Difference between revisions of "Spokoinyy"

From War Thunder Wiki
Jump to: navigation, search
(History)
m (fuze -> fuse)
 
(24 intermediate revisions by 10 users not shown)
Line 6: Line 6:
 
== 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]]
+
The '''{{Specs|name}}''' was the lead ship of the [[Pr.56 (Family)|Project 56 (Kotlin-class)]] destroyers, which were the last gun-only destroyers built for the Soviet Navy. The Project 56 destroyers were improved, scaled down, and modified versions of the previous experimental Project 41 - [[Neustrashimy]] destroyer, better suited for large scale production as they were smaller, cheaper, and easier to build in large quantities. Spokoinyy was laid down on 4th March 1953 and commissioned on 8th October 1957. She was assigned to the Northern Fleet on 12th September 1956 and performed various training duties and exercises throughout her career before being decommissioned on 19th April 1990 and subsequently sold for scrap. Spokoinyy, unlike other ships of her class, never underwent any modernization.
{{Break}}
+
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet destroyer {{Battle-rating}}. It was introduced in [[Update "Starfighters"]].
+
Spokoinyy was introduced in [[Update "Starfighters"]]. She is a modified version of the previous Neustrashimy-class destroyer, sharing the same hull design, magazine locations, as well as the air track and search radar Fut-N or two quintuple torpedo launchers, although differently placed. The secondary 45 mm guns are split into one behind each main armament turrets and two between funnels on each side of hull, unlike two behind each main armament turrets on Neustrashimy. The Spokoinyy's propulsion is divided into two sections with boilers and transmission paired under each funnel, so a direct hit into one section does not leave the ship dead in the water.
  
 
== General info ==
 
== General info ==
Line 14: Line 14:
 
{{Specs-Fleet-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 Pr.56 armour is lacklustre and will be only able to withstand low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm anti fragmentation armour, meaning they will be prompt to be damaged or even destroyed by 12.7 mm or 20 mm armour piercing rounds. When it comes to components, it is almost impossible to make an ammo explosion in the Pr.56 as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Pr.56 will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).
+
Like most destroyers, the armour of the Spokoinyy is practically non-existent, the limited anti-frag armour only capable of resisting low-calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm of anti fragmentation armour, with the hull itself being completely unprotected.
 +
 
 +
It is rather difficult to be ammo-racked in the Spokoinyy, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot. When it comes to threats from the air, the Spokoinyy is very weak against bombs as any other destroyer. It is able to resist most strafing attacks with ease, as well as a couple of rocket attacks.
  
 
=== 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.'' -->
 
<!-- ''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.'' -->
The Pr.56, as a "modern" destroyer of 1956, changes completely the doctrine of previous destroyers, meaning it compenstates armour with speed. It is able to reach speeds above 40 knots (~75 km/h), making it terrifyingly fast for a ship of its size and firepower, almost on par with coastal fleet frigates and subchasers ([[Albatros-Klasse (143)]], [[Pr. 35]], etc). It is more than capable of reaching the battlefield faster than other destroyers and will outrun cruisers and battleships. When it comes to manoeuvrability, the Pr.56 leaves nothing to expect. It is able to do tight turns (relatively tight turns but with greater speed than other destroyers) as well as accelerate and decelerate quickly.
+
As one of the most modern destroyers in the game, the Spokoinyy has a sleek hull and is equipped with powerful engines, enabling the over 3,000 t vessel to reach a top speed of 71 km/h (88 km/h in Arcade), a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels ([[Albatros]], [[SKR-7]], etc.). When it comes to manoeuvrability, the Spokoinyy is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.
 +
 
 +
{{NavalMobility
 +
|SpeedForwardStockAB = 64
 +
|SpeedBackStockAB = 29
 +
|TurnTimeStockAB = 117.483
 +
|TurnSpeedStockAB = 45
 +
|TurnTimeSpadedAB = 61.2
 +
|TurnSpeedSpadedAB = 48
  
{{NavalMobility}}
+
|SpeedForwardStockRB = 61
 +
|SpeedBackStockRB = 28
 +
|TurnTimeStockRB = 130.8
 +
|TurnSpeedStockRB = 35
 +
|TurnTimeSpadedRB = 81
 +
|TurnSpeedSpadedRB = 50
 +
}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 33: Line 49:
 
{{main|130 mm/58 SM-2-1 (130 mm)}}
 
{{main|130 mm/58 SM-2-1 (130 mm)}}
  
The Pr.56 is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets, capable of decimating enemy vessels in seconds, including heavy cruisers. The 130 mm cannons have access to 3 types of shells, HE, SAPCBC and HE-VT. It is recommended that the captain gets access to the SAPCBC as it has the penetration of an APCBC shell but the explosive power of an HE shell. HE-VT are an extra when it comes to air defence. They will decimate any enemy plane with an airbust but they are only recommended to be used when attacking low speed aircraft (like bombers) at long ranges (past 10 km) as the relative low fire rate (15 RPM) and targeting speed will cause issues engaging faster aircraft (fighters or even attackers). It should be noted the 130 mm can be used with the tracking radar the destroyer has.
+
The Spokoinyy is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).
 +
 
 +
The cannons have access to 3 types of shells: HE, SAPCBC and HE-VT.
 +
 
 +
The HE shell has excellent filler, at 3.8 kg, useful against coastal vessels and for setting fires on larger ships. The SAPCBC has a rather decent 2.2 kg of filler and 113 mm of penetration at 10 km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3 kg, which is more than enough to tear the wings off the heaviest of enemy bombers. The HE shell has a high muzzle velocity, making aiming at longer ranges much easier.
 +
 
 +
{{:130 mm/58 SM-2-1 (130 mm)/Ammunition|130 mm OF-42 HE, 130 mm PB-42 SAP, 130 mm ZS-42R HE-VT}}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
Line 40: Line 62:
 
{{main|45 mm/89 SM-20-ZIF (45 mm)}}
 
{{main|45 mm/89 SM-20-ZIF (45 mm)}}
  
The Pr.56 is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding anything but cruisers. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 45 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (0.4 second reload) will cause fatal damage with even just one burst. They are also your main line of defence against any aircraft at any range from 0 to 10 km (AI gunners will not engage targets past ~10 km. It is also the max range of the tracking radar). They will destroy incoming enemy aircraft within seconds. The captain is able to control them manually and use the tracking radar to engage air targets manually. It is recommended to let the AI gunners engage the targets when the threat is closer than 5 km as the captain will be able to focus on more threatening enemies (other vessels or even aircraft). When letting AI gunners engage targets, be aware of which targeting setting is set (airborne and surface, airborne, surface, none) as each turret will only engage one target at a time.
+
The Spokoinyy is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE shells, meaning they will do little to no damage to heavily armoured targets. The fast firing rate (0.4-second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.
  
=== Torpedo armament ===
+
The guns are great for tearing apart softer vehicles such as aircraft but AI gunners tend not to be that accurate. As the 45 mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.
<!-- ''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.'' -->
 
{{main|53-56 (533 mm)}}
 
  
The Pr.56 is armed with 2 5-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.
+
* '''Universal:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}
  
'''''1 meter depth:'''''
+
{{:45 mm/89 SM-20-ZIF (45 mm)/Ammunition|HEF-T*, HEF}}
  
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.
+
=== 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}}
  
'''''4 meter depth:'''''
+
The Spokoinyy is armed with 2 x 5-tube torpedo launchers. With a relatively heavy warhead of 400 kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13 km (8 km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50 m to arm.
  
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.
+
'''1-metre depth''' - This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.
 +
 
 +
'''4-metre depth''' - This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4 m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as compared to the 1 metre depth torpedo.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
Line 61: Line 86:
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 
|-
 
|-
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 2000 || 93 || 8.00 || 1 || 50 || TNT || 400 || 400
+
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 2,000 || 93 || 8.00 || 1 || 50 || TNT || 400 || 400
 
|-
 
|-
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 2000 || 75 || 13.00 || 1 || 50 || TNT || 400 || 400
+
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 2,000 || 75 || 13.00 || 1 || 50 || TNT || 400 || 400
 
|}
 
|}
  
=== Special armament ===
+
The Spokoinyy can be armed with BB-1 depth charges, originally intended for use against submarines. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.
{{Specs-Fleet-Special}}
+
 
<!-- ''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.'' -->
+
=== Radar ===
{{main|BB-1 depth charge}}
+
[[File:Kotlin Radar arrangement.png|thumb|Kotlin's radar arrangement - Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar]]
 +
The Spokoinyy has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, you can use this surprise to your advantage.
 +
 
 +
The radar system has a maximum range of 150 km, although you'll usually have the maximum set at 10 km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45 mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130 mm HE-VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.
  
The Pr.56 can be armed with BB-1 depth charges. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.
+
This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.
  
=== Radar ===
+
Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.
[[File:Kotlin Radar arrangement.png|thumb|Kotlin's radar arrangement:Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar]]
+
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]]
The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 fire control radar, unique for this vessel. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, 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 the gunners are not engaging or low speed flying aircraft at long ranges (bombers). Most of the time, the use of tracking radar will not be necessary as gunners will take care of aircraft while the captain is engaging enemy vessels.
 
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin (Pr.56)'s radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]]
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
! colspan="4" |Fut-N - Air/surface Search Radar
 
! colspan="4" |Fut-N - Air/surface Search Radar
Line 85: Line 111:
 
!{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}}
 
!{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}}
 
|-
 
|-
|120,000 m||10,000 m||360°||0°/+75°
+
|150,000 m||10,000 m||360°||0°/+75°
 
|-
 
|-
 
! colspan="4" |Sfera-56 - Fire Control Radar
 
! colspan="4" |Sfera-56 - Fire Control Radar
 
|-
 
|-
!{{Annotation|Maximum<br/>Tracking<br/>Range|The maximum range at which a target can be tracked}}
+
!{{Annotation|Maximum<br>Tracking<br>Range|The maximum range at which a target can be tracked}}
!{{Annotation|Minimum<br/>Tracking<br/>Range|The range below which targets cannot be tracked by the radar}}
+
!{{Annotation|Minimum<br>Tracking<br>Range|The range below which targets cannot be tracked by the radar}}
!{{Annotation|Azimuth Tracking<br/>Angle|How far to each side the radar can track a target}}
+
!{{Annotation|Azimuth Tracking<br>Angle|How far to each side the radar can track a target}}
!{{Annotation|Elevation Tracking<br/>Angle|How far up and down the radar can track a target}}
+
!{{Annotation|Elevation Tracking<br>Angle|How far up and down the radar can track a target}}
 +
|-
 +
| 10,000 m, moves up to <br> 30,000 m when tracked <br> aircraft moves out of range || 100 m || 315° || 0°/+80°
 
|-
 
|-
|10,000 m||100 m||315°||0°/+80°
 
 
|}
 
|}
  
=== Additional armament ===
+
== Usage in battles ==
{{Specs-Fleet-Additional}}
+
<!-- ''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 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.''
+
The Spokoinyy is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130 mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity HE-VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45 mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.
  
''If there is no additional armament, remove this section.''
+
The Spokoinyy is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective AA range of potentially up to 7-9 km with the main guns. Absolutely no aircraft (in regular circumstances) should be able to surprise the Spokoinyy while the search radar is active. The Spokoinyy, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers.
  
== Usage in battles ==
+
As a (relatively) modern destroyer, the Spokoinyy has a very capable fire control system, enabling prediction estimates (the aiming indicator) to update much faster than on the common WW2 era destroyers. This allows for greatly increased accuracy at longer ranges. A competent player in a Spokoinyy can reliably duel enemy destroyers at ranges that are several kilometres or more further than the ranges at which an enemy can effectively shoot back from.
<!-- ''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 Pr. 56 is a Cold War destroyer and thus, it should not be used a WW2 Destroyer as armor is lacklustre and RPM is limited compared to some cruisers and destroyers. Thus, the Pr. 56 should be used as a support and anti air ship. The powerful 130mm are able to decimate destroyers and even cruisers in minutes, specially is SAP round is being used. The high speed and agility make it a decent runner when facing enemy ships and capping points. 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. 56 has to navigate in order to get into a decent launch distance. The 45mm should be used as secondary weapons for everything but killing heavily armored ships. They are able to decimate light armored vessels in seconds as well as planes. For this same reason, the Pr. 56 should be used as an anti-air flagship as it is able to detect and engage enemy planes in a range of 130km. Absolutely no aircraft will surprise the Pr.56 while the search radar is active. The Pr. 56, 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 convoys.
 
  
Absolutely '''NO''' battleship should be engaged with the 130mm as they are mediocre and most of the time useless. However, they can damage and destroy outter modules like turrets, bridge, smoke funnels and start fires. When facing heavily armored vessles, torpedoes are a '''MUST''' as they will be your only reliable weapon agaisnt them. The Pr. 56 should Zig-Zag when being fired at as a single salvo is more than enough to instantly destroy you. Zig-Zag reduced the chances the enemy has to hit and due to the long reload, the Pr. 56 is able to close distance and fire torpedoes.
+
For example, a Spokoinyy can potentially start getting hits on small enemies such as destroyers from 10-15km away, whilst most players with WW2 destroyer calibre guns will have serious trouble hitting their own shots in return at such ranges, especially if the Spokoinyy is firing whilst being evasive with manoeuvres and throttle control, something which would normally heavily disrupt your own aiming but is allowed in the Pr.56 because of the fast update rate of the FCS. And with the high speed of the Spokoinyy, the ship can usually control the ranges at which battle is fought at, keeping the enemy from closing to effective gun range, especially since the advanced fire control commonly gives the Spokoinyy the first hits, which can often strike enemy propulsion modules and thus slow them down before they get the chance to close in. This is highly useful in EC events where the huge map size complements this kind of gameplay, whereas it may be less useful in the much shorter ranges usually found in regular matches.
  
=== Modules ===
+
Absolutely no battleship should be engaged with the 130 mm as the cannons are ineffective at damaging capital ships. When facing heavily armoured vessels, torpedoes are a must as they will be your only reliable weapon against them. The Spokoinyy should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 130 mm PB-42 SAP
 
|
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| Auxiliary Armament Targeting
 
|
 
|
 
|-
 
| III
 
| Propeller Replacement
 
| Shrapnel Protection
 
| Ventilation
 
| Primary Armament Targeting
 
| Improved Rangefinder
 
| Depth Charges
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
| Ammo Wetting
 
| 130 mm ZS-42R HE-VT
 
| Torpedo Mode
 
|
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 154: Line 140:
  
 
'''Pros:'''
 
'''Pros:'''
 
+
* Capable AA protection
* Superior AA protection (rivals most cruisers).
+
* Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation
* Fast-firing 130 mm cannons with 360° of rotation.
+
* Equipped with a radar system
* Radar.
+
* Can use proximity fuse shells
* A large salvo of ten torpedoes.
+
* Superior FCS
* Has decent SAP rounds to fight cruisers.
+
* Can launch ten torpedoes
 +
* Has excellent SAPCBC shells
  
 
'''Cons:'''
 
'''Cons:'''
 
+
* Guns aren't the most accurate even with the rangefinder
* Thin armour
+
* Lacking in protection against enemy gunfire
 
* Small number of crewmen
 
* Small number of crewmen
* Relatively slow 130mm traverse speed
+
* Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes)
* Ready racks have to load up again when all of the shells have been fired. Takes approx. 2 minutes
+
* Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible
  
 
== 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 Pr. 56 is a budget smaller version of the ''Neustrashimy''-class destroyer which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 Anti Submarine Rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 ''Neustrashimy'' had. In order to do so, the aft 45mm anti air turrets were moved to the sides at the mast level separated by said mast, making it have parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130mm turret. The Fire Control Radars were moved, one on top of the bridge and one behind the main mast.
+
The Spokoinyy is a cheaper and smaller version of the Neustrashimy-class destroyer, which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 anti-submarine rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 Neustrashimy had. In order to do so, the aft 45 mm anti-air turrets were moved to the sides at the mast level separated by said mast, giving it parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130 mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130 mm turret. The fire control radars were moved, one on top of the bridge and one behind the main mast.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_destroyer_pr56_spokoinyy Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
Line 188: Line 178:
 
<!-- ''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.'' -->
 
''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.''
  
 +
{{ShipManufacturer Zhdanov Shipyard}}
 
{{USSR destroyers}}
 
{{USSR destroyers}}

Latest revision as of 17:56, 4 November 2024

Spokoinyy
ussr_destroyer_pr56_spokoinyy.png
GarageImage Spokoinyy.jpg
Spokoinyy
AB RB SB
5.3 5.3 5.3
Class:
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

The Pr.56, Spokoinyy, 1956 was the lead ship of the Project 56 (Kotlin-class) destroyers, which were the last gun-only destroyers built for the Soviet Navy. The Project 56 destroyers were improved, scaled down, and modified versions of the previous experimental Project 41 - Neustrashimy destroyer, better suited for large scale production as they were smaller, cheaper, and easier to build in large quantities. Spokoinyy was laid down on 4th March 1953 and commissioned on 8th October 1957. She was assigned to the Northern Fleet on 12th September 1956 and performed various training duties and exercises throughout her career before being decommissioned on 19th April 1990 and subsequently sold for scrap. Spokoinyy, unlike other ships of her class, never underwent any modernization.

Spokoinyy was introduced in Update "Starfighters". She is a modified version of the previous Neustrashimy-class destroyer, sharing the same hull design, magazine locations, as well as the air track and search radar Fut-N or two quintuple torpedo launchers, although differently placed. The secondary 45 mm guns are split into one behind each main armament turrets and two between funnels on each side of hull, unlike two behind each main armament turrets on Neustrashimy. The Spokoinyy's propulsion is divided into two sections with boilers and transmission paired under each funnel, so a direct hit into one section does not leave the ship dead in the water.

General info

Survivability and armour

Armourfront / side / back
Main fire tower20 / 10 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement3 228 t
Crew284 people

Like most destroyers, the armour of the Spokoinyy is practically non-existent, the limited anti-frag armour only capable of resisting low-calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm of anti fragmentation armour, with the hull itself being completely unprotected.

It is rather difficult to be ammo-racked in the Spokoinyy, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot. When it comes to threats from the air, the Spokoinyy is very weak against bombs as any other destroyer. It is able to resist most strafing attacks with ease, as well as a couple of rocket attacks.

Mobility

Speedforward / back
AB87 / 40 km/h
RB71 / 32 km/h

As one of the most modern destroyers in the game, the Spokoinyy has a sleek hull and is equipped with powerful engines, enabling the over 3,000 t vessel to reach a top speed of 71 km/h (88 km/h in Arcade), a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels (Albatros, SKR-7, etc.). When it comes to manoeuvrability, the Spokoinyy is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 64 29 ~117.48 ~233.73
Upgraded 87 40 ~61.2 ~129.87
RB/SB Stock 61 28 ~130.8 ~202.39
Upgraded 71 32 ~81 ~179.05

Modifications and economy

Repair costBasic → Reference
AB2 436 → 3 120 Sl icon.png
RB3 879 → 4 968 Sl icon.png
Total cost of modifications26 500 Rp icon.png
50 000 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
210 / 540 / 100 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship venting.png
Ventilation
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods tank ammo.png
130mm_ussr_sm2_1_pb42_navy_sap_ammo_pack
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_sm2_1_zs42r_navy_radio_aa_ammo_pack
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png

Armament

Primary armament

2 х Turret2 x 130 mm/58 SM-2-1 cannon
Ammunition500 rounds
Vertical guidance-8° / 82°

The Spokoinyy is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).

The cannons have access to 3 types of shells: HE, SAPCBC and HE-VT.

The HE shell has excellent filler, at 3.8 kg, useful against coastal vessels and for setting fires on larger ships. The SAPCBC has a rather decent 2.2 kg of filler and 113 mm of penetration at 10 km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3 kg, which is more than enough to tear the wings off the heaviest of enemy bombers. The HE shell has a high muzzle velocity, making aiming at longer ranges much easier.

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
OF-42 HE HE 37 37 37 37 37 37
PB-42 SAP SAPCBC 204 174 134 104 82 57
ZS-42R HE-VT HE-VT 35 35 35 35 35 35
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%
OF-42 HE HE 950 33.4 0 0.1 3.83 79° 80° 81°
PB-42 SAP SAPCBC 950 33.4 0.04 5 2.21 48° 63° 71°
Proximity-fused shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
ZS-42R HE-VT HE-VT 955 33.08 0 0.1 240 16 3 79° 80° 81°

Secondary armament

4 х Turret4 x 45 mm/89 SM-20-ZIF automatic cannon
Ammunition8000 rounds
Belt capacity4 rounds
Fire rate160 shots/min

The Spokoinyy is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE shells, meaning they will do little to no damage to heavily armoured targets. The fast firing rate (0.4-second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.

The guns are great for tearing apart softer vehicles such as aircraft but AI gunners tend not to be that accurate. As the 45 mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.

  • Universal: HEF · HEF-T*

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
HEF-T* 4 4 4 4 4 4
HEF 4 4 4 4 4 4
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* 1,080 1.41 0 0.1 92.4 79° 80° 81°
HEF 1,080 1.41 0 0.1 83.16 79° 80° 81°

Additional armament

Setup 110 x 533 mm 53-56 torpedo
Setup 26 x BB-1 depth charge
Setup 310 x 533 mm 53-56 torpedo
6 x BB-1 depth charge

The Spokoinyy is armed with 2 x 5-tube torpedo launchers. With a relatively heavy warhead of 400 kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13 km (8 km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50 m to arm.

1-metre depth - This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.

4-metre depth - This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4 m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as compared to the 1 metre depth torpedo.

Torpedo Characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 2,000 93 8.00 1 50 TNT 400 400
Yes 2,000 75 13.00 1 50 TNT 400 400

The Spokoinyy can be armed with BB-1 depth charges, originally intended for use against submarines. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.

Radar

Kotlin's radar arrangement - Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar

The Spokoinyy has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, you can use this surprise to your advantage.

The radar system has a maximum range of 150 km, although you'll usually have the maximum set at 10 km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45 mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130 mm HE-VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.

This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.

Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.

Kotlin radar display.
Dark green: within targeting radar angle
Light green: targeting radar dead zone
Fut-N - Air/surface Search Radar
Maximum
Detection
Range
Guaranteed
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
150,000 m 10,000 m 360° 0°/+75°
Sfera-56 - Fire Control Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
10,000 m, moves up to
30,000 m when tracked
aircraft moves out of range
100 m 315° 0°/+80°

Usage in battles

The Spokoinyy is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130 mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity HE-VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45 mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.

The Spokoinyy is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective AA range of potentially up to 7-9 km with the main guns. Absolutely no aircraft (in regular circumstances) should be able to surprise the Spokoinyy while the search radar is active. The Spokoinyy, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers.

As a (relatively) modern destroyer, the Spokoinyy has a very capable fire control system, enabling prediction estimates (the aiming indicator) to update much faster than on the common WW2 era destroyers. This allows for greatly increased accuracy at longer ranges. A competent player in a Spokoinyy can reliably duel enemy destroyers at ranges that are several kilometres or more further than the ranges at which an enemy can effectively shoot back from.

For example, a Spokoinyy can potentially start getting hits on small enemies such as destroyers from 10-15km away, whilst most players with WW2 destroyer calibre guns will have serious trouble hitting their own shots in return at such ranges, especially if the Spokoinyy is firing whilst being evasive with manoeuvres and throttle control, something which would normally heavily disrupt your own aiming but is allowed in the Pr.56 because of the fast update rate of the FCS. And with the high speed of the Spokoinyy, the ship can usually control the ranges at which battle is fought at, keeping the enemy from closing to effective gun range, especially since the advanced fire control commonly gives the Spokoinyy the first hits, which can often strike enemy propulsion modules and thus slow them down before they get the chance to close in. This is highly useful in EC events where the huge map size complements this kind of gameplay, whereas it may be less useful in the much shorter ranges usually found in regular matches.

Absolutely no battleship should be engaged with the 130 mm as the cannons are ineffective at damaging capital ships. When facing heavily armoured vessels, torpedoes are a must as they will be your only reliable weapon against them. The Spokoinyy should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.

Pros and cons

Pros:

  • Capable AA protection
  • Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation
  • Equipped with a radar system
  • Can use proximity fuse shells
  • Superior FCS
  • Can launch ten torpedoes
  • Has excellent SAPCBC shells

Cons:

  • Guns aren't the most accurate even with the rangefinder
  • Lacking in protection against enemy gunfire
  • Small number of crewmen
  • Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes)
  • Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible

History

The Spokoinyy is a cheaper and smaller version of the Neustrashimy-class destroyer, which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 anti-submarine rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 Neustrashimy had. In order to do so, the aft 45 mm anti-air turrets were moved to the sides at the mast level separated by said mast, giving it parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130 mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130 mm turret. The fire control radars were moved, one on top of the bridge and one behind the main mast.

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.


Shipyard named after A. A. Zhdanov (Судостроительный завод имени А. А. Жданова)
Patrol Ships 
Project 2  Groza
Destroyers 
Project 1  Leningrad
Project 45  Opytny
Project 7U  Stroyny
Project 30-bis  Smelyi
Project 41  Neustrashimy
Project 56  Spokoinyy

USSR destroyers
  Imperial Russia
Derzky-class  Frunze
Fidonisy-class  Kerch
  Soviet Union
Pr. 1  Leningrad · Moskva
Pr. 45  Opytny
Pr. 7  Besposhchadny · Ryany
Pr. 7U  Soobrazitelny · Stroyny
Pr. 20  Tashkent
Pr. 30  Ognevoy
Pr. 30-bis  Smelyi · Bezuprechny
Pr. 41  Neustrashimy
Pr. 56  Spokoinyy · Blagorodnyy · Bravy
Trophies  Romania
Regele Ferdinand-class  Letuchiy