Difference between revisions of "Krasny Krym"

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{{Specs-Card|code=ussr_cruiser_krasnyi_krim}}
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{{Specs-Card
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|code=ussr_cruiser_krasnyi_krim
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' (''Red Crimea'') was a Svetlana-class light cruiser built for the Imperial Russian Navy in 1910s. She was laid down as Svetlana, the lead ship of the class on 7th December 1913 and commissioned on 1st July 1928. The delays were caused by German advance in WWI and later the Russian Revolution during which work on the ship was halted. In the late 1930s, she underwent refit during which she received new fire control equipment, three twin Minizini mounts and four 45 mm 21-K guns, as well as seven 12.7 mm DShK machine guns. Later on, the 45 mm guns were replaced by ten 37 mm 61-K automatic cannons. After the attack on the Soviet Union, Krasny Krym supported defenders of Odessa providing shore bombardment and escorting convoys. During the Siege of Sevastopol, she performed convoy escort duties, ferrying men and supplies into the besieged city and providing naval gunfire support. On 18th June 1942, she was awarded the Guards title for her performance during the Kerch-Feodosiyan Operation. Between August and October 1942, she evacuated troops from Novorossiysk and ferried troops to Tuapse and Gelendzhik. Since October 1943, she was forced to stay in port due to Stalin forbidding deployment of naval forces unless approved directly by him due to an incident in which 3 destroyers were lost to the Germans. Krasny Krym was reclassified as a training ship in 1954, she served in this role until 7th May 1957 when she was redesignated as experimental ship before being reclassified as floating barracks on 18th March 1959. She was sold for scrap in July 1959.
{{Break}}
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet light cruiser {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].
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Krasny Krym was introduced in [[Update 1.85 "Supersonic"]]. It is armed with 15 x 130 mm guns, arranged in single mounts; while on paper this may seem impressive, it can fire only a maximum of 8 guns at one target, which with its low calibre for its type means it won't do as much damage as other cruisers. The Krasny Krym is also very slow: while its counterparts steam at around 50 - 60 km/h, Krasny Krym's max speed is 48 km/h, only 3 km/h faster than HMS Dreadnought. However, where the Krasny Krym does shine is in its survivability. Whilst the armour on the vessel isn't especially thick, the armour layout is quite comprehensive and most of the ship is protected by at least some armour. An inbound shell coming at a random angle is could easily encounter two or three layers of protection. This keeps the ship relatively resistant to explosive fragmentation and the armouring is thick enough to halt a fair amount of the armour-piercing shells that will be thrown your way at its BR. Along with the armour is a sizeable crew of 852 men, which can allow for the Krasny Krym to endure surprising levels of punishment and keep fighting. Like other cruisers of its tier, Krasny Krym has a decent AA battery which can deter incoming aircraft, though may not stop a determined attacker until after they have dropped their ordnance.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''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 "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''
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{{Specs-Fleet-Armour}}
 +
<!-- ''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 "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 +
The Krasny Krym has identical belt armour to the Krasny Kavkaz, with a 25mm above waterline belt plate along the entire length of the ship. Below the waterline, a cemented 75mm plate assists in preventing hull breaches. The Krasny Krym has two layers of 25mm deck armour, providing substantial protection against HE and even destroyer and early light cruiser SAP from a distance. The primary armament has a 76mm front plate, with 25mm on the sides and 15mm on the roof. These turrets however are easily destroyed by overpressure and effectively any direct hit by SAP and AP. The bridge is protected by 125mm of cemented armour around all sides with 75mm on the roof, making the bridge nearly invulnerable to most ships of the same BR.
 +
 
 +
The crew count of 852 is quite good for an early light cruiser allowing for impressive endurance whilst under constant fire. The numerous turrets results in a large amount of ammunition elevators, making fires a significant threat due to ammunition detonations. The hull armour is able to stop most destroyer and early cruisers rounds whilst angled heavily.
  
 
=== Mobility ===
 
=== Mobility ===
''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.''
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{{Specs-Fleet-Mobility}}
 +
<!-- ''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.'' -->
 +
When compared to the Krasny Kavkaz, the Krasny Krym is a major downgrade in mobility even when fully upgraded. With a max speed of 48/41km/h in Arcade and Realistic respectively.  The ability of the rudder to turn the ship is also significantly worse, making the evasion of torpedos a significant issue. This also makes angling the Krasny Krym quite challenging.
 +
 
 +
{{NavalMobility}}
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=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 
<!-- ''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: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
<!-- ''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: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
{{main|130 mm/50 pattern 1913 (130 mm)}}
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{{main|130 mm/55 pattern 1913 (130 mm)}}
  
The 130 mm cannons can be described in one word - inadequate. Being destroyer calibre guns mounted on an outdated cruiser chassis they should be treated as such. Do not expect to knock out anything you would not be able to with late Soviet destroyers, the shells are not something you will be proud of. They also have quite low velocity, so you will most likely have troubles with accuracy at range. Aiming whole broadside is also somewhat difficult, since the guns do not share levels of elevation nor horizontal guidance. Let that not scare you however, for they do have some redeeming qualities.
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The 130 mm cannons can be described in one word - inadequate. Being destroyer calibre guns mounted on an outdated cruiser chassis they should be treated as such. Do not expect to knock out anything you would not be able to with late Soviet destroyers, the shells are not something you will be proud of. They also have quite low velocity, so you will most likely have troubles with accuracy at range, and much lower explosive mass than other cruisers. Aiming whole broadside is also somewhat difficult, since the guns do not share levels of elevation nor horizontal guidance. Let that not scare you however, for they do have some redeeming qualities.
  
First off, they are quite numerous. Full HE broadside '''can''' be quite devastating for anything unarmoured, but do not wish for miracles. When fighting against DDs you can feel relatively comfortable, blacking out a few compartments at once, but facing any cruiser use your (usually) superior fire rate and saturate the whole enemy deck, hoping for fires or lucky shots disabling the enemy's armament and do not get discouraged. You will have serious disadvantage against them but you can dish out some pain if you're lucky, especially since you'll be far from the top of the priority target list.
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First off, they are quite numerous. A full HE broadside of 8 guns can be quite devastating for anything unarmoured, but do not wish for miracles. When fighting against DDs you can feel relatively comfortable, blacking out a few compartments at once, but facing any cruiser you should try to aim to disable the enemy's armament first, as you do not have the power or reload to overpower them. You will have serious disadvantage against them but you can dish out some pain if you're lucky, especially since you'll be far from the top of the priority target list.
  
The guns apart from being numerous are also quite spaced out and have relatively thick gun shields. You can safely assume that you '''will''' be able to return fire from at least a few guns until the bitter end, since the possibility of rendering all of them useless is quite low. Even if after facing a few salvos one side of the ship is inoperable, you have old-school broadside cruiser at your disposal, you can always turn the other cheek and respond from the other side guns.
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The guns apart from being numerous are quite spaced out and have relatively thick gun shields. You can safely assume that you will be able to return fire from at least a few guns until the bitter end, since the possibility of rendering all of them useless is quite low. Even if after facing a few salvoes one side of the ship is inoperable, you have old-school broadside cruiser at your disposal, you can always turn the other way and respond with the other side's guns.
  
 
Also, remember that you have big ammo reserves, 175 shells per gun at full load - you can be liberal with your fire should you want to.
 
Also, remember that you have big ammo reserves, 175 shells per gun at full load - you can be liberal with your fire should you want to.
 +
 +
{{:130 mm/55 pattern 1913 (130 mm)/Ammunition|130 mm pat.1928 HE, 130 mm pat.1928 SAP, 130 mm dist. granade}}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 +
{{Specs-Fleet-Secondary}}
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<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. 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.'' -->
 
{{main|Minizini (100 mm)|45 mm/46 21-K (45 mm)}}
 
{{main|Minizini (100 mm)|45 mm/46 21-K (45 mm)}}
  
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. 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.''
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The Krasny Krym has 3 x 100 mm/50 Minizini x 2 cannons, which are mostly useless. The most noticeable feature are the unlockable HE-TF (High Explosive Time Fuse) shells, which are able to bring down aircraft.
 +
 
 +
{{:Minizini (100 mm)/Ammunition|100 mm HE, 100 mm anti-air HE}}
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 +
{{Specs-Fleet-AA}}
 +
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. 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.'' -->
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)|Vickers Mk.V (12.7 mm)}}
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)|Vickers Mk.V (12.7 mm)}}
  
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. 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.''
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The main backbone of the AA is the 37mm/67 70-K of which 10 are present on the Krasny Krym and are distributed along the entire vessel. 4 x 45mm/46 21-K are placed behind the forward conning towner. There are several machine guns placed on the rear of the vessel, but provide insignificant protection. Overall the AA armament is very effective for an early cruiser, able to ward off most light bombers and fighters. The Krasny Krym does suffer against high altitude bombers due to a lack of duel purpose cannons.
  
=== Torpedo armament ===
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=== Additional armament ===
<!-- ''Torpedo launchers are standard equipment on many ships and boats. Torpedoes are a significant means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc. If there is no torpedo armament, remove this section.'' -->
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{{Specs-Fleet-Additional}}
 +
<!-- ''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.'' -->
 
{{main|53-38 (533 mm)}}
 
{{main|53-38 (533 mm)}}
  
Don't even think about using these effectively. 3 torpedoes per side, no reload, Krym is far too sluggish and they by themselves are not exceptional. Pass, so you won't get accidentally detonated by something you won't even use.
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Unfortunately, Krasny Krym's torpedoes are not very effective. There are only 3 per side, and with only a maximum range of 4 km, they are only useful when you are extremely close to your target where your thick armour is useless or are caught by surprise by a flanking destroyer. It may be wise to not take them at all to eschew the risk of the torpedoes exploding to enemy fire.
  
 
== Usage in battles ==
 
== Usage in battles ==
 +
<!-- ''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).'' -->
 
''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).''
 
''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).''
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 130 mm pat.1928 SAP
 
|
 
| Anti-Air Armament Targeting
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
|
 
| 100 mm anti-air HE
 
| Auxiliary Armament Targeting
 
|-
 
| III
 
| Propeller Replacement
 
| Shrapnel Protection
 
| Ventilation
 
| 130 mm dist. granade
 
| Improved Rangefinder
 
| Primary Armament Targeting
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
| Ammo Wetting
 
| Torpedo Mode
 
|
 
|
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 93: Line 78:
  
 
* Surprisingly survivable
 
* Surprisingly survivable
* Strong AA armament
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** Ship is well armoured for its type
* Big ammo reserves
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** Massive crew, allows it to take a lot of hits and keep going
 +
* Capable AA armament
 +
** 10 x 37 mm autocannons, effective at shooting down aircraft
 +
* Large ammo reserves, 2625 rounds can last an entire match
 
* Easily overlooked if there are more dangerous ships on the field
 
* Easily overlooked if there are more dangerous ships on the field
 +
* When facing enemy head-on, slightly angled, most primary guns can be fired
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Lacking firepower
 
* Lacking firepower
* Abysmal anti-armour capabilities
+
** Destroyer calibre guns means less damage against enemy ships
* Sluggishly slow
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** Reload is about the same as other 152 mm gun-armed cruisers
* Not manoeuvrable at all
+
** Low-range and small amount of torpedoes mean they are only effective when you are far too close to an enemy
 +
* Sluggishly slow, similar to some battleships
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* Not manoeuvrable at all, large turning circle makes it somewhat hard to dodge torpedoes, bombs, and enemy fire
  
 
== History ==
 
== History ==
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== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_cruiser_krasnyi_krim Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
 
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
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<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the ship;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
 
* [[wt:en/news/5932-development-krasny-krym-all-weapons-fire-at-will-en|[Devblog] Krasny Krym: All Weapons Fire at Will!]]
 
* [[wt:en/news/5932-development-krasny-krym-all-weapons-fire-at-will-en|[Devblog] Krasny Krym: All Weapons Fire at Will!]]
  
 +
{{ShipManufacturer Baltic Shipyard}}
 
{{USSR light cruisers}}
 
{{USSR light cruisers}}

Latest revision as of 13:25, 14 November 2023

Introducing Wiki 3.0
Krasny Krym
ussr_cruiser_krasnyi_krim.png
GarageImage Krasny Krym.jpg
Krasny Krym
AB RB SB
5.3 5.3 5.3
Research:48 000 Specs-Card-Exp.png
Purchase:180 000 Specs-Card-Lion.png

Description

The Svetlana-class, Krasny Krym, 1943 (Red Crimea) was a Svetlana-class light cruiser built for the Imperial Russian Navy in 1910s. She was laid down as Svetlana, the lead ship of the class on 7th December 1913 and commissioned on 1st July 1928. The delays were caused by German advance in WWI and later the Russian Revolution during which work on the ship was halted. In the late 1930s, she underwent refit during which she received new fire control equipment, three twin Minizini mounts and four 45 mm 21-K guns, as well as seven 12.7 mm DShK machine guns. Later on, the 45 mm guns were replaced by ten 37 mm 61-K automatic cannons. After the attack on the Soviet Union, Krasny Krym supported defenders of Odessa providing shore bombardment and escorting convoys. During the Siege of Sevastopol, she performed convoy escort duties, ferrying men and supplies into the besieged city and providing naval gunfire support. On 18th June 1942, she was awarded the Guards title for her performance during the Kerch-Feodosiyan Operation. Between August and October 1942, she evacuated troops from Novorossiysk and ferried troops to Tuapse and Gelendzhik. Since October 1943, she was forced to stay in port due to Stalin forbidding deployment of naval forces unless approved directly by him due to an incident in which 3 destroyers were lost to the Germans. Krasny Krym was reclassified as a training ship in 1954, she served in this role until 7th May 1957 when she was redesignated as experimental ship before being reclassified as floating barracks on 18th March 1959. She was sold for scrap in July 1959.

Krasny Krym was introduced in Update 1.85 "Supersonic". It is armed with 15 x 130 mm guns, arranged in single mounts; while on paper this may seem impressive, it can fire only a maximum of 8 guns at one target, which with its low calibre for its type means it won't do as much damage as other cruisers. The Krasny Krym is also very slow: while its counterparts steam at around 50 - 60 km/h, Krasny Krym's max speed is 48 km/h, only 3 km/h faster than HMS Dreadnought. However, where the Krasny Krym does shine is in its survivability. Whilst the armour on the vessel isn't especially thick, the armour layout is quite comprehensive and most of the ship is protected by at least some armour. An inbound shell coming at a random angle is could easily encounter two or three layers of protection. This keeps the ship relatively resistant to explosive fragmentation and the armouring is thick enough to halt a fair amount of the armour-piercing shells that will be thrown your way at its BR. Along with the armour is a sizeable crew of 852 men, which can allow for the Krasny Krym to endure surprising levels of punishment and keep fighting. Like other cruisers of its tier, Krasny Krym has a decent AA battery which can deter incoming aircraft, though may not stop a determined attacker until after they have dropped their ordnance.

General info

Survivability and armour

Armourfront / side / back
Citadel50 / 75 / 25 mm
Main fire tower76 / 25 / 0 mm
Hull25 mm (steel)
Superstructure8 mm (steel)
Number of section8
Displacement7 999 t
Crew852 people

The Krasny Krym has identical belt armour to the Krasny Kavkaz, with a 25mm above waterline belt plate along the entire length of the ship. Below the waterline, a cemented 75mm plate assists in preventing hull breaches. The Krasny Krym has two layers of 25mm deck armour, providing substantial protection against HE and even destroyer and early light cruiser SAP from a distance. The primary armament has a 76mm front plate, with 25mm on the sides and 15mm on the roof. These turrets however are easily destroyed by overpressure and effectively any direct hit by SAP and AP. The bridge is protected by 125mm of cemented armour around all sides with 75mm on the roof, making the bridge nearly invulnerable to most ships of the same BR.

The crew count of 852 is quite good for an early light cruiser allowing for impressive endurance whilst under constant fire. The numerous turrets results in a large amount of ammunition elevators, making fires a significant threat due to ammunition detonations. The hull armour is able to stop most destroyer and early cruisers rounds whilst angled heavily.

Mobility

Speedforward / back
AB48 / 13 km/h
RB41 / 11 km/h

When compared to the Krasny Kavkaz, the Krasny Krym is a major downgrade in mobility even when fully upgraded. With a max speed of 48/41km/h in Arcade and Realistic respectively. The ability of the rudder to turn the ship is also significantly worse, making the evasion of torpedos a significant issue. This also makes angling the Krasny Krym quite challenging.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 48 13
RB/SB Stock ___ ___
Upgraded 41 11

Modifications and economy

Repair costBasic → Reference
AB6 149 → 7 993 Sl icon.png
RB6 649 → 8 643 Sl icon.png
Total cost of modifications45 400 Rp icon.png
97 300 Sl icon.png
Talisman cost1 300 Ge icon.png
Crew training52 000 Sl icon.png
Experts180 000 Sl icon.png
Aces700 Ge icon.png
Research Aces390 000 Rp icon.png
Reward for battleAB / RB / SB
360 / 600 / 100 % Sl icon.png
154 / 154 / 154 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods ship venting.png
Ventilation
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods tank ammo.png
130mm_ussr_SAP_ammo_pack
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods he frag dist fuse ship.png
100mm_ussr_navy_aa_ammo_pack
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_aa_radiofuse_ammo_pack
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png

Armament

Primary armament

15 х Turret130 mm/55 pattern 1913 cannon
Ammunition175 rounds
Vertical guidance-8° / 30°

The 130 mm cannons can be described in one word - inadequate. Being destroyer calibre guns mounted on an outdated cruiser chassis they should be treated as such. Do not expect to knock out anything you would not be able to with late Soviet destroyers, the shells are not something you will be proud of. They also have quite low velocity, so you will most likely have troubles with accuracy at range, and much lower explosive mass than other cruisers. Aiming whole broadside is also somewhat difficult, since the guns do not share levels of elevation nor horizontal guidance. Let that not scare you however, for they do have some redeeming qualities.

First off, they are quite numerous. A full HE broadside of 8 guns can be quite devastating for anything unarmoured, but do not wish for miracles. When fighting against DDs you can feel relatively comfortable, blacking out a few compartments at once, but facing any cruiser you should try to aim to disable the enemy's armament first, as you do not have the power or reload to overpower them. You will have serious disadvantage against them but you can dish out some pain if you're lucky, especially since you'll be far from the top of the priority target list.

The guns apart from being numerous are quite spaced out and have relatively thick gun shields. You can safely assume that you will be able to return fire from at least a few guns until the bitter end, since the possibility of rendering all of them useless is quite low. Even if after facing a few salvoes one side of the ship is inoperable, you have old-school broadside cruiser at your disposal, you can always turn the other way and respond with the other side's guns.

Also, remember that you have big ammo reserves, 175 shells per gun at full load - you can be liberal with your fire should you want to.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
Pat.1928 HE HE 32 32 32 32 32 32
Pat.1928 SAP SAPBC 179 155 121 91 78 57
Dist. granade HE-TF 31 31 31 31 31 31
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
Pat.1928 HE HE 861 33.4 0 0.1 2.71 79° 80° 81°
Pat.1928 SAP SAPBC 861 33.4 0.02 5 1.67 48° 63° 71°
Dist. granade HE-TF 861 33.4 0 0.1 2.64 79° 80° 81°

Secondary armament

3 х Turret2 x 100 mm/50 Minizini naval gun
Ammunition1000 rounds
4 х Turret45 mm/46 21-K cannon
Ammunition500 rounds

The Krasny Krym has 3 x 100 mm/50 Minizini x 2 cannons, which are mostly useless. The most noticeable feature are the unlockable HE-TF (High Explosive Time Fuse) shells, which are able to bring down aircraft.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
100 mm HE HE 53 46 40 34 30 26
100 mm anti-air HE HE-TF 26 26 26 26 26 26
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
100 mm HE HE 800 15.8 0.035 5 1.24 79° 80° 81°
100 mm anti-air HE HE-TF 880 13.85 0 0.1 2.06 79° 80° 81°

Anti-aircraft armament

10 х Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
2 х Turret4 x 12.7 mm Vickers Mk.V machine gun
Ammunition8000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
4 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min

The main backbone of the AA is the 37mm/67 70-K of which 10 are present on the Krasny Krym and are distributed along the entire vessel. 4 x 45mm/46 21-K are placed behind the forward conning towner. There are several machine guns placed on the rear of the vessel, but provide insignificant protection. Overall the AA armament is very effective for an early cruiser, able to ward off most light bombers and fighters. The Krasny Krym does suffer against high altitude bombers due to a lack of duel purpose cannons.

Additional armament

Setup 16 x 533 mm 53-38 torpedo
Main article: 53-38 (533 mm)

Unfortunately, Krasny Krym's torpedoes are not very effective. There are only 3 per side, and with only a maximum range of 4 km, they are only useful when you are extremely close to your target where your thick armour is useless or are caught by surprise by a flanking destroyer. It may be wise to not take them at all to eschew the risk of the torpedoes exploding to enemy fire.

Usage in battles

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).

Pros and cons

Pros:

  • Surprisingly survivable
    • Ship is well armoured for its type
    • Massive crew, allows it to take a lot of hits and keep going
  • Capable AA armament
    • 10 x 37 mm autocannons, effective at shooting down aircraft
  • Large ammo reserves, 2625 rounds can last an entire match
  • Easily overlooked if there are more dangerous ships on the field
  • When facing enemy head-on, slightly angled, most primary guns can be fired

Cons:

  • Lacking firepower
    • Destroyer calibre guns means less damage against enemy ships
    • Reload is about the same as other 152 mm gun-armed cruisers
    • Low-range and small amount of torpedoes mean they are only effective when you are far too close to an enemy
  • Sluggishly slow, similar to some battleships
  • Not manoeuvrable at all, large turning circle makes it somewhat hard to dodge torpedoes, bombs, and enemy fire

History

Krasny Krym was initially laid down in 1913 under the name 'Svetlana', and was the lead ship of her class of four. Svetlana-class light cruisers were intended for the Baltic Fleet of the Imperial Russian Navy and were therefore designed slightly differently in comparison to the closely-related, intended for Black Sea operations, Admiral Nakhimov-class (of which the already familiar Krasny Kavkaz was a part of).

By late 1917, Svetlana was nearing completion. In the meantime however, the Russian Empire was beginning to collapse and the ensuing revolutions, followed by a civil war, halted construction. After the establishment of the Soviet Union, work on the Svetlana continued in 1924, with the ship being renamed 'Profintern'.

Work on the Profintern finally finished in July 1928, with the ship's completed layout closely resembling the original one. Instead of being commissioned into service with the Baltic Fleet as originally planned, Profintern was instead assigned to the ranks of the Black Sea Fleet in 1929.

Throughout the '30s, the Profintern underwent substantial overhaul works, with her auxiliary weapon systems being upgraded and fire control systems improved. Shortly after the outbreak of WW2, the ship was renamed for the second and last time to Krasny Krym in October 1939.

Krasny Krym, similarly to her half-sister Krasny Kavkaz, served the entirety of WW2 as part of various operations in the Black Sea region. Most notably, taking part in the Siege of Sevastopol and the Kerch-Feodosiya Operation. As such, the ship was primarily tasked with escorting various convoys, evacuating and transporting troops as well as bombarding enemy positions with artillery fire. For her performance, Krasny Krym was also awarded with the elite Guards title in June 1942.

Following the end of WW2, Krasny Krym remained in active service for some time, although repurposed on several occasions. July 1959 marked the end of the ship's service, with Krasny Krym being ultimately sold for scrap.

- From Devblog

Media

Skins

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Baltic Shipyard (Балтийский завод)
Light Cruisers 
Svetlana-class  Krasny Krym*
Project 26/26bis  Kirov · Maxim Gorky
Project 68  Chapayev
Project 68bis  Sverdlov
Battlecruisers 
Izmail-class  Izmail
Battleships 
Sevastopol-class  Marat · Parizhskaya Kommuna
  *Laid down at the Russian-Baltic shipyard in Tallinn

USSR light cruisers
  Imperial Russia
Svetlana-class  Krasny Krym* · Krasny Kavkaz*
  * Laid down by Imperial Russian Navy; Finished and renamed by the USSR
Project  Soviet Union
Pr.26  Kirov · Voroshilov · Maxim Gorky
Pr.68  Chapayev · Zheleznyakov
Pr.68-bis  Sverdlov · Mikhail Kutuzov
Pr.68-bis-ZiF  Shcherbakov
Lend-Lease  USA
Omaha-class  Murmansk
Trophies  Italy
Condottieri-class  Kerch