Difference between revisions of "BMO"

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{{Specs-Card|code=ussr_bmo}}
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{{Specs-Card
 +
|code=ussr_bmo
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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.'' -->
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<!-- ''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}}''' (бронированный Mалый Охотник; "Small Armoured Hunter") was a class of Soviet armoured gun boats produced from 1943-1945 in Leningrad. Originally designed for anti-submarine operations, the BMO and earlier MO-class ships also took on a variety of other roles such as mine warfare, convoy escort, and amphibious support. The BMO featured improved armour compared to earlier models, as well as the replacement of one of the 45 mm guns with a faster-firing 37 mm cannon to better engage aircraft. A total of 66 BMO boats were produced by the end of World War II.
{{Break}}
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet armoured gun boat {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game. '''{{PAGENAME}}''' stands for Russian: бронированный Mалый Охотник, ''Bronirovannyj Malyj Okhotnik''; English: Small Armored Hunter.
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Introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game, the BMO's primary strengths lie in its armament: it features a 37 mm main gun, a secondary 45 mm gun, and numerous heavy machine guns for anti-aircraft defence, enabling it to engage various targets ranging from small enemy boats to aircraft. However, the BMO's armour is relatively thin, rendering it susceptible to incoming fire. Its mobility, though satisfactory, is not outstanding. Therefore it is most effective for the BMO to be utilised in a capacity leveraging its firepower to aid allies from range, rather than attempting to act as a spearhead in an offensive manoeuvre.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{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.'' -->
 
<!-- ''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 mid-section of the hull and the bridge are the most well armoured places on the BMO, with maximum thickness of 12 mm around the bridge.
 
The mid-section of the hull and the bridge are the most well armoured places on the BMO, with maximum thickness of 12 mm around the bridge.
  
The main 37mm has a 10 mm thick shield protecting it from light enemy fire, whereas the 45 mm can be knocked out very easily, especially by planes. Fires are frequent, but that is due to the nature of early-tier boats, not to any major flaws of the boat.
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The main 37 mm has a 10 mm thick shield protecting it from light enemy fire, whereas the 45 mm can be knocked out very easily, especially by planes. Fires are frequent, but that is due to the nature of early-tier boats, not to any major flaws of the boat.
  
 
=== Mobility ===
 
=== Mobility ===
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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.'' -->
 
<!-- ''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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It turns very well, retaining its mobility even at lower speeds, that is because its rudder reroutes very quickly, comparable to the lightest of boats, such as the G-5. Overall, the BMO is very mobile, but not very fast.
 
It turns very well, retaining its mobility even at lower speeds, that is because its rudder reroutes very quickly, comparable to the lightest of boats, such as the G-5. Overall, the BMO is very mobile, but not very fast.
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{{NavalMobility}}
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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
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{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{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|70-K (37 mm)}}
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{{main|37 mm/67 70-K (37 mm)}}
  
The 37 mm main armament on the BMO is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. However, anything larger than a submarine-chaser won't take much damage from your calibre of fire and it is recommended to steer clear or switch to the larger calibre secondary. The ammo capacity is quite unusually large at 500 per belt, with a capacity of 2 belts. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, and manual aim instead of AI would be better, as the AI can overheat the weapon and don't stop when the weapon is overheated or near overheating. The rotation is not as fast as one would expect, but after upgrades, it is snappy and can easily catch speedy patrol boats off guard.
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The 37 mm main armament on the BMO is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. However, anything larger than a submarine-chaser won't take much damage from your calibre of fire, and it is recommended to steer clear or switch to the larger calibre secondary. The ammo capacity is quite unusually large at 500 per belt, with a capacity of 2 belts. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, and manual aim instead of AI would be better, as the AI can overheat the weapon and don't stop when the weapon is overheated or near overheating. The rotation is not as fast as one would expect, but after upgrades, it is snappy and can easily catch speedy patrol boats off guard.
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 +
* '''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}}
 +
* '''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}}
 +
* '''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}}
 +
 
 +
{{:37 mm/67 70-K (37 mm)/Ammunition|HEF-T, AP-T}}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{Specs-Fleet-Secondary}}
 
<!-- ''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.'' -->
 
<!-- ''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|45 mm/68 21-KM (45 mm)}}
 
{{main|45 mm/68 21-KM (45 mm)}}
  
 
The 45 mm secondary armament on the BMO is slightly more powerful than the primary 37 mm, although it should only be used against the toughest opponents, hence its secondary nature. The rate of fire is slow, so it is advised to use this weapon at longer ranges. However, that also means that you shouldn't worry about ammo running out, and you can keep holding down the fire button, as the weapon doesn't overheat.
 
The 45 mm secondary armament on the BMO is slightly more powerful than the primary 37 mm, although it should only be used against the toughest opponents, hence its secondary nature. The rate of fire is slow, so it is advised to use this weapon at longer ranges. However, that also means that you shouldn't worry about ammo running out, and you can keep holding down the fire button, as the weapon doesn't overheat.
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 +
{{:45 mm/68 21-KM (45 mm)/Ammunition|45 mm OR-73A HET, 45 mm O-240 HE, 45 mm BR-240, 45 mm F-73}}
  
 
=== 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.'' -->
 
<!-- ''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|DShK (12.7 mm)|AN-M2 (12.7 mm)}}
 
{{main|DShK (12.7 mm)|AN-M2 (12.7 mm)}}
  
The anti-air armaments consist of a total of four 12.7 mm machine guns (2 x AN-M2; 2 x DShK). These guns should be primarily against the aircraft, which are relatively easy to take down at BR 2.0, but they can also be used against the light-armoured boats that are still present at this BR (such as the LS 3). The guns are positioned in the middle section of the ship, on top of the bridge and on the stern, which should pose no problems against aircraft, because you will be able to get at least 2 guns onto the enemy, but it can be hard to attack boats directly in front of the ship.
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The anti-air armaments consist of a total of four 12.7 mm machine guns (2 x AN-M2; 2 x DShK). These guns should be primarily against the aircraft, but they can also be used against the lightly armoured boats. The guns are positioned in the middle section of the ship, on top of the bridge and on the stern, which should pose no problems against aircraft, because you will be able to get at least 2 guns onto the enemy, but it can be hard to attack boats directly in front of the ship.
  
=== Special armament ===
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=== Additional armament ===
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
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{{Specs-Fleet-Additional}}
{{main|BB-1 depth charge}}
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<!-- ''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|BB-1 depth charge|KB-3 pattern 1940 mine}}
  
 
The BMO has the option to carry 8 x BB-1 depth charges. They can be used to surprise flanking opponents or to sink tougher enemies by dropping charges in their path.
 
The BMO has the option to carry 8 x BB-1 depth charges. They can be used to surprise flanking opponents or to sink tougher enemies by dropping charges in their path.
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<!-- ''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).'' -->
  
The BMO is one of the first Russian boats that has a large variety of armament. At this stage, you may need to assign new buttons to be able to select your primary/secondary/anti-aircraft armaments, because the BMO works best when all of its weapons are used. Generally, the BMO should be played like a slower Motor Torpedo Boat that can stand its own ground. For example, at the beginning of match around its own BR (1.7-2.3), it can rush a cap point and decimate the oncoming light boats with its 37 mm primary (which is comfortably positioned in the bow). When the cap is clear, the BMO can take on a defensive role behind some cover.
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The BMO is one of the first Soviet boats that has a large variety of armament. At this stage, you may need to assign new buttons to be able to select your primary/secondary/anti-aircraft armaments, because the BMO works best when all of its weapons are used. Generally, the BMO should be played like a slower Motor Torpedo Boat that can stand its own ground. For example, at the beginning of a match, it can rush a cap point and decimate the oncoming light boats with its 37 mm primary (which is comfortably positioned in the bow). When the cap is clear, the BMO can take on a defensive role behind some cover.
 
 
The 45 mm secondary armament should mostly be used in an up-tier (BR 2.7-3.0) against the larger American and German ships (Elco 80ft / S-100), but you still need to be careful, because those ships can easily take out your guns, and the BMO itself. If you're unsure whether it's best to use the 45 mm or the 37 mm, always go with the 37 mm, because it is much more forgiving.
 
  
As for the playstyle, when you get into battle rating 2.0 or below you can get away with almost everything. Simply use your 37 mm to obliterate any threats coming from the front, and if you're flanked or in a messy fight, switch to your anti-air armaments and continue obliterating everything. The AI gunners can be set to both surface and air threats, but if you are more experienced, you can change them based on the situation (more planes - focus on air threats; in a messy fight - focus on surface threats).
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The 45 mm secondary armament should mostly be used against the larger American and German ships (PT-103 / S-100), but you still need to be careful, because those ships can easily take out your guns, and the BMO itself. If you're unsure whether it's best to use the 45 mm or the 37 mm, always go with the 37 mm, because it is much more forgiving.
  
Now, if you get into battle rating 2.3-3.0, you need to play safer. Don't rush for caps alone, because ships of higher battle ratings can easily sink you. You should flank your enemies where possible and unload your 37 mm (or even the 45 mm) into the exposed sides. The anti-air weaponry will be mostly useless against ships at this BR, so you can just set your AI gunners to air threats and focus on the ships.
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As for the playstyle, simply use your 37 mm to obliterate any threats coming from the front, and if you're flanked or in a messy fight, switch to your anti-air armaments and continue obliterating everything. The AI gunners can be set to both surface and air threats, but if you are more experienced, you can change them based on the situation (more planes - focus on air threats; in a messy fight - focus on surface threats).
  
Your greatest enemy in this BR is large sub chasers (110 ft Nasty) and other BMOs. When facing these, take out the primary armaments with your 37mm, as this is the effective, more than forgiving weapon to do so and then start shooting the ammo racks or critical modules and try to have a teammate with larger guns than you (a Soviet armoured gunboat is a perfect companion to pair up with as both have very similar speeds) to take the compartments, as you don't have the time to take on all compartments with such a small calibre gun. It is recommended to load AP clips, as these are very suitable for turret busting.
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You need to play safer. Don't rush for caps alone, because ships of higher BR can easily sink you. You should flank your enemies where possible and unload your 37 mm (or even the 45 mm) into the exposed sides. The anti-air weaponry will be mostly useless against ships at this BR, so you can just set your AI gunners to air threats and focus on the ships.
  
=== Modules ===
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Your greatest enemy in this BR is large sub chasers (SC-497) and other BMOs. When facing these, take out the primary armaments with your 37 mm, as this is the effective, more than forgiving weapon to do so and then start shooting the ammo racks or critical modules and try to have a teammate with larger guns than you (a Soviet armoured gunboat is a perfect companion to pair up with as both have very similar speeds) to take the compartments, as you don't have the time to take on all compartments with such a small calibre gun. It is recommended to load AP clips, as these are very suitable for turret busting.
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 45 mm O-240 HE
 
| 37 mm HE clips
 
| Anti-Air Armament Targeting
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 45 mm BR-240
 
| 37 mm AP clips
 
| Auxiliary Armament Targeting
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Improved Rangefinder
 
| Depth Charges
 
| Primary Armament Targeting
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
| 45 mm F-73
 
|
 
|
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* No torpedoes
 
* No torpedoes
 
* The 37 mm primary armament can overheat (and the AI gunners always overheat the weapon when the player is using another one)
 
* The 37 mm primary armament can overheat (and the AI gunners always overheat the weapon when the player is using another one)
 +
* 45 mm O-240 HE shells are very slow (only 343 m/s) compared to the up to 835 m/s of other shells
  
 
== History ==
 
== History ==
 
<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
The BMO was the final and most advanced iteration of the MO class of ships, produced from 1943-45 in Leningrad. Originally designed for anti-sub operations, the MO series also filled a multitude of roles including mine laying and sweeping, escorting convoys, and supporting amphibious landings. The BMO was the most versatile of the line due to the addition of armor as well as the replacement of one of the 45mm guns with a much faster firing 37mm gun to better deal with aircraft. A total of 66 BMOs were produced.
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The BMO, produced from 1943-45 in Leningrad, was the final and most advanced iteration of the MO class of ships. Originally designed for anti-sub operations, the MO series also filled a multitude of roles including mine laying and sweeping, escorting convoys, and supporting amphibious landings. The BMO was the most versatile of the line due to the addition of armour as well as the replacement of one of the 45 mm guns with a much faster firing 37 mm gun to better deal with aircraft. A total of 66 BMOs were produced.
  
 
== 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_bmo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
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* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the ship;''
 
 
* ''other literature.''
 
* ''other literature.''
  
 
{{USSR boats}}
 
{{USSR boats}}

Latest revision as of 20:38, 24 March 2024

Introducing Wiki 3.0
ussr_bmo.png
GarageImage BMO.jpg
BMO
Research:61 000 Specs-Card-Exp.png
Purchase:230 000 Specs-Card-Lion.png

Description

The BMO pr 194 (бронированный Mалый Охотник; "Small Armoured Hunter") was a class of Soviet armoured gun boats produced from 1943-1945 in Leningrad. Originally designed for anti-submarine operations, the BMO and earlier MO-class ships also took on a variety of other roles such as mine warfare, convoy escort, and amphibious support. The BMO featured improved armour compared to earlier models, as well as the replacement of one of the 45 mm guns with a faster-firing 37 mm cannon to better engage aircraft. A total of 66 BMO boats were produced by the end of World War II.

Introduced during Update 1.79 "Project X" when the Soviet fleet was implemented into the game, the BMO's primary strengths lie in its armament: it features a 37 mm main gun, a secondary 45 mm gun, and numerous heavy machine guns for anti-aircraft defence, enabling it to engage various targets ranging from small enemy boats to aircraft. However, the BMO's armour is relatively thin, rendering it susceptible to incoming fire. Its mobility, though satisfactory, is not outstanding. Therefore it is most effective for the BMO to be utilised in a capacity leveraging its firepower to aid allies from range, rather than attempting to act as a spearhead in an offensive manoeuvre.

General info

Survivability and armour

Armourfront / side / back
Citadel8 / 10 / 8 mm
Main fire tower10 / 10 / 0 mm
Hull5 mm (steel)
Superstructure5 mm (steel)
Number of section3
Displacement60 t
Crew22 people

The mid-section of the hull and the bridge are the most well armoured places on the BMO, with maximum thickness of 12 mm around the bridge.

The main 37 mm has a 10 mm thick shield protecting it from light enemy fire, whereas the 45 mm can be knocked out very easily, especially by planes. Fires are frequent, but that is due to the nature of early-tier boats, not to any major flaws of the boat.

Mobility

Speedforward / back
AB50 / 25 km/h
RB37 / 18 km/h

The BMO can reach 43 km/h in AB and 37 km/h in RB and SB (without Depth Charges). The acceleration is decent, but lighter boats will easily overtake you, so you will rarely reach strategic points first. The BMO can reach reverse speeds of up to -24 km/h (AB).

It turns very well, retaining its mobility even at lower speeds, that is because its rudder reroutes very quickly, comparable to the lightest of boats, such as the G-5. Overall, the BMO is very mobile, but not very fast.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 50 25
RB/SB Stock ___ ___
Upgraded 37 18

Modifications and economy

Repair costBasic → Reference
AB2 241 → 2 816 Sl icon.png
RB2 883 → 3 623 Sl icon.png
Total cost of modifications55 600 Rp icon.png
107 600 Sl icon.png
Talisman cost1 400 Ge icon.png
Crew training65 000 Sl icon.png
Experts230 000 Sl icon.png
Aces820 Ge icon.png
Research Aces440 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 170 / 100 % Sl icon.png
160 / 160 / 160 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
2 200 Rp icon.png
Cost:
4 200 Sl icon.png
165 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
3 500 Rp icon.png
Cost:
6 800 Sl icon.png
260 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
4 500 Rp icon.png
Cost:
8 700 Sl icon.png
330 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
2 200 Rp icon.png
Cost:
4 200 Sl icon.png
165 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
4 500 Rp icon.png
Cost:
8 700 Sl icon.png
330 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
2 200 Rp icon.png
Cost:
4 200 Sl icon.png
165 Ge icon.png
Mods tank ammo.png
45mm_ussr_21k_o240_naval_he_ammo_pack
Research:
2 200 Rp icon.png
Cost:
4 200 Sl icon.png
165 Ge icon.png
Mods tank ammo.png
37 mm HE clips
Research:
2 200 Rp icon.png
Cost:
4 200 Sl icon.png
165 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods tank ammo.png
45mm_ussr_21k_naval_ap_ammo_pack
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods tank ammo.png
37 mm AP clips
Research:
2 100 Rp icon.png
Cost:
4 100 Sl icon.png
155 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
3 500 Rp icon.png
Cost:
6 800 Sl icon.png
260 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
3 500 Rp icon.png
Cost:
6 800 Sl icon.png
260 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
3 500 Rp icon.png
Cost:
6 800 Sl icon.png
260 Ge icon.png
Mods he frag base fuse tank.png
45mm_ussr_21k_naval_base_fuse_he_ammo_pack
Research:
4 500 Rp icon.png
Cost:
8 700 Sl icon.png
330 Ge icon.png
Mods naval mine.png
Mines
Research:
4 500 Rp icon.png
Cost:
8 700 Sl icon.png
330 Ge icon.png

Armament

Primary armament

Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
Vertical guidance-10° / 85°
Main article: 37 mm/67 70-K (37 mm)

The 37 mm main armament on the BMO is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. However, anything larger than a submarine-chaser won't take much damage from your calibre of fire, and it is recommended to steer clear or switch to the larger calibre secondary. The ammo capacity is quite unusually large at 500 per belt, with a capacity of 2 belts. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, and manual aim instead of AI would be better, as the AI can overheat the weapon and don't stop when the weapon is overheated or near overheating. The rotation is not as fast as one would expect, but after upgrades, it is snappy and can easily catch speedy patrol boats off guard.

  • Universal: HEF-T · AP-T · HEF-T · HEF-T · AP-T
  • 37 mm HE clips: HEF-T · HEF-T · HEF-T · HEF-T · AP-T
  • 37 mm AP clips: AP-T · AP-T · AP-T · AP-T · HEF-T

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-T 3 3 3 3 3 3
AP-T 79 76 63 51 41 32
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T 880 0.72 0 0.1 56.98 79° 80° 81°
AP-T 880 0.76 - - - 47° 60° 65°

Secondary armament

Turret45 mm/68 21-KM cannon
Ammunition500 rounds

The 45 mm secondary armament on the BMO is slightly more powerful than the primary 37 mm, although it should only be used against the toughest opponents, hence its secondary nature. The rate of fire is slow, so it is advised to use this weapon at longer ranges. However, that also means that you shouldn't worry about ammo running out, and you can keep holding down the fire button, as the weapon doesn't overheat.

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
OR-73A HET HE 3 3 3 3 3 3
O-240 HE HE 5 5 5 5 5 5
BR-240 APHE 86 62 44 31 22 16
F-73 HE 23 17 12 8 6 4
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
OR-73A HET HE 835 1.41 0 0.1 56.98 79° 80° 81°
O-240 HE HE 343 2.14 0 0.1 181.72 79° 80° 81°
BR-240 APHE 835 1.42 1 m 1.5 27.72 47° 60° 65°
F-73 HE 835 1.41 0.015 s 0.1 113.96 79° 80° 81°

Anti-aircraft armament

Turret2 x 12.7 mm DShK machine gun
Ammunition4000 rounds
Belt capacity50 rounds
Fire rate600 shots/min
Turret2 x 12.7 mm Browning AN-M2 machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate577 shots/min

The anti-air armaments consist of a total of four 12.7 mm machine guns (2 x AN-M2; 2 x DShK). These guns should be primarily against the aircraft, but they can also be used against the lightly armoured boats. The guns are positioned in the middle section of the ship, on top of the bridge and on the stern, which should pose no problems against aircraft, because you will be able to get at least 2 guns onto the enemy, but it can be hard to attack boats directly in front of the ship.

Additional armament

Setup 18 x BB-1 depth charge
Setup 210 x KB-3 pattern 1940 moored contact mine

The BMO has the option to carry 8 x BB-1 depth charges. They can be used to surprise flanking opponents or to sink tougher enemies by dropping charges in their path.

Remember that you can set the Depth Charge activation time before spawning in if you carry Depth Charges. You can select to delay the activation time from 3s to 10s. You should find the optimal activation time for yourself, but it is advised to use something in the middle (5-8 s), so that you have a wider range of options when using your depth charges.

Usage in battles

The BMO is one of the first Soviet boats that has a large variety of armament. At this stage, you may need to assign new buttons to be able to select your primary/secondary/anti-aircraft armaments, because the BMO works best when all of its weapons are used. Generally, the BMO should be played like a slower Motor Torpedo Boat that can stand its own ground. For example, at the beginning of a match, it can rush a cap point and decimate the oncoming light boats with its 37 mm primary (which is comfortably positioned in the bow). When the cap is clear, the BMO can take on a defensive role behind some cover.

The 45 mm secondary armament should mostly be used against the larger American and German ships (PT-103 / S-100), but you still need to be careful, because those ships can easily take out your guns, and the BMO itself. If you're unsure whether it's best to use the 45 mm or the 37 mm, always go with the 37 mm, because it is much more forgiving.

As for the playstyle, simply use your 37 mm to obliterate any threats coming from the front, and if you're flanked or in a messy fight, switch to your anti-air armaments and continue obliterating everything. The AI gunners can be set to both surface and air threats, but if you are more experienced, you can change them based on the situation (more planes - focus on air threats; in a messy fight - focus on surface threats).

You need to play safer. Don't rush for caps alone, because ships of higher BR can easily sink you. You should flank your enemies where possible and unload your 37 mm (or even the 45 mm) into the exposed sides. The anti-air weaponry will be mostly useless against ships at this BR, so you can just set your AI gunners to air threats and focus on the ships.

Your greatest enemy in this BR is large sub chasers (SC-497) and other BMOs. When facing these, take out the primary armaments with your 37 mm, as this is the effective, more than forgiving weapon to do so and then start shooting the ammo racks or critical modules and try to have a teammate with larger guns than you (a Soviet armoured gunboat is a perfect companion to pair up with as both have very similar speeds) to take the compartments, as you don't have the time to take on all compartments with such a small calibre gun. It is recommended to load AP clips, as these are very suitable for turret busting.

Pros and cons

Pros:

  • Great variety of armaments, which should be used interchangeably to increase your chances of escaping difficult situations
  • A lot of ammunition
  • Decent speed

Cons:

  • Negligible armour on the armaments, making them very easy to knock out
  • No torpedoes
  • The 37 mm primary armament can overheat (and the AI gunners always overheat the weapon when the player is using another one)
  • 45 mm O-240 HE shells are very slow (only 343 m/s) compared to the up to 835 m/s of other shells

History

The BMO, produced from 1943-45 in Leningrad, was the final and most advanced iteration of the MO class of ships. Originally designed for anti-sub operations, the MO series also filled a multitude of roles including mine laying and sweeping, escorting convoys, and supporting amphibious landings. The BMO was the most versatile of the line due to the addition of armour as well as the replacement of one of the 45 mm guns with a much faster firing 37 mm gun to better deal with aircraft. A total of 66 BMOs were produced.

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

Paste links to sources and external resources, such as:

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


USSR boats
Motor torpedo boats  D-3 · G-5 · G-5 (ShVAK) · Pr.123-bis · Pr.123K (A-10bis) · Pr.123K · Pr.183
Motor gun boats  TKA-412 · MO-4 · OD-200 · Pr.253L · Pr.183 BM-21 · Ya-5M
Motor torpedo gun boats  Pr. 206 · Pr.206-M · MPK Pr.12412 · MPK Pr.12412P · MPK Pr.11451
Gunboats  Groza
Armoured gun boats  BMO · MBK-161 early · MBK-161 late · MBK pr.186 · MBK pr.186 (MK 85) · Pr.1124 early · Pr.1124 late · Pr.1124 MLRS
  Pr.191 · Pr.191M · Pr.1204 · Pr.1204 late