Difference between revisions of "Pr. 206"

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(Added in everything but already added tables except radar one)
(Edits)
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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 understand which ship is being discussed.''-->
+
<!-- ''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]]
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet motor torpedo gun boat {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game.
{{break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet motor torpedo boat {{Battle-rating|1}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
The Pr. 206 has an inexistent armor which barely stops .50 cal. Crew count is not great as well as spacing. Overall the survivability is really limited and lacklustre. However, the best survivability technique is to not even be fired at. Thanks to the ship's profile, it is able to perform agile maneuvers and hide in places in which not every ship would look at, specially big ships like destroyers. A single salvo from a destroyer is more than enough to completely destroy the Pr. 206 so do not rely on the armor.
+
<!-- ''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 Pr. 206 has an inexistent armour which barely stops .50 cal. Crew count is not great as well as spacing. Overall the survivability is really limited and lacklustre. However, the best survivability technique is to not even be fired at. Thanks to the ship's profile, it is able to perform agile manoeuvres and hide in places in which not every ship would look at, specially big ships like destroyers. A single salvo from a destroyer is more than enough to completely destroy the Pr. 206 so do not rely on the armour.
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{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.'' -->
 
Overall, the Pr. 206, while being a heavy patrol boat, has decent speed as well as decent agility. While is not able to perform like other smaller patrol boats, it is able to perform better than any bigger ship, even the coastal frigates and fast attack crafts.
 
Overall, the Pr. 206, while being a heavy patrol boat, has decent speed as well as decent agility. While is not able to perform like other smaller patrol boats, it is able to perform better than any bigger ship, even the coastal frigates and fast attack crafts.
 +
 +
{{NavalMobility}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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=== Primary armament ===
 
=== Primary armament ===
 
{{Specs-Fleet-Primary}}
 
{{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.'' -->
 
{{main|AK-230 (30 mm)}}
 
{{main|AK-230 (30 mm)}}
The Pr. 206 is armed with 2 double-barrel turrets, the AK-230. This weapons have their pros and cons when it comes to facing ships and aircraft. While it is not able to destroy heavily armored targets, it is able to decimate aircraft and lightly armored targets within seconds not because of the rate of fire but because rounds per minute. Due to having quadruple AK-230's, while having less rate of fire compared to the AK-630 (rate of fire is similar to the [[Falcon]] SPAA), it has an RPM of 2,400. Sadly, the only ammunition available is an HE-AP belt with an incendiary variant. As it only has a single AP round per 3 of HE, killing armored targets will be tricky but this is somewhat compensated by the RPM. The tremendous rotation speed (30°/s) make the turrets able to engage multiple targets one after each other with high speeds, they are also able to track and follow up even the fastest planes.
 
  
=== Torpedo armament ===
+
The Pr. 206 is armed with 2 double-barrel turrets, the AK-230. This weapons have their pros and cons when it comes to facing ships and aircraft. While it is not able to destroy heavily armoured targets, it is able to decimate aircraft and lightly armoured targets within seconds not because of the rate of fire but because rounds per minute. Due to having quadruple AK-230's, while having less rate of fire compared to the AK-630 (rate of fire is similar to the [[Falcon]] SPAA), it has an RPM of 2,400. Sadly, the only ammunition available is an HE-AP belt with an incendiary variant. As it only has a single AP round per 3 of HE, killing armoured targets will be tricky but this is somewhat compensated by the RPM. The tremendous rotation speed (30°/s) make the turrets able to engage multiple targets one after each other with high speeds, they are also able to track and follow up even the fastest planes.
{{main|53-56 (533 mm)}}
+
 
 +
=== Additional armament ===
 +
{{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|53-56 (533 mm)|BB-1 depth charge}}
 +
 
 
The Pr. 206 is armed with 4 single-tube torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. They have a max range of 8 km (13 km with torpedo mode) and can be used at almost point blank, the torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks. However, the launchers are fixed to the hull, meaning the hull has to be turned in order to launch the torpedoes.
 
The Pr. 206 is armed with 4 single-tube torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. They have a max range of 8 km (13 km with torpedo mode) and can be used at almost point blank, the torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks. However, the launchers are fixed to the hull, meaning the hull has to be turned in order to launch the torpedoes.
  
Line 41: Line 48:
 
This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.
 
This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.
  
=== Special armament ===
+
The Pr. 206 has access to BB-1 depth charges, but these are useless in the current state of the game.
{{Specs-Fleet-Special}}
 
{{main|BB-1 depth charge}}
 
The Pr. 206 has access to BB-1 depth charges, useless in the current state of the game.
 
 
 
=== Additional armament ===
 
{{Specs-Fleet-Additional}}
 
  
 
=== Radar ===
 
=== Radar ===
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|10,000 m||100 m||±155°||0°/+80°
 
|10,000 m||100 m||±155°||0°/+80°
 
|}
 
|}
 +
 
== 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).'' -->
 
As a patrol boat with heavy firepower, it is able to dominate the steep waters of any match, not only because of the RPM but also because of the radar. However, the Pr. 206 should not be used as a frontline vessel as every single vessel it will face will have more than enough firepower to destroy it in seconds. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances the Pr. 206 has to navigate in order to get into a decent launch distance. The 30 mm should be used '''always''' to sink everything but heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. For this same reason, the Pr. 206 should be used as an anti-air flagship as it is able to detect and engage enemy planes in a range of 130 km. Absolutely no aircraft will surprise it while the search radar is active. The Pr. 206, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.
 
As a patrol boat with heavy firepower, it is able to dominate the steep waters of any match, not only because of the RPM but also because of the radar. However, the Pr. 206 should not be used as a frontline vessel as every single vessel it will face will have more than enough firepower to destroy it in seconds. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances the Pr. 206 has to navigate in order to get into a decent launch distance. The 30 mm should be used '''always''' to sink everything but heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. For this same reason, the Pr. 206 should be used as an anti-air flagship as it is able to detect and engage enemy planes in a range of 130 km. Absolutely no aircraft will surprise it while the search radar is active. The Pr. 206, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.
  
=== Modules ===
+
=== Pros and cons ===
{| class="wikitable"
+
<!-- ''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
|
 
|
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 30 mm HE-I belts
 
|
 
|
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Improved Rangefinder
 
| Primary Armament Targeting
 
| Depth Charges
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
| Torpedo Mode
 
|
 
|
 
|-
 
|}
 
  
=== Pros and cons ===
 
 
'''Pros:'''
 
'''Pros:'''
  
Line 123: Line 87:
 
* High speed turret rotation
 
* High speed turret rotation
 
* Reaches top speed within seconds
 
* Reaches top speed within seconds
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* No armor whatsoever
+
* No armour whatsoever
* Small crewmen number
+
* Small crew complement
 
* Closed and tightly packed crew compartments
 
* Closed and tightly packed crew compartments
 
*
 
  
 
== 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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-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></nowiki></code>, as well as adding them at the end of the article.''
+
''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).''
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
 
== See also ==
 
== See also ==
''Links to the 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.''
Line 148: Line 107:
 
== External links ==
 
== External links ==
 
''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 ship;''
+
* ''encyclopedia page on the ship;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{USSR boats}}
 
{{USSR boats}}

Revision as of 15:05, 14 January 2021

Pr. 206
ussr_pr_206.png
GarageImage Pr. 206.jpg
Pr. 206
Research:250 000 Specs-Card-Exp.png
Purchase:700 000 Specs-Card-Lion.png
Show in game

Description

The Pr.206 "Shershen" is a rank V Soviet motor torpedo gun boat with a battle rating of 4.3 (AB/RB/SB). It was introduced during Update 1.79 "Project X" when the Soviet fleet was implemented into the game.

General info

Survivability and armour

Armourfront / side / back
Hull6 mm (steel)
Superstructure3 mm (steel)
Number of section4
Displacement161 t
Crew21 people

The Pr. 206 has an inexistent armour which barely stops .50 cal. Crew count is not great as well as spacing. Overall the survivability is really limited and lacklustre. However, the best survivability technique is to not even be fired at. Thanks to the ship's profile, it is able to perform agile manoeuvres and hide in places in which not every ship would look at, specially big ships like destroyers. A single salvo from a destroyer is more than enough to completely destroy the Pr. 206 so do not rely on the armour.

Mobility

Speedforward / back
AB112 / 59 km/h
RB83 / 44 km/h

Overall, the Pr. 206, while being a heavy patrol boat, has decent speed as well as decent agility. While is not able to perform like other smaller patrol boats, it is able to perform better than any bigger ship, even the coastal frigates and fast attack crafts.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 112 59
RB/SB Stock ___ ___
Upgraded 83 44

Modifications and economy

Repair costBasic → Reference
AB5 004 → 6 119 Sl icon.png
RB6 413 → 7 843 Sl icon.png
Total cost of modifications211 000 Rp icon.png
339 000 Sl icon.png
Talisman cost2 000 Ge icon.png
Crew training200 000 Sl icon.png
Experts700 000 Sl icon.png
Aces1 500 Ge icon.png
Research Aces670 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 220 / 100 % Sl icon.png
190 / 190 / 190 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
21 000 Rp icon.png
Cost:
34 000 Sl icon.png
400 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
250 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
23 000 Rp icon.png
Cost:
37 000 Sl icon.png
440 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
21 000 Rp icon.png
Cost:
34 000 Sl icon.png
400 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
23 000 Rp icon.png
Cost:
37 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
30mm_ussr_naval_he_frag_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
250 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
250 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
250 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
23 000 Rp icon.png
Cost:
37 000 Sl icon.png
440 Ge icon.png

Armament

Primary armament

2 х Turret2 x 30 mm AK-230 automatic cannon
Ammunition1000 rounds
Belt capacity500 rounds
Fire rate1000 shots/min
Vertical guidance-12° / 87°
Main article: AK-230 (30 mm)

The Pr. 206 is armed with 2 double-barrel turrets, the AK-230. This weapons have their pros and cons when it comes to facing ships and aircraft. While it is not able to destroy heavily armoured targets, it is able to decimate aircraft and lightly armoured targets within seconds not because of the rate of fire but because rounds per minute. Due to having quadruple AK-230's, while having less rate of fire compared to the AK-630 (rate of fire is similar to the Falcon SPAA), it has an RPM of 2,400. Sadly, the only ammunition available is an HE-AP belt with an incendiary variant. As it only has a single AP round per 3 of HE, killing armoured targets will be tricky but this is somewhat compensated by the RPM. The tremendous rotation speed (30°/s) make the turrets able to engage multiple targets one after each other with high speeds, they are also able to track and follow up even the fastest planes.

Additional armament

Setup 14 x 533 mm 53-56 torpedo
Setup 212 x BB-1 depth charge
Setup 34 x 533 mm 53-56 torpedo
12 x BB-1 depth charge

The Pr. 206 is armed with 4 single-tube torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. They have a max range of 8 km (13 km with torpedo mode) and can be used at almost point blank, the torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks. However, the launchers are fixed to the hull, meaning the hull has to be turned in order to launch the torpedoes.

1 meter depth:

This is the most universal depth used for all types of engagements, being in deep water or at shallow waters. This depth is capable of hitting all sorts of vessels, including PT boats. The main downside is that enemy ships can see the water trail made by the torpedo which can make enemy vessels evade or fire at the torpedo.

4 meter depth:

This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.

The Pr. 206 has access to BB-1 depth charges, but these are useless in the current state of the game.

Radar

Red: MR-102 search radarBlue: MR-104 fire control radar

The Pr. 206 has access to the MR-102 air/surface search radar and MR-104 fire control radar (FCR). The MR-102 is located on top of the main mast. MR-104 are located at the back of the ship on top of the superestructure behind the main mast. Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, use surprise to your advantage. Radars can give you a huge advantage with situational awareness as no plane will be able to catch you unsuspected. Be aware of radar interference (mountains, trees, tall structures in general) as they will affect both your search and tracking radar. There are blind spots with the radars which pilots can exploit but most of them will not do so as radars are uncommon in battles. As previously stated, tracking radar can be used to manually engage targets. It is recommended to use tracking radar when engaging immediate threats and air targets in general as it has no access to gunners.

MR-102 Baklan - Air/surface Search Radar
Maximum
Detection
Range
Guaranteed
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
50,000 m 10,000 m ±180° 0°/+75°
MR-104 Rys - Fire Control Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
10,000 m 100 m ±155° 0°/+80°

Usage in battles

As a patrol boat with heavy firepower, it is able to dominate the steep waters of any match, not only because of the RPM but also because of the radar. However, the Pr. 206 should not be used as a frontline vessel as every single vessel it will face will have more than enough firepower to destroy it in seconds. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances the Pr. 206 has to navigate in order to get into a decent launch distance. The 30 mm should be used always to sink everything but heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. For this same reason, the Pr. 206 should be used as an anti-air flagship as it is able to detect and engage enemy planes in a range of 130 km. Absolutely no aircraft will surprise it while the search radar is active. The Pr. 206, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.

Pros and cons

Pros:

  • Access to radar
  • Good firepower
  • High speed turret rotation
  • Reaches top speed within seconds

Cons:

  • No armour whatsoever
  • Small crew complement
  • Closed and tightly packed crew compartments

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: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

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;
  • encyclopedia page on the ship;
  • 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