]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6346-development-admiral-hipper-commanding-the-high-seas-en|[Devblog] Admiral Hipper: Commanding the High Seas]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Blohm and Voss}}&lt;br /&gt;
{{Germany heavy cruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=158743</id>
		<title>Kronshtadt</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Kronshtadt&amp;diff=158743"/>
				<updated>2023-03-15T10:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Small updates and additions across article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_battlecruiser_kronshtadt&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]]. &lt;br /&gt;
&lt;br /&gt;
The project began in the mid-1930s, first envisioned as essentially a super heavy cruiser of sorts, which was first intended to be able to defeat the treaty cruisers of other major powers. Over several years, the project evolved and grew through numerous iterations to the final battlecruiser design we have in game. Unfortunately for the Soviets however, construction began in 1939, shortly before the war broke out and the vessels of the class never had a chance to leave the shipyards before the German invasion permanently halted construction, the partially completed hulls were regarded as obsolete by the war's end and scrapped shortly thereafter. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Firstly, the Kronshtadt uses an all or nothing armour scheme, wherein the vast majority of the armour is focused on the vital sections (the citadel) whilst the areas of lesser importance have little to no armour (the fore and aft). The main armour belt of the Kronshtadt is a respectable 230 mm of RCA (rolled cemented armour), covering most of the side of the hull above the waterline and extending a decent way under the waterline as well. &lt;br /&gt;
&lt;br /&gt;
The bow of the ship features a 20 mm icebreaker, which can fuse penetrating shells before they hit the bulkhead, though it's only half the height of the armour belt, leaving an unprotected gap between the icebreaker and the deck. The forward bulkhead is quite thick, 330 mm of RCA. The aft bulkhead is a lesser 275 mm RCA, though still capable of protecting the internals. &lt;br /&gt;
&lt;br /&gt;
The deck of the citadel has three layers of armour, the first is only 14 mm, intended to fuse shells and bombs prematurely. Under this is the main armour deck, 90 mm of RHA (rolled homogeneous armour). The final layer is a 30 mm splinter deck, which tapers to 15 mm over the torpedo bulges. The deck of the fore and aft of the ship have only a single 10 mm layer.&lt;br /&gt;
&lt;br /&gt;
The main turrets have sloped turret faces with 305 mm of RCA, the turret sides and roof are a uniform 125 mm RCA, the rear has the same 305 mm as the turret face, meanwhile the more vulnerable gunshields only have 152 mm of RHA. The barbettes are angular with 9 sides and have 330 mm of RCA, however once under the main armour deck the barbettes thin all the way down to 30 mm of RHA. Lastly, the turret rangefinders are covered in 30 mm splinter protection. &lt;br /&gt;
&lt;br /&gt;
The bridge of the vessel is fully protected by RCA, with 330 mm and 275 mm armour plates on the front and back respectively, with 260 mm on the sides and a 125 mm roof, while the radio room below the bridge is completely enclosed in 50 mm RHA. The fire control room at the top of the superstructure also has 50 mm all around. &lt;br /&gt;
&lt;br /&gt;
The secondary 152 mm turrets have 100 mm faces, 50 mm sides and roofs, and 110 mm rears, with 75 mm barbettes. The 100 mm turrets are 50 mm all around with 40 mm barbettes. The 37 mm turrets have 14 mm all around with 20 mm barbettes. &lt;br /&gt;
&lt;br /&gt;
The funnels and fire directors are protected by 20 mm and 14 mm splinter protection respectively. All of the auxiliary turret and superstructure protection is made of rolled homogeneous armour (RHA). &lt;br /&gt;
&lt;br /&gt;
In terms of underwater protection, the ship uses American-style torpedo bulges with 4 longitudinal bulkheads, rated to be able to absorb 250 kg of explosive weight, though the original design specifies that it should be able to withstand 500 kg. The bulges cover 61% of the ships length and have a maximum depth of 6 m, tapering to 4 m fore and aft. &lt;br /&gt;
&lt;br /&gt;
Lastly, the ship has a hefty crew complement of 1,406. Though not the most by capital ship standards, this is still a more than respectable number. &lt;br /&gt;
[[File:Kronshtadt armour layout.png|thumb|Kronshtadt's 230 mm armour plate]]&lt;br /&gt;
Overall, the Kronshtadt is a surprisingly damage resistant ship for a battlecruiser. Though only 230 mm, the main belt can still block high calibre AP shells when angled and the belt being relatively tall and lengthy makes it excellent for blocking HE fragments. The layered armoured deck is great at resisting some of the smaller bombs and can shrug off any armour piercing shells in game except possibly at extremely long range. The turrets are reasonably sturdy, though can occasionally be knocked out by armour piercing shells hitting the relatively thin sides, however the ships ammunition doesn't tend to explode very often and the vessel can even survive one or two of the main magazines detonating. The ship in general is very HE-resistant, due to a number of factors, but mainly thanks to how the ship has a relatively small number of AA guns, which are all safe within fully enclosed turrets and covered in anti-fragmentation armour rather than being in open mounts spread across the deck. In most circumstances, the ship can practically ignore cruiser fire at anything other than short ranges and thanks to the torpedo protection, the ship is nearly immune to torpedoes which aren't strong enough to overpower your defences. &lt;br /&gt;
&lt;br /&gt;
The ship is still vulnerable to other capital ships when not angled. If you're in a duel with another battleship or battlecruiser, point the bow as much as you can toward them while being able to fire all main turrets, though if you've taken major damage you may opt to angle even further at the expense of not being able to fire your aft turret. &lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
[[File:Kronshtadt at high speed.png|thumb|Kronshtadt at full speed]] &lt;br /&gt;
The Kronshtadt uses 3 propeller shafts, powered by Brown Boveri steam turbines and 12 x 7u-bis water-tube boilers contained in 3 engine blocks, which are ducted into two funnels, propelling the ship to an impressive maximum speed of 61 km/h (71 km/h in arcade), faster than HMS Hood or IJN Haruna (57 km/h) and slightly faster than the battleship Scharnhorst (59 km/h). &lt;br /&gt;
&lt;br /&gt;
Though the vessel is extremely large, the acceleration and deceleration of the vessel is decently quick enough that you can still utilise it to dodge fire from other capital ships. &lt;br /&gt;
&lt;br /&gt;
Being a long and heavy ship, the 41,000 t Kronshtadt has a large turning circle and manoeuvres like a brick when stock, though the ship becomes noticeably more responsive and agile with all the mobility upgrades. The ship also tends to keel to the side somewhat when making high speed turns, especially when fully upgraded, which can thoroughly interrupt your aiming and make it physically impossible to aim at closer range targets on the side you're turning towards until you've stopped turning and recovered from the list. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|305 mm/54 B-50 (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Kronshtadt is armed with a total of 9 x electrically-powered 305 mm 54-calibre B-50 cannons, arranged in 3 x large triple turrets, two superfiring fore and one aft. The ship carries 100 shells per gun, 900 in total. &lt;br /&gt;
&lt;br /&gt;
The cannons can be depressed to -3° and elevated to +45° with an elevation rate of 10°/s, while the turrets can traverse at an impressive 5°/s, giving you relatively good gun handling for turrets of this size. The cannons have an average level of dispersion, not too accurate, not too spaced out. &lt;br /&gt;
&lt;br /&gt;
The turrets have a stock reload of 26 seconds, but can drop to 20 seconds with a max crew, which is considerably faster firing than most other ships armed with this calibre, though not quite as fast firing as the Scharnhorst with its 283 mm guns. &lt;br /&gt;
&lt;br /&gt;
Unlike other Soviet capital ships, the Kronshtadt does not have any SAP ammunition for the main turrets, having only access to HE and AP shells. &lt;br /&gt;
[[File:Kronshtadt broadside.png|thumb|Kronshtadt firing a full broadside of AP shells.]]&lt;br /&gt;
The high-explosive shell weighs 314 kg and has a high filler mass, 55.41 kg of TNT with 72 mm of explosive penetration at any angle. The muzzle velocity of the shell is 1,000 m/s, the highest of any battleship calibre shell in game, making long range aiming much easier at the expense of not being able to arc shots over the tops of islands quite as well. The HE shell is great for destroying any targets, from patrol boats up to some of the more heavily armoured cruisers and some capital ships. When fighting capital ships, the shell is very handy for knocking out unprotected crew, setting devastating fires and creating holes for flooding, which can occasionally sink enemy vessels if they don't keep on top of repairing leaks. Plus, if you strike your enemies turrets with this shell then there's a high chance you will destroy their gun barrels and cripple their firepower until they're repaired. &lt;br /&gt;
&lt;br /&gt;
The armour-piercing shell weighs 470.9 kg and has a bursting charge of 12.2 kg of A-IX-2, equivalent to 18.79 kg of TNT, which is a brilliant level of filler for an AP shell. For comparison, the USS Arizona (356 mm guns) has 14 kg in its AP shells and the Scharnhorst (283 mm guns) has only 7 kg. The armour penetration statistics are just as impressive, with the shell cleaving through 677 mm of armour at 1 km away and still being capable of punching past 333 mm at 15 km away. This is a comparable level of penetration to 380 mm cannons. With a fuse delay of 0.05 seconds, the shell can often pass right through soft targets like boats and destroyers, dealing little damage other than flooding, though is still useful against cruisers that have a lot of armour or that are angled toward you. The shell also has a muzzle velocity of 900 m/s which, while lower than the HE shell due to being much heavier, is still fairly fast and still allows for relatively easy aiming at long range.&lt;br /&gt;
&lt;br /&gt;
Both of these shells are of exceptional quality and together give you the capability to defeat any vessel in the game.&lt;br /&gt;
&lt;br /&gt;
{{:305 mm/54 B-50 (305 mm)/Ammunition|12 inch HE patt. 1928, 12 inch APCBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|152 mm/57 B-38 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The secondary armament of the Kronshtadt consists of 8 x 152 mm 57-caliber B-38 cannons, arranged in 4 x twin turrets near the front of the superstructure, two on the starboard side, two on the port side, with the foremost turrets inboard and on raised barbettes, giving them good arcs of fire. They carry 150 shells per gun, 300 per turret, 1,200 in total. &lt;br /&gt;
&lt;br /&gt;
These turrets carry the same cannons that can be found in the main armament of the [[Chapayev]]- and [[Sverdlov]]-class light cruisers, renowned for their excellent guns. You have decent gun handling with these turrets, with elevation limits at -5° to +45°, an elevation rate of 13°/s and a traversal rate of 7.2°/s. Your turrets have a 10-second reload, 8 with a max crew. &lt;br /&gt;
&lt;br /&gt;
You have four shell types to choose from : &lt;br /&gt;
&lt;br /&gt;
* HE - 55 kg mass, 950 m/s muzzle velocity, 6 kg of TNT filler with 0.1 mm fuse sensitivity and 50 mm of explosive penetration at any angle. &lt;br /&gt;
* SAPBC - 55 kg mass, 950 m/s muzzle velocity, a filler of 5.9 kg of TNTeq with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 172 mm at 1 km, 74 mm at 10 km and 52 mm at 15 km.  &lt;br /&gt;
* APCBC - 55 kg mass, 950 m/s muzzle velocity, 1.69 kg of TNTeq for filler with a fuse sensitivity of 7 mm and 0.03 seconds. Penetration is 333 mm at 1 km, 143 mm at 10 km and 100 mm at 15 km.  &lt;br /&gt;
* HE-TF - 54.23 kg mass, 950 m/s muzzle velocity, 10.1 kg of TNTeq with 0.01 mm fuse sensitivity and 62 mm of explosive penetration at any angle, equipped with a timed fuse for use against aircraft. &lt;br /&gt;
&lt;br /&gt;
[[File:Kronshtadt 152mm.png|thumb|The two starboard 152mm turrets of the Kronshtadt]]&lt;br /&gt;
Now whilst these are good guns in cruiser terms, they're not all that much for a battlecruiser like the Kronshtadt. You only have a maximum broadside of 4 guns and the reload isn't exactly the fastest. They're not of much use against small boats because your anti-aircraft suite can take care of them much more effectively and, whilst you can do some damage to cruisers and capital ships with them, they really don't add much to the damage output of the main cannons, which can fire almost as fast as some heavy cruisers and deal enough damage that anything the 152mm can do just doesn't make much difference. With this in mind, it's therefore recommended to load the guns with the HE-TF shells so they can be of use against aircraft by acting as heavy AA batteries. With over 6 kg of filler, the shells can be very effective if they detonate in the vicinity of an inbound aircraft and have more range than anything in your dedicated AA suite. As before, the slow reload rate means it's not ideal, but frankly, they have more use against aircraft than warships and who knows, they might just save you when conventional AA fails. Plus, the high explosive filler means they can still be of occasional use against soft surface targets.&lt;br /&gt;
&lt;br /&gt;
{{:152 mm/57 B-38 (152 mm)/Ammunition|152 mm OF-35 HE, 152 mm B-35 AP, 152 mm PB-35 SAP, 152 mm ZS-35 AA}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|100 mm/56 B-34 (100 mm)|37 mm/67 70-K (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main anti-air armament of the Kronshtadt is made up of 28 x 37 mm 67-calibre water-cooled 70-K autocannons. What's unique about the AA on the Kronshtadt is that all the anti-air guns are are grouped into a handful of miniature turrets, whereas pretty much every other vessel in game has at least some of its anti-air guns as open air gun mounts, which are highly vulnerable to explosive damage. The vessel has seven quad turrets in total with three positioned on the fore of the superstructure and four on the aft. This is complemented by 8 x 100 mm 56-calibre B-34 dual purpose cannons arranged in four twin turrets, all of which are grouped on the rear of the superstructure. The 37 mm guns each carry 2,000 rounds of ammunition each, 8,000 per turret, 56,000 in total, while the 100 mm turrets carry 300 rounds per gun, 600 per turret and 2,400 in total. &lt;br /&gt;
[[File:Kronshtadt AA fire.png|thumb|Anti-air fire from the aft turrets of the Kronshtadt]]&lt;br /&gt;
The 37 mm turrets have elevation limits of -10° to +85°, enabling them to fire in nearly any direction, whilst they can traverse at 20°/s and elevate at 15°/s. The guns fire a 732 g shell at a muzzle velocity of 880 m/s. With a reload speed of 0.4 seconds, each gun has a rate of fire of 126 RPM, giving each turret a rate of fire of 504 RPM. With an average of 5 turrets on a broadside target, that lets you fire at an inbound target with a potential of roughly 2,500 RPM, though there are possible angles where all 7 turrets can open fire on an aircraft, with a potential of about 3,500 RPM. &lt;br /&gt;
&lt;br /&gt;
The 100 mm turrets have almost identical elevation limits of -8° to +85°, though the targeting speed is lesser, at 12°/s traverse and 10°/s elevation. They fire a 15.6 kg HE-TF shell at a muzzle velocity of 900 m/s every 4 seconds for a rate of fire of 30 RPM per turret, 60 RPM on a broadside. &lt;br /&gt;
&lt;br /&gt;
Overall, and despite having relatively few anti-air turrets, the Kronshtadt has a decent level of AA capability that wouldn't be out of place on several average cruisers. Now, the 37 mm turrets fire all the guns on the turret simultaneously, so there's a noticeable gap between each shot as they reload, but you can occasionally get circumstances where, due to overheating and such, the turrets end up staggering the fire of their 4 guns, giving a much more useful density of fire, almost similar to the fire from the future 37 mm V-11 dual mounts on the Chapayev/Sverdlov-class. The turrets are not bad when it comes to accuracy as well, often striking aircraft at medium range and nailing aircraft that get too close. Being 37 mm cannons, they don't usually need many hits to bring a plane down. Unfortunately though, due to all being in entire turrets, the guns aren't the fastest to respond to aircraft that appear from nowhere or that get close enough to outrun the rate the turrets can traverse. The 100 mm cannons can create a reasonably dense flak field that can reach out much further than the 37 mm guns, though the relatively low calibre of the cannons and only having timed fuses instead of proximity fuses means that it's not uncommon for aircraft to just fly through the flak while taking little to no damage unless a lucky shell detonates right next to the plane. &lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly effective main calibre shells.&lt;br /&gt;
* Fast reload for the main turrets.&lt;br /&gt;
* Effective armour layout.&lt;br /&gt;
* Large crew count.&lt;br /&gt;
* Generally resistant to HE fragmentation and bombs.&lt;br /&gt;
* Surprisingly capable AA.&lt;br /&gt;
* High top speed, great for EC battles. &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Main belt can easily be penetrated when not angled.&lt;br /&gt;
* Huge and easily recognisable target.&lt;br /&gt;
* Below average turret armour.&lt;br /&gt;
* Wide turn radius, plus a tendency to lean too much to the side in a turn.&lt;br /&gt;
* No proximity fuse AA shells, only time-fused shells.&lt;br /&gt;
* Secondary battery with a low damage output.&lt;br /&gt;
* 100 main battery shells per gun, meaning only 100 full broadsides, roughly half an hours worth of repeated firing. Can run out of main battery shells after extended engagements, such as in EC.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|Devblog]] ===&lt;br /&gt;
During the 1930s Soviet shipbuilders were intensely working on designing new warships for the Soviet Navy. Among the top priorities was the development of a new cruiser design that could counter 10,000-ton cruisers of other nations. Several design proposals were submitted by 1935, of which none passed initial approval. The navy requested a new design, but the signing of a naval agreement with Great Britain in 1937 caused the requirements to collide with another similar project, ultimately resulting in this effort to also be canceled shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Navy still sought to construct a fast and strong counter to other nations' cruisers, resulting in the development of the Project 69 battlecruiser. However, the already modified requirements for a 26,200-ton vessel proved to be insufficient after the Soviet Navy found out about the specifications of the German Scharnhost class of battleships. This led to yet another update to the requirements in July 1938, now calling for an upgunned and up-armored 31,000-ton battlecruiser (or &amp;quot;heavy cruiser&amp;quot;). After another series of revisions, the design was finally approved for construction in Summer 1939, with two ships being ordered for completion by 1943.&lt;br /&gt;
&lt;br /&gt;
One of the ordered ships - Kronshtadt - was laid down in Leningrad on 30th November, 1939. However, due to severe production delays, the warship was only deemed 10% completed by the time the German army launched its offensive on the USSR in June 1941. Following the invasion, all further construction work was suspended with some part of Kronshtadt being later used for fortifications around Leningrad. After the war, plans were formulated to convert the Kronshtadt into an aircraft carrier, but the design was already seen as outdated leading to the proposal being rejected. In 1947, the ultimate decision was made to dismantle and scrap the partially built hull.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_battlecruiser_kronshtadt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7720-development-kronshtadt-shattered-dream-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Kronshtadt: Shattered Dream]]&lt;br /&gt;
&lt;br /&gt;
{{Template:ShipManufacturer Admiralty Shipyards}}&lt;br /&gt;
{{USSR battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=IJN_Nenohi&amp;diff=158683</id>
		<title>IJN Nenohi</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=IJN_Nenohi&amp;diff=158683"/>
				<updated>2023-03-14T11:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Added Km/h translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_destroyer_nenohi&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' (子日, [[Abbreviations#.28JP.29_Naval|namesake]]: New Year Day) is a premium rank {{Specs|rank}} Japanese destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;Sky Guardians&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|127 mm/50 3rd Year Type (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:127 mm/50 3rd Year Type (127 mm)/Ammunition|127 mm Type 1 HE, 127 mm HE-TF}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|25 mm/60 Type 96 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
* '''25 mm APT belt:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}&lt;br /&gt;
* '''25 mm HEIT belts:''' {{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:25 mm/60 Type 96 (25 mm)/Ammunition|HEF-T*, HEI, HEF, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Type 93 Model 1, Mod 2 (610 mm)|Type 95 depth charge}}&lt;br /&gt;
&lt;br /&gt;
As a 1942 ship, her 610 mm torpedo tubes are loaded with Japan's state-of-the-art Type 93 oxygen torpedoes which can cause a lot of damage and havoc in the waters she and other Japanese ships sail. Just like most Japanese ships and the torpedo doctrine of the Japanese navy, she offers two turrets with 3 tubes totalling 6 tubes, which can be reloaded once.&lt;br /&gt;
&lt;br /&gt;
Additionally, Nenohi can be equipped with Type 95 depth charges, which in War Thunder can only really be used in extreme occasions when patrol boats pass through the 25 mm firing arc and sit at the stern of Nenohi, being able to defend herself by dropping the charges.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
Playing like any Japanese destroyer, the main selling point is the torpedo arsenal. She carries the very deadly and fast Type 93 oxygen torpedo which can beat ships 20x her size. At the lower ranks and downtiers Nenohi can face, her 12.7 cm cannons can cause plenty of damage against other destroyers and lighter vessels. Once Nenohi starts facing bigger targets, the best tactic in arcade battles is to sail away from combat range and utilize torpedoes as the primary weapon, while leaving the 12.7 cm's for close-range self-defence. In realistic battles, torpedoes should be preserved for hits that are 100% certain to hit, as reloading torpedoes on objectives is a lengthy process and not very practical.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Possesses the Type 93 oxygen torpedo&lt;br /&gt;
* Decently hitting 12.7 cm cannons at her tier&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Fairly weak anti-air defence of only 2 dual mount 25 mm's&lt;br /&gt;
* Lacks armour-piercing shells for the 12.7 cm&lt;br /&gt;
* Slow turret traverse&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
{{main|Hatsuharu (Family)|l1=History of the Hatsuharu class}}&lt;br /&gt;
=== Operational history ===&lt;br /&gt;
&lt;br /&gt;
;Early Service&lt;br /&gt;
&lt;br /&gt;
Commissioned in September 1933, the second ship of the Hatsuharu-class Nenohi was quickly returned together with Hatsuharu to the dockyard after the &amp;quot;Tomozuru Incident&amp;quot; to fix the flaw in top-heavy design. After the refit, she and her class were assigned to the 1st Fleet, training up her crew as a new ship until 1940, reassigned to the 2nd Expeditionary Fleet and patrolling and escorting Japanese troops landing in French Indochina. During the initial stage of the invasion, she was docked in Hanoi and served as an ad-hoc radio station to coordinate wireless communications, later she would be rebased in Haiphong while maintaining her role there.&lt;br /&gt;
&lt;br /&gt;
;Pacific Service&lt;br /&gt;
&lt;br /&gt;
At the start of the Pacific war with the attack on Pearl Harbour, Nenohi was assigned as flagship of the 21st Destroyer Division under the 1st Fleet again and remained in Japanese home waters on ASW patrol. In late January 1942, she was deployed with the invasion force of the Dutch East Indies, covering landing operations at Kendari on Sulawesi, Bali and Lombok as part of &amp;quot;Operation H&amp;quot;. She returned to Sasebo Naval Arsenal at the end of March for maintenance.&lt;br /&gt;
&lt;br /&gt;
From May 1942, she was reassigned to northern operations and partook in &amp;quot;Operation AL&amp;quot; in support of the Aleutians campaign, patrolling around Attu, Kiska, and Amchitka Island. On the 21st of May, while refuelling from the Fuji Maru, the crew spotted a submarine at 800 m at the stern of the Nenohi, attacked it with Type 95 depth charges and reported it sunk. Upon receiving the report, the 5th Fleet ordered the confirmation, identification, and any documents on the submarine. The search party was abandoned on the 3rd of July without any trace of the submarine.&lt;br /&gt;
&lt;br /&gt;
;Sinking&lt;br /&gt;
&lt;br /&gt;
During the escort of the seaplane tender Kamikawa Maru in the afternoon of 5th of July, sailing at 9 knots (16 km/h) in a dense fog with less than 2 km visibility range, Nenohi was torpedoed by USS Triton southeast of Attu, near Agattu Island at 12:50. The ship was hit by a single torpedo starboard amidships, splitting her hull and sinking. The surviving crew and captain from the initial hit climbed the side of the capsized ship in 2 minutes to stay above water, chanting 「子ノ日万歳 (Neno-Hi Banzai)」 until disappearing in the cold water 5 minutes later. Even though it was summer, the Aleutian waters were very cold and with the fog being too thick, any kind of help came too late for 188 crew members including the captain. The next day the seaplane force suspended operations for the day at Kiska island and dispatched the destroyer Inazuma to find any remaining survivors, 38 who drifted their way onto land on Cape Sabak of Agattu Island survived and were rescued. On 31 July 1942, Nenohi was scrapped from the navy list.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Hatsuharu (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8096-development-ijn-nenohi-lightweight-battler-en|[Devblog] IJN Nenohi: Lightweight Battler]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Uraga Dock Company}}&lt;br /&gt;
{{Japan destroyers}}&lt;br /&gt;
{{Japan premium ships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Newport_News&amp;diff=149923</id>
		<title>USS Newport News</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Newport_News&amp;diff=149923"/>
				<updated>2023-01-09T13:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Minor modifications across article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_cruiser_des_moines_class_newport_news&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} American heavy cruiser {{Battle-rating}}. It was introduced during [[Update &amp;quot;Apex Predators&amp;quot;]] as a reward for the [[wt:en/news/8021-event-winter-quest-en|2022 Winter Quest]] event.&lt;br /&gt;
&lt;br /&gt;
The Des Moines-class heavy cruiser is the final evolution of the &amp;quot;all-gun&amp;quot; American cruiser. Being largely based on the [[Baltimore (Family)|Baltimore-class]] heavy cruiser, the Des Moines-class retains the same layout with several optimization and improvement, most notably the introduction of an autoloading mechanism for her 8-inch (203 mm) guns, doubling its rate of fire. However, as they were completed during the dawn of the jet and missile age, they were largely reduced to a fleet carrier escort. By the year 1961, two out of three ship of the class were already decommissioned.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, the third and final Des Moines-class, is the sole active ship of the class during the outbreak of the Vietnam War. After being converted into a flagship cruiser in 1962, she was deployed in a bombardment roles off the coast of Vietnam. In 1972, she suffered a gun breech explosion and deemed too expensive to repair, resulting into her decommission three years later.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The Newport News is a Des Moines-class heavy cruiser. This heavy cruiser class is a further development of the Baltimore class, and as such, is decently armoured just like its predecessor. The most noticeable difference is that the 6&amp;quot; (152 mm) main belt has been extended to cover the main battery turrets. There are also several 5&amp;quot; (127 mm) bulkheads dividing the citadel into sections, which will help isolating damage in engine and ammunition compartments. While she lacks any anti-fragmentation armour to protect her deck from HE shell, this is compensated by the placement of some of her crew compartments deep into the hull, thus protecting her crew from external damage in the process.&lt;br /&gt;
&lt;br /&gt;
Her main battery turrets are armoured similarly to those on Baltimore-class cruisers. Compared to the older turrets, these have slightly thicker armour on the sides and the roof. However, they are significantly larger than the older turrets, and may receive more hits as a result.&lt;br /&gt;
&lt;br /&gt;
Compared to those found on Baltimore-class cruisers, her main battery barbettes have less area consisting of shells. However, she has a big weakness - the magazine of her second turret extends above the waterline. A penetrating hit under her second turret can be devastating.&lt;br /&gt;
&lt;br /&gt;
Like other American cruisers, she lacks meaningful torpedo defence. Captains should watch out for torpedo attacks at all times. If taking a hit is inevitable, try to manoeuvre the ship so that it takes the hit as close to the bow as possible, since most of the bow is empty space and you can survive with just some flooding. Whatever you do, keep the torpedo from hitting below any main turret.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|8 inch/55 Mark 16 (203 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Newport News has [[8 inch/55 Mark 16 (203 mm)]] main guns. These are fundamentally the same gun barrels as those on the Baltimore-class heavy cruisers, but now boast a much higher rate of fire (10 rpm with max level crew vs 4 rpm of its predecessors), thanks to an automatic loading mechanism. This provides USS Newport News formidable firepower and makes her a serious threat to enemy cruisers and even some capital ships at close range, though don't get cocky because they can still blast you out of the water as easily as any other cruiser when they turn their guns on you. &lt;br /&gt;
&lt;br /&gt;
Being the same armaments as the Baltimore-class, the guns also have similar shell choices:&lt;br /&gt;
&lt;br /&gt;
* The stock common SAP shells have very poor penetration statistics and explosive filler for their calibre. Featuring even worse penetration than some 152 mm (6-inch) or even 127 mm (5-inch) guns. The shell still have some niche use against destroyers and can certainly threaten other cruisers at close range. But they are completely useless against capital ships and anything smaller beyond 8 km range.&lt;br /&gt;
&lt;br /&gt;
* The HE shell is reasonably effective, the 9.5 kg of filler capable of harassing deck mounts, setting fires and poking holes in enemy hulls, but it won't do well against ships with capable armouring and anti-fragmentation protection. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;super-heavy&amp;quot; APCBC shell features an average penetration and filler for 203 mm (8-inch) guns. It is noticeably heavier than an average 203 mm (8-inch) shell and has a slower muzzle velocity, intended to make it able to punch through relatively thin deck armour with its high ballistic trajectory, though this doesn't really work in practice. That being said, it's not a bad shell for using on major warships and the fast fire rate makes it fearsome in that regard.  &lt;br /&gt;
&lt;br /&gt;
The USS Newport News still carries the same amount of main battery ammunition as the Baltimore-class heavy cruisers, which have substantially lower rates of fire. Captains will need to allocate their ammo types carefully and keep an eye out on the ammo count during battle, or they might find themselves out of shells in the middle of a firefight. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.14 Common || Common || 110 || 98 || 80 || 66 || 56 || 43&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.21 APCBC || APCBC || 390 || 348 || 289 || 243 || 207 || 165&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.25 HC || HE || 61 || 61 || 61 || 61 || 61 || 61&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.17 SP Common || SP Common || 131 || 116 || 95 || 79 || 66 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (kg)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.14 Common || Common || 823 || 117.9 || 0.035 || 9 || 4.84 || 47° || 60° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.21 APCBC || APCBC || 762 || 151.9 || 0.035 || 9 || 2.21 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.25 HC || HE || 823 || 117.9 || 0 || 0.1 || 9.5 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 8 inch Mk.17 SP Common || SP Common || 823 || 117.9 || 0.035 || 9 || 4.61 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/38 Mk.12 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Newport News has 6 dual-purpose, double-barrel 127 mm turrets, a common layout found on late-war US light and heavy cruisers. They have an excellent SP Common shell for use against lightly armoured destroyers, and a VT-fused HE shell for use against aircraft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch AAC Mk.34 || HE || 36 || 36 || 36 || 36 || 36 || 36&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch AAVT Mk.31 || HE-VT || 36 || 36 || 36 || 36 || 36 || 36&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch SP Common Mk.46 || SP Common || 150 || 125 || 93 || 71 || 56 || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch AAC Mk.34 || HE || 792 || 25 || 0 || 0.1 || 3,220 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch SP Common Mk.46 || SP Common || 792 || 25 || 0.01 || 6 || 906.5 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Proximity-fused shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Arming distance&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Trigger radius&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 5 inch AAVT Mk.31 || HE-VT || 792 || 25 || 0 || 0.1 || 457 || 23 || 3,220 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3 inch Mk.33 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Newport News is in her 1962 state, after modifications to be a fleet flagship. The installation of flagship facilities required removal of most of her 3 inch AA guns, leaving only one dual mount on each side of the bridge. As a result, USS Newport News relies mostly on her secondary 5&amp;quot; guns for air defense. That said, these 3&amp;quot; guns, firing VT-fused HE shells by default, are powerful in their own right, and can be a last resort defense against aircraft and small boats.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Well-armoured and resistant against small-to-medium calibre fire&lt;br /&gt;
* Excellent crew distribution, At least 30% crew is allocated among citadel machineries&lt;br /&gt;
* Formidable firepower, The 203 mm 8 inch/55 Mark 16 guns can fire at a rate of 10 rounds per minute&lt;br /&gt;
* Has air search and tracking radars&lt;br /&gt;
* Strong long-medium range AA with the numerous 127 mm secondaries&lt;br /&gt;
* Has two fire control rooms and 10 fire directors for both main battery group and auxiliary battery group&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely fragile against battleships and battlecruisers. 305 mm and above calibre guns can overmatch the bulkhead and pierce the athwartship armour fairly easily&lt;br /&gt;
* The magazine of her second turret is above waterline&lt;br /&gt;
* Terrible stock SAP shell, forcing the ship to get close to the enemy to deal damage&lt;br /&gt;
* Limited light AA capability. Only two dual-mount 76 mm guns for AA; one for each side of the ship&lt;br /&gt;
* Relatively low ammo capacity. 1350 rounds only support 15 mins of non-stop fighting with maximum crew&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7991-development-winter-event-uss-newport-news-ca-148-en|[Devblog] Winter Event: USS Newport News (CA-148)]]&lt;br /&gt;
&lt;br /&gt;
{{USA heavy cruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Hood&amp;diff=149922</id>
		<title>HMS Hood</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Hood&amp;diff=149922"/>
				<updated>2023-01-09T12:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Numerous modifications to whole article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_battlecruiser_hood&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British battlecruiser {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Conceptualized during World War I as the follow on to the Queen Elizabeth class super-dreadnoughts, which were some of the most powerful battleships in the world at the time, the Admiral-class underwent several redesigns, including being reshaped as a battlecruiser class after Admiral Jellicoe stated that the substantial British lead in battleships, as well as the new German Mackensen class battlecruisers under construction meant that new British battlecruisers were a more pressing priority. After the Battle of Jutland in 1916, another redesign was ordered with a significant increase in armouring, before the first ship was finally launched in 1918. Given the convoluted design process and deficiencies found in the armour layout after Jutland, HMS Hood was the sole completed ship while the rest of the class was cancelled and, prompted by US declarations for a fleet 'second to none', plans for a new and yet more powerful class of battlecruisers, the G3 class, were drawn up instead.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, when the &amp;quot;Mighty Hood&amp;quot; was commissioned into the fleet in 1920, she became the largest and heaviest warship in the world, a title she held for 20 years until the 24th of August 1940, when Nazi Germany commissioned the Bismarck. Due to this, the HMS Hood became the status symbol of the might of the British Empire and the pride of the Royal Navy, up until the fateful battle at the Denmark Strait in 1941.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Hood, while not possessing very exceptional armour, is still reasonably protected, being superior in belt armour to IJN Kongō, and of course being leaps and bounds over the previous British battlecruiser in the tech tree, HMS Invincible. Her armour consists of three layers, all rolled cemented armour, extending from below the waterline to the main deck, and is inclined slightly, which marginally improves its effectiveness. The lowest layer, the main belt, is 305 mm thick and extends from the forward to aft turrets on the ship, and on par with some battleships, though it should be noted that the belt is not very tall and the majority of the hull above the waterline is not protected by it. The second layer is 178 mm thick, extending as far as the main belt, and is more than enough to shrug off cruiser shells. The top layer, 127 mm, extends from just aft of A turret to the end of the main deck. &lt;br /&gt;
&lt;br /&gt;
Her deck armour consists of the three layers, being 32 mm, 51 mm, and 25 mm thick from top to bottom, 108mm in total which should be enough to keep most shells from the deepest internals at most battle ranges in game, though the middle decks are a bit more vulnerable. Her turrets have a 381 mm thick turret face, tapering off to 305 mm and then 279 mm on the sides. Her barbettes have 305 mm above the deck, and 229 mm - 152 mm below the deck, with 127 mm further down. She also has an armoured conning tower, with 254 mm on the front and 279 mm on the sides. &lt;br /&gt;
&lt;br /&gt;
Overall, her armour protection not the most impressive but certainly not bad and is certainly better than certain other capital ships.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The Hood is a fairly fast capital ship, capable of 57 km/h in RB, making her slightly faster than the IJN Kongo, and slightly slower than the Scharnhorst and Kronshtadt. Her acceleration is as can be expected of a ship her size, being quite poor. In addition, her 262 metre long hull means she struggles to turn, having an enormous turning radius and bleeds a lot of speed while manoeuvring.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|15 inch/42 BL Mark I (381 mm)}}&lt;br /&gt;
&lt;br /&gt;
Hood currently possesses the largest guns in the game, with eight 381 mm 15&amp;quot;/42 BL Mark I cannons mounted in four twin turrets, larger than those on the Bayern by 1 mm. She has two rounds available, 15 inch 4crh CPC, a SAPCBC shell, and 15 inch 4crh Mark XIIa APC, an APCBC shell. The SAPCBC shell, while having a smaller filler than the equivalent SAP shells on the Bayern and the Japanese 356 mm, is still the strongest SAP shell in the game, solely due to its penetration. Penetrating 487 mm at point blank, it has very minimal penetration falloff, and it still penetrates 308 mm at 15 km, while the Bayern can only penetrate 170 mm at that range, while the Japanese 356 mm SAP can't even reach that penetration at 1 km. This allows the Hood to smash any battleship designed before &amp;quot;all or nothing&amp;quot; armour schemes came into wide use, as while their main belts may be able to hold up, their weaker upper belts stand absolutely no chance, and several of these SAP shells finding their way around the realms of enemy ammunition magazines will have very entertaining results. Due to the high filler, even hits to the upper hull may cause a large enough explosion to detonate ammunition several decks below.&lt;br /&gt;
&lt;br /&gt;
The APCBC shell is fairly strong with ~20 kg of TNT effective filler and decent penetration statistics, making it quite handy for punching deep into the internals of an opposing capital ship and bypassing most, if not all armour that it comes across while in regular battle ranges. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 4crh CPC || SAPCBC || 487 || 459 || 418 || 382 || 352 || 308&lt;br /&gt;
|-&lt;br /&gt;
| 4crh Mark XIIa APC || APCBC || 644 || 597 || 528 || 470 || 422 || 357&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (kg)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 4crh CPC || SAPCBC || 752 || 871 || 0.035 || 26 || 58.6 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| 4crh Mark XIIa APC || APCBC || 752 || 871 || 0.025 || 26 || 20.68 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|4 inch/45 Mark XVI (102 mm)}}&lt;br /&gt;
&lt;br /&gt;
Hood has the standard British secondaries of seven twin 102 mm 4&amp;quot;/45 Mark XVI cannons. These guns do barely any damage to cruisers or capital ships and, although the SAP shell can do work on opposing destroyers, they are most useful in the role of AA batteries. Unlike other British ships using the same gun, Hood's secondaries do not get the much superior HE-VT shell, due to the fact that she was sunk before the shell was developed in real life. The timed-fuze shells have a habit of exploding after passing behind an aircraft rather than next to it or simply just not close enough to do damage, but it is still better to have a flak field than not.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch HE || HE || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch SAP || SAP || 102 || 85 || 64 || 48 || 38 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch HE-TF || HE-TF || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch HE || HE || 811 || 15.88 || 0 || 0.1 || 1,550 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch SAP || SAP || 811 || 17.35 || 0.015 || 5 || 600 || 47° || 60° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| 4 inch HE-TF || HE-TF || 811 || 15.88 || 0 || 0.1 || 1,550 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|2pdr QF Mk.VIII (40 mm)|Vickers Mk.V (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
Unlike the swarms of light AA guns that can be seen on other WW2-era capital ships, Hood's AA only consists of seven mounts due to the ship accidentally becoming an oversized reef before anti air spam came in vogue. However, three of those mounts are the glorious octuple 40 mm 2pdr QF Mk.VIII, which can spew a lovely cloud of 40mm shells into the general direction of an oncoming aircraft. The other four mounts are the more lackluster quadruple 12.7 mm Vickers Mk.V, which are essentially just there for moral support. &lt;br /&gt;
&lt;br /&gt;
However, the true moral support comes in the form of five 20-barreled UP (Unrotated Projectile) rocket launchers, designed to hurl rockets which lay airborne tripwires attached to mines at enemy aircraft. While they are indicated as 'Auxiliary caliber guns' in-game, due to the fact that testing proved them as useless in-game as in real life, they were unfortunately not implemented. &lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.IV (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
Hood has twelve 533 mm Mk.IV torpedoes, the same seen on HMS Marlborough, in four launchers, two per side, near the back of the superstructure. The torpedoes are awful, slow, hard to aim, and worst of all, unlike other WW1-era ships, these launchers and their reserve torpedoes are located above the waterline in very exposed positions, meaning they are prone to explode when hit. It is not advised to take them.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HMS Hood is a strong ship on the seas of War Thunder, however her captains should not expect to be capable of tanking enemy fire like some other, more extensively protected capital ships. The Hood does have a similar main armour belt thickness, but her belt is much smaller than other capital ships, a trade-off for her superior speed. In battle, this means that Hood is much more versatile than traditional battleships, as at 57 km/h (31knts), she is roughly 15 km/h faster than the average speed of most battleships in game. Keep in mind that Hood is very large, so it may not be advisable to enter capture points which are usually exposed, but at least she can reliably keep up with the cruisers and capture the objective in a pinch. Captains of HMS Hood should keep a close eye on her buoyancy, as she has a tendency to take on water much more rapidly than many other ships of her class, and will have a tendency to wallow and capsize very easily as well. &lt;br /&gt;
&lt;br /&gt;
As for notable enemies, [[SMS Bayern]] and [[Parizhskaya kommuna|Parizhskaya Kommuna]] are both ships that will consistently be seen in battles and can do considerable damage very quickly. Bayern can be dealt with by a hit to the front ammo rack with a salvo of SAP shells, and will usually be relatively easy to deal with so long as she isn't at an angle. The Parizhskaya Kommuna can be more difficult to defeat, so it is recommended to attempt to disable turrets before attempting to deal a fatal blow. Both Bayern and Parizhskaya Kommuna  will reload faster than Hood, so her captains need to be careful when taking aim, as a mistake in aim can lead to rapid retaliation from the enemy.&lt;br /&gt;
&lt;br /&gt;
The main opponent, though, has got to be the Kronshtadt, which is faster than the Hood, highly survivable and possesses fast firing 305mm cannons with capable HE and AP that is on roughly par with the Hood's AP. It is recommended to aim for the ammunition behind the frontal turrets and hope that they're stupid enough to show enough broadside at a close enough range that your own AP can get though the side armour. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Features eight 381 mm (15 inches) cannons with powerful shells to choose from&lt;br /&gt;
* Good top speed for her size&lt;br /&gt;
* Large profile allows it to absorb a lot of shells and contain the damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely huge, can be easily spotted and hit&lt;br /&gt;
* Relatively weak armour plating on the upper section of the ship&lt;br /&gt;
* Low secondary and anti-air defence for such a large ship&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7691-development-hms-hood-the-imperial-representative-en|Devblog]] ===&lt;br /&gt;
The British Admiral-class battlecruisers date back to 1915, when an original battleship design with characteristics similar to Queen Elizabeth-class was converted into 30 knot battlecruisers. In 1916, the project was approved and orders were placed at the shipyards, but the Battle of Jutland, which showed the full omissions in the defence of the British battlecruisers, required new improvements to the project, which dragged on until August 1917.&lt;br /&gt;
&lt;br /&gt;
Although four Admiral-class battlecruisers were ordered and laid down in shipyards, only one would be completed. The one ship of the class that would see completion would become HMS Hood, named after an 18th century British admiral. The ship was laid down in the John Brown &amp;amp; Company shipyard in Scotland in September 1916. Following its launching in 1918 and subsequent fitting-out, HMS Hood was commissioned into the ranks of the Royal Navy in May 1920, thus also becoming the largest warship in service at the time.&lt;br /&gt;
&lt;br /&gt;
Upon entering service, HMS Hood took part in several showing-the-flag and training exercises in the interwar period. In November 1923 the ship set out to circumnavigate the globe as part of The Empire Cruise, visiting ports in South Africa, India, Australia, New Zealand, Canada and the United States before returning to British waters in September 1924.&lt;br /&gt;
[[File:Bundesarchiv Bild 146-1998-035-05, Schlachtschiff Bismarck, Seegefecht.jpg|thumb|350px|right|HMS Hood's explosion with HMS Prince of Wales near, taken from [[Prinz Eugen]] ]]&lt;br /&gt;
At the outbreak of WWII, the recently overhauled HMS Hood was operating in the area around Iceland, hunting for German vessels. After the Fall of France, HMS Hood took part in Operation Catapult - the destruction of the French fleet at Mers-el-Kébir in July 1940, with HMS Hood briefly duelling French battleship Dunkerque and crippling her with four hits that would have sunk the vessel had she not been close enough to the shore to beach herself. However, HMS Hood's most famous and final engagement would become that of the Battle of the Denmark Strait in which the warship, along with HMS Prince of Wales clashed with the German battleship Bismarck and the accompanying heavy cruiser Prinz Eugen. Suffering a lethal strike to one of its magazines shortly after the start of the engagement, HMS Hood blew up and sank within three minutes with catastrophic losses and only 3 survivors. Due to its popularity among the British at the time and its tragic loss during the vessel's fateful last engagement, HMS Hood retains its legendary status and is to this day one of the most well-known British warships.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_battlecruiser_hood Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7691-development-hms-hood-the-imperial-representative-en|[Devblog] HMS Hood: The Imperial Representative]]&lt;br /&gt;
&lt;br /&gt;
{{Template:ShipManufacturer John Brown and Company}}&lt;br /&gt;
{{Britain battlecruisers}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Dreadnought&amp;diff=149765</id>
		<title>HMS Dreadnought</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Dreadnought&amp;diff=149765"/>
				<updated>2023-01-07T18:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;U79203180: Tiny text modification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_battleship_dreadnought&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British battleship {{Battle-rating}}. It was introduced in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
HMS Dreadnought is the battleship that launched the dreadnought revolution when built by First Sea Lord Jackie Fisher in 1906, turning every previous battleship obsolete to the point that they are now collectively referred to as pre-dreadnoughts and Dreadnought became the official name of this new class of warship. There were four main aspects of Dreadnought responsible for this.&lt;br /&gt;
&lt;br /&gt;
Firepower: Dreadnought was armed with 10x 305 mm cannons and could broadside with 8 of them in an era where a battleship could have half that and be considered heavily armed. The design did away with the old practice of having a vast number of secondary guns of various calibres in favour of having the largest number of heavy guns as possible, which could fire further and hit harder than the previous masses of secondaries. What's the point in covering your ship in medium to small guns that could theoretically savage an opponent up close when the opponent can blast you out of the water before you can even begin to get close enough? &lt;br /&gt;
&lt;br /&gt;
Accuracy: The vessel was one of the first to be equipped with a modern fire control system that could electrically transmit firing instructions to the turrets, which enabled it to make effective use of the large main guns which would have been hopelessly inaccurate just a few decades previously. &lt;br /&gt;
&lt;br /&gt;
Speed: This was the first battleship to be constructed with revolutionary new steam turbines, rather than the old triple expansion reciprocating steam engines. Steam turbines were more efficient and compact, enabling higher speeds. They ran much more smoothly, making maintenance and general life below decks easier. They were capable of running at full power for much longer periods of time, whereas the old reciprocating steam engines were liable to run themselves to pieces if used to the same extent. This made Dreadnought the fastest battleship in the world and could maintain its top speed far longer than any other, enabling the ship to control the distance battle would be fought at and keep older battleships far away enough so that their their secondary guns were useless. &lt;br /&gt;
&lt;br /&gt;
With naval experts estimating that she could have easily duelled two, maybe three or four pre-dreadnought battleships simultaneously, Dreadnought represented a quantum leap in capability over all previous capital warships and further established Britain's position as the leading world naval power at that time. Fittingly, HMS Dreadnought is also one of the first battleships to be introduced into the game. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
HMS Dreadnought has a reasonably thick armoured belt for a first-generation dreadnought battleship. It is 279 mm thick below the waterline and 203 mm above the waterline, thinning out to 152 mm towards the bow and 102 mm towards the stern. The Dreadnought also features a &amp;quot;turtleback&amp;quot; citadel, with angled 70 mm and 76 mm plates behind the main belt designed to deflect shells that penetrate the main belt. The bow end of the citadel is protected by an angled 102 mm plate, while the stern end is protected by a 203 mm vertical upper plate and 102 mm angled lower plate. The upper deck plating is 19 mm thick and the lower deck plating is 45 mm thick amidships, 38 mm over the bow, and 51 mm over the stern and steering gear.&lt;br /&gt;
&lt;br /&gt;
The main gun turrets are protected by angled 279.4 mm plating around the front and sides, 330 mm plating on the rear, and 76.2 mm plating on the turret roof and the bottom. The bow, stern, and wing turret barbettes are 279 mm thick facing outwards from the ship and 203 mm facing inwards, while the amidships turret has 203 mm all-round barbette protection.&lt;br /&gt;
&lt;br /&gt;
The main gun magazines are located well below the waterline and are further protected by additional 51 mm and 25 mm plates, with 102 mm plating covering the outward facing sides of the wing turret ammunition magazines.&lt;br /&gt;
&lt;br /&gt;
The bridge is protected by an armoured conning tower with 279 mm thick sides and a 76 mm roof.&lt;br /&gt;
&lt;br /&gt;
Dreadnought also has additional protection amidships from her coal bunkers, which provide the equivalent of about 40 mm of steel.&lt;br /&gt;
&lt;br /&gt;
Dreadnought has a small crew complement for a battleship, along with the British [[HMS Colossus|Colossus]].&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Dreadnought has about average mobility for a first-generation dreadnought. As a battleship, she is displaces much more than cruisers and destroyers, and thus her acceleration and top speed are much lower. Her handling and manoeuvrability are about average for a battleship.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|305 mm/45 Mark X (305 mm)}}&lt;br /&gt;
&lt;br /&gt;
Dreadnought is armed with 10x 305 mm BL 12-inch Mark X main guns located in five twin turrets. Two of these are wing turrets located amidships that can only fire to one side each, thus her actual maximum broadside consists of only eight main guns from four twin turrets. She can also bring six guns to bear directly ahead or astern from the wing turrets (which have 180 degrees of traverse) and the bow/stern turret. The turrets have fairly good traverse arcs towards the bow of the ship (the two rear turrets can traverse up to 150 degrees to each side) and somewhat worse towards the stern (the bow turret can only traverse up to 141 degrees to each side). The guns have a maximum rate of fire of 2 rounds/minute per gun with an aced crew.&lt;br /&gt;
&lt;br /&gt;
Ammunition types consist of HE Mark IIa, APC Mark VIa, and CPC Mark VIIa (semi-armour piercing). The HE shell has the second largest explosive filler of any 305 mm/12-inch shell at ~53 kg of TNT equivalent, with only the SAP shell of the Russian/Soviet 305 mm used by the [[Parizhskaya kommuna|Parizhskaya Kommuna]] and [[Imperatritsa Mariya]] having more explosive (~55 kg TNT). It is capable of causing immense damage to destroyers, most cruisers, and other lightly armoured targets. By contrast, the APC shell is the lightest of the 305 mm AP projectiles, has a relatively small filler of only ~12 kg TNT, and has the lowest penetration of the AP shells its calibre. The CPC SAP shell is a compromise between the explosive power of the HE shell and the penetration of the APC shell. It has enough penetration to go through anything other than thick battleship belt armour, and has ~36 kg of TNT.&lt;br /&gt;
&lt;br /&gt;
Dreadnought's rangefinder is quite poor, having a measurement accuracy of only 86% upgraded, reflecting its age.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 1,000 m !! 2,500 m !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Mark IIa HE || HE || 72 || 72 || 72 || 72 || 72 || 72&lt;br /&gt;
|-&lt;br /&gt;
| Mark VIa APC || APC || 493 || 437 || 359 || 298 || 250 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Mark VIIa SAPCBC || SAPCBC || 265 || 234 || 192 || 159 || 133 || 101&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (kg)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| Mark IIa HE || HE || 831 || 386 || 0 || 0.1 || 53.13 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| Mark VIa APC || APC || 831 || 389.8 || 0.025 || 17 || 13.64 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| Mark VIIa SAPCBC || SAPCBC || 831 || 386 || 0.035 || 17 || 36.3 || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|76 mm/50 12pdr 18cwt QF Mark I (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
Dreadnought's secondary armament consists of 18 QF 12-pounder Mark  I in single mounts. These are 76 mm guns, thus the Dreadnought's secondary battery of the smallest of any battleship in the game. Each gun has a rate of fire of 15 rounds/gun with an aced crew. Each main gun turret has two of these on its roof, with the remaining ten guns scattered around the ship's hull and superstructure. These guns can only elevate up to 20 degrees and only fire CP semi-AP shells, thus are only useful against surface targets. The CP shell has a small filler of only 520 g TNT equivalent and low penetration, thus it will struggle to do much damage against anything other than coastal craft.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 100 m !! 1,000 m !! 2,000 m !! 3,000 m !! 4,000 m !! 5,000 m&lt;br /&gt;
|-&lt;br /&gt;
| 76 mm CP || SAP || 100 || 92 || 84 || 77 || 70 || 64&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 76 mm CP || SAP || 805 || 15.2 || 3 || 3 || 520 || 47° || 60° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|76 mm/45 QF 3in 20cwt HA Mark I (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
Dreadnought has two anti-aircraft 76 mm QF 12-pounder 20-cwt HA Mark I guns. These have a low rate of fire of only 12 rounds/minute with an aced crew, and there is no option to use time-fused shells, making them less effective against aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|R.G.F. Mark VI** (450 mm)}}&lt;br /&gt;
&lt;br /&gt;
Dreadnought has four fixed 457 mm/18-inch underwater torpedo tubes, two in the bow and two in the stern, with two facing port and two facing starboard. She can carry up to 30 Mark VI** torpedoes. These are fairly slow (56 km/h) and have a short range of only 5.49 km. The warhead is also quite small, at only 134 kg TNT.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
As the first dreadnought battleship, and therefore the oldest one, Dreadnought has its strengths but also some prominent weaknesses stemming from being the first of its kind. She has a fairly powerful main battery of ten guns, especially when shooting the powerful HE or SAP, but only eight of these can be used against a target at most thanks to her wing turret configuration. However, with some slight manoeuvring, she can use six guns on targets directly ahead or astern thanks to these wing turrets, while presenting the smallest target possible. The APC shell is weak for a battleship's 305 mm-gun, but this is compensated for with sheer explosive power from the HE and SAP shells along with the fires they cause.&lt;br /&gt;
&lt;br /&gt;
Her secondary battery is the weakest of any battleship in the game, relying exclusively on the 76 mm guns. These are fairly ineffective against even destroyers, and only really effective against small coastal craft. The anti-aircraft armament is about what can be expected for a World War I era battleship: virtually non-existent.&lt;br /&gt;
&lt;br /&gt;
The Dreadnought's survivability is generally quite good against anything other than the most powerful battleship guns. Her overall protection level is quite decent, and can be improved even further with angling. However, her small crew complement is a significant drawback, especially vulnerable towards fires.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large HE and SAP shell explosive fillers&lt;br /&gt;
* Effective main gun magazine protection&lt;br /&gt;
* Heavily armoured bridge&lt;br /&gt;
* Can angle quite heavily when shooting at targets in the frontal aspect&lt;br /&gt;
* Large coal bunkers providing additional protection amidships&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Inadequate secondary and non-existent anti-aircraft batteries&lt;br /&gt;
* Inaccurate rangefinder&lt;br /&gt;
* Can only bring 8 out of 10 main guns to bear on a target at most&lt;br /&gt;
* AP shell has relatively low penetration and small filler for its calibre&lt;br /&gt;
* Small crew complement&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:Dreadnought, 1906.jpg|thumb|HMS Dreadnought underway in 1906.]]&lt;br /&gt;
'''HMS Dreadnought''', sole ship of her class, was a dreadnought battleship of the Royal Navy. Launched in 1906, the Dreadnought was a revolutionary battleship design featuring a large main battery of ten 12-inch (305 mm) guns in five twin turrets. Her name, &amp;quot;Dreadnought&amp;quot;, would be used to describe all of the battleships built after her construction and with similar design. Dreadnought's construction led to a global arms race, as countries like Germany, Japan and the United States scrambled to build dreadnoughts of their own. HMS Dreadnought served during the First World War, but saw little service; despite her design as a battleship, her only action was the ramming and sinking of a German U-Boat. The action made Dreadnought the only battleship confirmed to have sunk a submarine. Dreadnought did not participate in the Battle of Jutland (as she was being refitted), and saw little service for the rest of the war. She was reduced to reserve in 1919, and scrapped several years later.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;Suciu, P. (2020)&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Editors of Britannica. (2020)&amp;lt;/ref&amp;gt;&lt;br /&gt;
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=== Design and development ===&lt;br /&gt;
In 1905, Sir John &amp;quot;Jackie&amp;quot; Fisher, First Sea Lord of the Royal Navy, began the process of designing a new class of battleship.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; This design would become one of the most revolutionary developments in naval history. The new battleship would feature an &amp;quot;all-big-gun&amp;quot; armament; this was a stark contrast to the existing battleship designs, which had a smaller big-gun armament and numerous secondary guns. The vessel was named Dreadnought, meaning &amp;quot;fear-nothing&amp;quot;.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; The ship was also fitted with steam turbines, a novel engine type that made the ship faster than all existing battleship designs.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
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The Dreadnought was armed with a main battery of ten 305 mm/12-inch guns mounted in five twin turrets. It also carried a substantial amount of secondary guns. The ship displaced 18,000 tons, and was 160 metres long.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; Powered by the new steam turbines, Dreadnought could make 39km/h or 21 knots, which made it faster than any existing battleship designs. Dreadnought was ordered in October of 1905, and launched in early 1906, a blatant show of the Royal Navy's construction capabilities. It was formally commissioned on the 2nd of December, 1906.&lt;br /&gt;
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=== Operational History ===&lt;br /&gt;
Dreadnought's construction was a huge shock to the naval community, as the ship far outclassed any existing battleship design. As a result, the ship lent its name to all new battleship designs - these would be collectively known as &amp;quot;dreadnoughts&amp;quot;. Any battleships built before dreadnought were known as &amp;quot;Pre-dreadnoughts&amp;quot;.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; Dreadnought's construction also triggered a naval arms race, as numerous nations raced to build their own dreadnoughts; these included the German [[SMS Helgoland|Nassau]]-class, Japanese [[IJN Settsu|Kawachi]]-class and American South-Carolina class.&lt;br /&gt;
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In part because of the arms race it caused, Dreadnought was made obsolete by the rapid progress of naval design.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; Before the start of the First World War, super-dreadnoughts emerged; these ships were far more advanced than the Dreadnought, incorporating innovations such as a centreline-mounted main battery. Dreadnought, being relatively obsolete, saw little service during the First World War; it didn't participate in the Battle of Jutland, nor any other surface engagements. Dreadnought's only action occurred in March of 1915, when she rammed and sank a German U-Boat;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; this made her the only battleship known to have sunk a submarine, except arguably for HMS Warspite, which sank a German submarine with her float plane in WW2. Due to her obsolescence, Dreadnought was relegated to reserve in 1919; she was sold for scrapping, and scrapped in 1923.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
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=== [[wt:en/news/6914-development-hms-dreadnought-the-face-of-a-new-generation-en|Devblog]] ===&lt;br /&gt;
At the turn of the century, notable developments in all aspects of naval warfare could be observed, ranging from gunnery practices over torpedo design to propulsion systems. HMS Dreadnought, as it would become known, was developed to take advantage of these latest developments, in particular, by incorporating a steam turbine propulsion system and by adopting a so-called 'all-big-gun' weapons arsenal.&lt;br /&gt;
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The latter in particular, meant a unified calibre main battery, thus moving away from the common practice of installing multiple calibres of weapons aboard a large warship, which proved increasingly inefficient. In a similar fashion, HMS Dreadnought was to become the first warship to be fitted with steam turbines, giving her a greater speed than any comparable warship at the time.&lt;br /&gt;
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HMS Dreadnought was laid down in October 1905, launched in February 1906 and, after undergoing sea trials, commissioned into service with the Royal Navy's Home Fleet as its flagship in December - just fifteen months after it was laid down. Immediately after entering service, HMS Dreadnought virtually rendered all older battleships obsolete due to its advanced design, thus also kicking off a naval arms race, most notably between Britain and Germany.&lt;br /&gt;
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During WWI, HMS Dreadnought saw little action, in fact missing the critical Battle of Jutland in 1916 as the ship was carrying out other duties. Although designed to defeat other battleships, HMS Dreadnought's most famous encounter with hostile forces was the sinking of the German U-Boat U-29 by ramming it in 1915!&lt;br /&gt;
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After the war, HMS Dreadnought became surplus to requirements as more and more modern battleships took her place. After a brief postwar service, HMS Dreadnought was sold for scrap in May 1921. Although the mighty warship was ultimately broken apart, its construction represented such a milestone in naval development that history remembers it as nothing short of a naval legend.&lt;br /&gt;
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== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
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* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_battleship_dreadnought Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
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;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;HMS Dreadnought Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
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== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
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== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
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* [[wt:en/news/6914-development-hms-dreadnought-the-face-of-a-new-generation-en|[Devblog] HMS Dreadnought: The Face of a New Generation]]&lt;br /&gt;
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=== References ===&lt;br /&gt;
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;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
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;Bibliography&lt;br /&gt;
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* Suciu, P. (2020, April 07). HMS Dreadnought Made All Other Battleships Obsolete. Retrieved November 28, 2020, from &amp;lt;nowiki&amp;gt;https://nationalinterest.org/blog/buzz/hms-dreadnought-made-all-other-battleships-obsolete-141337&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Editors of Britannica. (2020). Dreadnought. Retrieved November 28, 2020, from &amp;lt;nowiki&amp;gt;https://www.britannica.com/topic/Dreadnought-British-battleship&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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{{ShipManufacturer Portsmouth}}&lt;br /&gt;
{{Britain battleships}}&lt;/div&gt;</summary>
		<author><name>U79203180</name></author>	</entry>

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