Difference between revisions of "MPK pr.122A"

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(Ammunition: Converted to transclusion)
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{{About
 
| about = Soviet sub-chaser '''{{PAGENAME}}'''
 
| usage = the premium version
 
| link = MPK Pr.122bis
 
}}
 
 
{{Specs-Card
 
{{Specs-Card
 
|code=ussr_mpk_122a
 
|code=ussr_mpk_122a

Revision as of 09:49, 23 August 2023

MPK pr.122A
ussr_mpk_122a.png
GarageImage MPK pr.122A.jpg
MPK pr.122A
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

The MPK pr.122A is a rank II Soviet sub-chaser with a battle rating of 2.0 (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
Hull8 mm (steel)
Superstructure4 mm (steel)
Number of section4
Displacement238 t
Crew49 people

Due to its large size and decent crew, this is a difficult boat to sink. The whole vessel is unarmoured except for the gun shield, meaning that machinery and ammunition are left exposed. Although magazine explosions are rare, it's common for both the gun and engine to be knocked out, either of which will spell disaster for this vessel. Fortunately, due to its size, the crew is spread out and there are more compartments to disable, increasing your life expectancy greatly.

Mobility

Speedforward / back
AB66 / 31 km/h
RB43 / 20 km/h

The boat is reasonably fast in a straight line, able to keep up with slower PT boats and outpace German minesweepers. However, turning is awful due to large hull length. The boat tends to spin, meaning the stern will hit rocks or the shoreline if sailed too close. Stopping distance is also a problem, with no easy way to escape trouble once you've found it. All in all, it has decent mobility, adequate for the role, but it does have some shortcomings to be mindful of.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 66 31
RB/SB Stock ___ ___
Upgraded 43 20

Modifications and economy

Repair costBasic → Reference
AB625 → 771 Sl icon.png
RB952 → 1 175 Sl icon.png
Total cost of modifications8 450 Rp icon.png
9 440 Sl icon.png
Talisman cost640 Ge icon.png
Crew training4 500 Sl icon.png
Experts16 000 Sl icon.png
Aces180 Ge icon.png
Research Aces190 000 Rp icon.png
Reward for battleAB / RB / SB
40 / 60 / 100 % Sl icon.png
118 / 118 / 118 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
90 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
115 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
195 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
90 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
195 Ge icon.png
Mods tank ammo.png
12mm_dshk_navy_he_ammo_pack
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
90 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_distant_fuse_navy_HE_ammo_pack
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
90 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods tank ammo.png
12mm_dshk_navy_ap_ammo_pack
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_navy_AP_ammo_pack
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
70 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
115 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
115 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
115 Ge icon.png
Mod arrow 0.png
Mods ship mortar.png
Bomb mortar
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
195 Ge icon.png

Armament

Primary armament

Turret76 mm/55 34-K cannon
Ammunition300 rounds
Vertical guidance-5° / 77°
Main article: 34-K (76 mm)

Primary armament consists of a single rapid fire 76 mm gun positioned on the bow, which is able to shred smaller boats in a few hits while holding its own against larger vessels. The gun is protected by steel plate, however due to its position, it will often get knocked out by enemy fire.

HE is deadly against small and medium-sized vessels, disabling compartments in one or two hits. While AP is good for armoured targets such as the Soviet gunboats, it will over-penetrate most vehicles this boat will face.

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
O-361K HE 8 8 8 8 8 8
O-361D HE-TF 5 5 5 5 5 5
BR-361 APHEBC 121 100 81 65 53 43
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
O-361K HE 845 6.95 0 0.1 483 79° 80° 81°
O-361D HE-TF 810 6.61 0 0.1 182 79° 80° 81°
BR-361 APHEBC 816 6.5 1.6 4 119 48° 63° 71°

Secondary armament

3 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min
Main article: DShK (12.7 mm)

Secondary armaments that also double for anti-air duties on the vessel are the three 12.7 mm DShK heavy machine guns in single mounts at the stern. While they may be classed as combined AA/auxiliaries, they are only really useful for engaging aerial targets. Due to the location of the guns, they have decent firing arcs and have no problem tracking low flying aircraft. Optimal range for these guns is less than a kilometer, where their combined fire will easily down any aircraft that loiter in the vicinity, while gunners will start opening up from 2 km away.

  • Universal: AP-I · API-T · IAI
  • 12.7 mm HE belts: IAI · IAI · IAI · API-T
  • 12.7 mm APIT belts: API-T · AP-I · IAI · AP-I

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP-I 30 29 25 21 18 15
API-T 29 28 24 20 17 14
IAI 3 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
AP-I 850 0.05 - - - 47° 56° 65°
API-T 850 0.05 - - - 47° 56° 65°
IAI 850 0.05 0 0.1 1.5 47° 56° 65°

Additional armament

Setup 118 x BM-1 small depth charge
Setup 224 x BB-1 large depth charge
Setup 324 x BB-1 large depth charge
18 x BM-1 small depth charge

While depth charges and bomb throwers can be equipped, they are mostly useless and should only be used in specific situations, otherwise concentrate on using the guns.

Usage in battles

(AB) The ship should be pointed towards the bow (front) at all times, greatly increasing survivability, and used to hunt smaller PT boats with the 76 mm cannon while staying away from larger ships with bigger or more numerous guns. While this boat isn't immune to PT boats, they are its primary target, and parking the boat behind cover near a cap allows you to mop up any intruders. Particular enemies to note are:

  • Well-armed American PT boats (PT-314, etc.)
  • British and Soviet gunboats (SGB, Fairmile, MPK-163)
  • German barges (SF40's or AF D1's)
  • British Isles/Flower-class boats
  • Also large, tough bombers such as the Catalina or Wellington will break through your air defence, try to keep moving and not make yourself an easy target.

Pros and cons

Pros:

  • Rapid-fire cannon, which deals decent damage
  • Self-defence AA is capable of shooting down planes at short range (1 km or closer)
  • Fast in a straight line
  • Good survivability

Cons:

  • Auxiliary armament of 3 heavy machine guns are mostly ineffective against other ships, and A.I. Gunners tend to be inefficient
  • Big turning circle and big length mean difficulty traversing in tight spaces - beware of running aground
  • Cannon does get knocked out easily

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

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 sub-chasers
Pr. 122  MPK pr.122A · MPK Pr.122bis
Pr. 163  MPK-163
Pr. 201  MPK Pr.201K · MPK Pr.201M
Pr. 204  MPK Pr.204