Difference between revisions of "Pr.206-M"

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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.
 
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.
 +
 +
This series of torpedo boats differed from its '''predecessor, the Pr. 206 "Shershen'''", due to its improved weaponry and new combat capabilities. It was produced in the '70s for the Soviet navy and exported to its allies in a small quantity, used for coastal patrol and anti-submarine warfare.
 +
 +
In the game, this torpedo boat is one of the top tier in the Soviet coastal fleet tree. Captains who have it in their fleet have an exceptional weapon capable of wreaking havoc on enemy offensives. But watch out for the sailors, this will be the boat's first vulnerability.
 +
 +
Stealth tactics, hit-run, and stationary artillery position will be the best allies of the Sovie
  
 
== General info ==
 
== General info ==
 +
The Pr. 206M is easily recognized for its large gun at the stern of the hydrofoil boat and also how vulnerable to the guns of a similarly BR ranked destroyer.
 +
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.''
+
The hull armour consists of '''6 mm steel''' and the superstructure of about '''3 mm stee'''l.
  
''If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.''
+
It's '''57 mm''' main turret is protected by about '''4 mm of laminated homogeneous armour''' and its auxiliary turret by about '''10 mm''' of hardened armour. Making them very vulnerable to all types of projectiles, except low-calibre machine guns.
 +
 
 +
The survival of the boat is not at all impressive due to its low crew of only 25 sailors (Historically, 21 sailors 4 officers). This line of boats must have good crew-skills that can effectively improve the performance of the boat. The crew is remarkably packed on the bridge, this being also very vulnerable to impacts. A fire in the ammunition inside the bridge, in the torpedoes or the engines below it, can be deadly by itself if not put out quickly.
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 +
Ammunition depots are located on the bridge and under the main turret at the stern. Because of the storage of the ready ammo-rack and the ammunition stored in the same point under the main turret, '''this is the most explosive point of the boat'''; vulnerable to either direct damage or fires.
  
 
=== 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 speed and reverse speed.''
+
 
 +
When fully upgraded, the Pr. 206M reaches a top speed of '''81 km/h''' in a straight line. Along with the '''35 km/h''' it can reach in reverse.
 +
 
 +
The turning radius is completely affected by the speed, which means the boat has to accelerate to turn in a less wide range than its predecessor the Pr. 206 "Shershen" and yet much larger compared to other boats in the same BR. But this wide turn radius is not a bad thing its size and weight is considered. It has three engines that allow to accelerate quickly and maintain a constant speed of '''40 km/h in a 360 ° turn'''. -Very useful when dropping torpedoes and escaping.
 +
 
 +
The mobility of the boat is notably affected by the modifications investigated.
 +
 
 +
Is important to take into account that it has a braking time of approximately '''23s''' when going at maximum speed. And about '''7s''' in reverse.
 +
 
 +
Its manoeuvrability on closed maps is quite good, but take into account two factors:
 +
 
 +
* Start turning anticipatedly in closed places, so the boat won't end hitting shore rocks and losing crew.
 +
 
 +
* Do not go through shallow places or near coasts. The ship's hydrofoil could get stuck giving the enemy time to easily sink the boat.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 29: Line 54:
 
{{Specs-Fleet-Primary}}
 
{{Specs-Fleet-Primary}}
 
{{main|AK-725 (57 mm)}}
 
{{main|AK-725 (57 mm)}}
''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.''
+
The main armament is a '''57 mm''' dual-gun automatic turret, located at the stern of the boat, with the ability to rotate '''360 ​​°'''. Its targeting speed is '''35 °/s''' while its vertical aim speed is '''30 °/s''' when the "Primary Armament Aiming" mod is installed. If not, they are reduced to '''30 °/s''' and '''26 °/s''' respectively.
 +
 
 +
The AK-725 turret has a storage capacity of '''2200 rounds''', 1100 of these rounds are in ready-to-use ammunition. Its base reload time is about '''11.2s''', this time can be reduced by improving the skills of the crew. It should be taken into account that once all the ammunition for immediate use has been fired, the turret will fire slower.
 +
 
 +
'''Immediate use ammunition'''
 +
 
 +
The ammunition for immediate use has '''1,100 rounds'''.During combat, take into account to give it a reasonable amount of time so that the ammunition for immediate use is replenished. One way to avoid running out of immediate-use ammo is to retreat to a safe zone, giving the turret's automatic system time to replenish ammo.
 +
 
 +
This turret has a high rate of fire that allows the user an uninterrupted fire time for an average of '''14s-18s before overheating the guns'''. This overheating should not happen if the player wants to stay in combat with enough ammunition to continue the fight. In case of being in distress, the '''captains should not doubt to keep their finger on the trigger'''.
 +
 
 +
The weapon's performance is formidable against other torpedo boats such as the British Fairmile series or the German [[Albatros-Klasse (143)|Albatros-Klasse]] and the [[Jaguar-Klasse (140)|Jaguar-Klasse]]. In the same way, they can be incredibly effective against most of the early destroyers and frigates such as the [[Isuzu|IJN Isuzu]] and the [[IJN Akizuki]] of Japan. The rapid-fire of the weapon, scattered from bow to stern against one of these boats or destroyers may be enough to finish off its crew before overheating.
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 +
Is worth noting the dead zone that the main turret has, and to be able to shoot forward, the boat will need to be turned.
 +
 
 +
'''Ammunition'''
 +
 
 +
The AK-725 has two types of ammunition<sub>:</sub>
 +
 
 +
* '''OR-281U (HEF-I *)'''
 +
* '''BR-281U (APCBC)'''
 +
 
 +
These two munitions have very good ballistics for firing on the move at high speed or stationary, from short and medium distances '''(-8000m)'''. This occupies a space of 1100 rounds in the boat.
 +
 
 +
• '''OR-281U'''
 +
 
 +
The OR-281U is a self-destructive incendiary fragmentation high-explosive projectile. It has a mass o'''f 2.8 kg''', travels at a speed of '''1000m /'''s and its explosive is equivalent to 235.62g of TNT making it have an explosive penetration of 5 mm in all directions.
 +
 
 +
This ammunition together with the rate of fire, is a lethal combination for small boats and destroyers with little armour. Like all HE ammunition, is weakness is the armour so be aware of when to change strategy. Its capabilities lie in its potential to eliminate the enemy's crew by damaging the hull modules completely, astoundingly fast. If looking to help the allies, quickly aim and fire at the enemy turrets, the bridge or the torpedoes of the targets. All in a single attack to overload the enemy with repair tasks and fire suppression. (If not sink it in the process)
 +
 
 +
This projectile does not have a radio or timed fuze that allows to shoot down planes without a direct shot, but '''radar can help to better lead the fire'''. Even more if they are flying in a straight line at different distances and altitudes. When shooting at airplanes, '''try to fire short bursts or simple interspersed shots''' as it would be a waste of ammunition to fire 90 rounds and have the enemy dodge, because they saw a large red burst in the air.
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 +
This will be the main ammunition of the weapon at all times and which the captains will be able to obtain the majority of their marks of victory.
  
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
These HE projectiles are perfect for cargo freighters. Thanks to their good ballistics, is advisable to aim from a safe area. Is likely the Shtorm will sink them, stationary or while they move.
 +
 
 +
'''• BR-281U'''
 +
 
 +
The BR-281U is an anti-armour shell with compound and ballistic coating. It has a mass of 2.8 kg, travels at a speed of 1000 m /s and its explosive is equivalent to 20.02 g of TNT, it has a 20 mm fuze sensitivity along with a 1.2 m fuze delay.
 +
 
 +
Considering the aforementioned enemy ships, it can be said that the BR-281U ammunition is emergency-only. Becuase is ineffective against most of the light enemies (PT-boats, cargo ships) since it passes through or causes minimal module damage, known as overpenetration. Using it wrongly will cause us to not only waste our immediate use ammunition but due to its low explosive nature we will need more rounds against an enemy. But is not as bad as it seems since the belt has good penetration at short and medium distances, '''mostly effective against heavily armoured enemies''' such as the MBK Pr.186 and [[MBK-161 (1943)|MBK Pr.161]] of the USSR, the United States' [[Sumner (DD-692)]] and [[Fletcher (DD-445)]].
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 +
The '''trick of this ammunition''' is to focus the impacts on important modules on enemy ships such as the bridge, the turrets, the engine room and large ammunition depots. This will cause damage to their mobility, making them easy prey for an allied or the Shtorm itself.
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 +
Its anti-aircraft utility is reduced by its penetrating characteristics. Even high-altitude straight-line flying bombers can be a difficult target to eliminate, as once they notice an impact or see the blasts in the distance they will begin to manoeuvre defensively-  Is possible to take out an enemy with this ammunition, a hit to the engines is lethal and Shtorm can achieve this by using the radar as aid or by letting the gunners fire. The AP capacity might even rip the entire wing-off!
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 
{{main|2M-3 (25 mm)}}
 
{{main|2M-3 (25 mm)}}
''Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that anti-air armament, even heavy calibre weapons, belong in the next section.''
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Secondary armament is a '''25 mm''' dual-gun automatic turret, located at the bow of the boat, with the ability to rotate '''360 ​​°'''. Its horizontal turning speed is '''40°/s''' while its vertical aiming speed is '''70°/s''' when the modification “Aiming Auxiliary Armament” is installed. If it is not, they are reduced to '''34°/s''' and '''60°/s''' respectively.
 +
 
 +
The 2M-3 turret has a capacity of 130 rounds in each weapon and storage of 1950 rounds, all completely stored just under the bridge. Its base reload time is about 4.9s, this time can be reduced by improving the skills of the crew together with increasing its precision.
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 +
This turret has a good rate of fire that can allow the user an uninterrupted fire time of around 15s until they have to reload the guns. Overheating is completely imperceptible and even during manual use of the weapon, it is notable that the barrels will not stop firing and it is because they can start to reload at different times making the weapon feel that it can fire infinitely.
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 +
The use of this turret can be an emergency. Normally the primary weaponry is enough to take out most opponents at sea, but this has its limitations and different situations and this is where the use of this turret comes in. The weapon is located in the part of the bow, making it have a large field of fire frontally, but a considerable dead zone towards the stern due to the bridge. Its position is very useful when moving in closed areas or environments that do not allow the correct aiming of the primary armament, this causes us to necessarily use this cannon to defend ourselves from boats or planes that come from the bow. It is not the only case in which we have to use it, since when our main turret is disabled, without ammunition, without firing range or reloading, we should not lose valuable time and start using it.
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 +
The auxiliary turret is automatically fired by the sailors and its effectiveness depends on how well trained they are.
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Its naval capabilities are most notable against light enemies such as other torpedo boats or early destroyers, however, its penetrating capabilities against lightly and moderately armoured foes should not be underestimated. It is worth noting its low effectiveness against large opponents such as heavily armed and armoured destroyers, such as the Italian Bartolomeo Colleoni, and early light and heavy cruisers such as the Italian Trento and the German Emden. (With which it is not advisable to lose ammunition)
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 +
As anti-aircraft, this pair of cannons are effective against most aircraft that can be seen in combat and their best performance can occur when sailors (AI) fire it since they will attack all air targets within their range, giving us time to do other tasks. Taking into account a situation with multiple enemies, captains must manually locate the closest and most dangerous or simply give the attack order. If captains prefer to use the weapon manually, it is recommended that they use radar to improve their chances of taking down the enemy.
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 +
'''Ammunition'''
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 +
The ammunition of the secondary armament is only composed of two types of AP and FI-T projectiles, dispersed in greater and lesser quantities within their different cartridges.
 +
 
 +
• AP: Anti-armor projectile
 +
 
 +
• FI-T: Tracer Incendiary Fragmentation Projectile
 +
 
 +
These rounds must be viewed in a percentage way so that they can vary their effectiveness against various targets or specific targets.
 +
 
 +
'''• Universal'''
 +
 
 +
As the name implies, this cartridge is for target or universal purpose, it is composed of both rounds in an AP / FI-T / AP / FI-T sequence.
 +
 
 +
Its use in naval combat has good effectiveness against light and moderately armoured targets. Since it has a combination that provides an explosive and a penetrating impact, this ensures that the targets that are hit have multiple types of damage is their ships. Seen in this way the targets will have HE damage, which will damage the external modules and the hull killing the crew and the AP will damage the hull to a lesser extent, but a greater extent the internal modules that the HE does not reach.
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 +
Its use in anti-aircraft combat is formidable. It's good combination provides what is necessary against all types of aircraft, thanks to this it can damage an aircraft or end it quickly, since AP shots could damage the engines, kill the pilot or pierce their fuel tanks causing a leak where the projectiles HE takes importance by setting these tanks on fire, damaging the frame or directly breaking part of the structure and surface controls.
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If we see the type of cartridge in a form with a percentage, it can be said that it has, AP (25%) / FI-T (25%) / AP (25%) / FI-T (25%) giving 50% damage HE and 50% AP damage for all types of targets with the same effectiveness.
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 +
A good example of the use of this cartridge is when we let the sailors (AI) control the weapon and shoot at all kinds of targets since the captains could be performing other combat actions while the weapon fires at nearby aircraft or enemy boats. 
 +
 
 +
'''• 25mm HE ammunition'''
 +
 
 +
As the name implies, this cartridge has a mostly explosive damage purpose, it is composed of both rounds, but in greater quantity, HE shells in a sequence of FI-T / FI-T / FI-T / AP.
 +
 
 +
Its use in naval combat is limited but highly effective against light targets such as torpedo boats and early destroyers. Since it has a combination that provides multiple explosive rounds and makes it overwhelmingly fast in damaging the hull and outer modules not protected by armour, killing the crew. This also has an AP projectile that, although to a lesser extent, can do sporadic damage to the internal modules since it is repeated only once in the cartridge. The great weakness of the explosive is the armour and you will often find destroyers with armoured turrets or large parts of the hull like the American Fletcher (DD-445) that this cartridge will find it difficult to damage effectively.
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 +
Its use in anti-aircraft combat is incredibly powerful against small or unarmored aircraft. It's good combination together with the cadence of the weapon gives it good explosive damage, due to this the projectiles can damage or destroy parts of the aircraft quickly, its single AP ammunition is imperceptible, however, there is the possibility that it damages an internal module or ends with the pilot.
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 +
Since not everything can be good, there are disadvantages with the use of this ammunition and they are:
 +
 
 +
• The boat will be very easy to detect due to a large number of tracer projectiles
 +
 
 +
• Heavy and armoured bombers will resist impacts
 +
 
 +
• There is a risk that your hits will only cause “sparks” and the enemy will reach their objective
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 +
If we see the type of cartridge in a form with a percentage, FI-T (25%) / FI-T (25%) / FI-T (25%) / AP (25%) giving a 75 % HE damage and 25% AP damage which gives it great power with the HE characteristics, but limits its AP capabilities to only 25%.
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 +
A proper example is the use of this cartridge is during a low BR where the enemies come in a greater number of torpedo boats and early destroyers. Regardless of whether the player of the AI gunners controlling the weapon, this belt could do alot of damage to aeroplanes.
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 +
'''• 25mm AP ammunition'''
 +
 
 +
This cartridge has a mostly penetrating damage purpose, it is composed of both rounds, but in greater quantity AP shells in an AP / AP / AP / FI-T sequence.
 +
 
 +
Its use in naval combat is limited, but with considerable effectiveness against armoured targets such as gunboats and destroyers. Is indispensable to damage the armoured hull and interior modules of targets with considerable armour, creating greater internal damage and with the ability to easily disable enemy turrets. This also has an HE projectile that, although to a lesser extent, can damage the hull and external modules since it is repeated only once in the cartridge. It should be taken into consideration that it only has a maximum penetration of '''53 mm''' at 10 m, which further limits its use.
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 +
Using this belt against light targets is not recommended, due to its AP composition it will over-penetrate the target's hull, giving it time to respond to fire or escape. '''As last resort''', try to aim at internal modules.
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 +
Its use in anti-aircraft combat is unpredictable against unarmored aircraft or bombers. Even with the good rate of fire of the weapon, using this ammunition against aircraft can be frustrating because it is composed mostly of '''AP projectiles without a tracer.''' Which means is very likely that it will pass through the enemy aircraft without major damages; visible as a yellow zone at the point of impact. It features an HE projectile that could hit and ignite if the other AP rounds previously damaged any fuel tanks.
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 +
There are some beneficial things that can be highlighted:
 +
 
 +
• The round is capable of taking down enemies without them noticing!  (Due to its few FI-T rounds, it is difficult to see it)
 +
 
 +
• These rounds could easily damage the aircraft engines, even weakening spars and ripping off wings.
 +
 
 +
• Useful to take the pilot in frontal attacks even with armoured protected cockpits.
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 +
If we see the type of cartridge in a form with a percentage, it can be said that it has, from AP (25%) / AP (25%) / AP (25%) / FI-T (25%) giving 75% AP damage and 25% HE damage which gives it great power with the aforementioned characteristics, but limits its capabilities.
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 +
A good example is the use of this cartridge when we face impenetrable objectives for the HE belt, such is the case of the [[MBK-161 (1943)|MBK]] series or when is needed to damage the turrets of a destroyer.
  
 
=== Torpedo armament ===
 
=== Torpedo armament ===

Revision as of 03:14, 2 January 2021

Introducing Wiki 3.0
Pr.206-M
ussr_pr_206m.png
GarageImage Pr.206-M.jpg
Pr.206-M
Research:280 000 Specs-Card-Exp.png
Purchase:780 000 Specs-Card-Lion.png

Description

GarageImage Pr.206-M.jpg


The Pr.206-M "Shtorm" 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.

This series of torpedo boats differed from its predecessor, the Pr. 206 "Shershen", due to its improved weaponry and new combat capabilities. It was produced in the '70s for the Soviet navy and exported to its allies in a small quantity, used for coastal patrol and anti-submarine warfare.

In the game, this torpedo boat is one of the top tier in the Soviet coastal fleet tree. Captains who have it in their fleet have an exceptional weapon capable of wreaking havoc on enemy offensives. But watch out for the sailors, this will be the boat's first vulnerability.

Stealth tactics, hit-run, and stationary artillery position will be the best allies of the Sovie

General info

The Pr. 206M is easily recognized for its large gun at the stern of the hydrofoil boat and also how vulnerable to the guns of a similarly BR ranked destroyer.

Survivability and armour

Armourfront / side / back
Hull6 mm (steel)
Superstructure3 mm (steel)
Number of section4
Displacement250 t
Crew25 people

The hull armour consists of 6 mm steel and the superstructure of about 3 mm steel.

It's 57 mm main turret is protected by about 4 mm of laminated homogeneous armour and its auxiliary turret by about 10 mm of hardened armour. Making them very vulnerable to all types of projectiles, except low-calibre machine guns.

The survival of the boat is not at all impressive due to its low crew of only 25 sailors (Historically, 21 sailors 4 officers). This line of boats must have good crew-skills that can effectively improve the performance of the boat. The crew is remarkably packed on the bridge, this being also very vulnerable to impacts. A fire in the ammunition inside the bridge, in the torpedoes or the engines below it, can be deadly by itself if not put out quickly.

Ammunition depots are located on the bridge and under the main turret at the stern. Because of the storage of the ready ammo-rack and the ammunition stored in the same point under the main turret, this is the most explosive point of the boat; vulnerable to either direct damage or fires.

Mobility

Speedforward / back
AB109 / 46 km/h
RB81 / 35 km/h

When fully upgraded, the Pr. 206M reaches a top speed of 81 km/h in a straight line. Along with the 35 km/h it can reach in reverse.

The turning radius is completely affected by the speed, which means the boat has to accelerate to turn in a less wide range than its predecessor the Pr. 206 "Shershen" and yet much larger compared to other boats in the same BR. But this wide turn radius is not a bad thing its size and weight is considered. It has three engines that allow to accelerate quickly and maintain a constant speed of 40 km/h in a 360 ° turn. -Very useful when dropping torpedoes and escaping.

The mobility of the boat is notably affected by the modifications investigated.

Is important to take into account that it has a braking time of approximately 23s when going at maximum speed. And about 7s in reverse.

Its manoeuvrability on closed maps is quite good, but take into account two factors:

  • Start turning anticipatedly in closed places, so the boat won't end hitting shore rocks and losing crew.
  • Do not go through shallow places or near coasts. The ship's hydrofoil could get stuck giving the enemy time to easily sink the boat.

Modifications and economy

Repair costBasic → Reference
AB5 051 → 6 263 Sl icon.png
RB6 456 → 8 005 Sl icon.png
Total cost of modifications241 000 Rp icon.png
374 000 Sl icon.png
Talisman cost2 100 Ge icon.png
Crew training220 000 Sl icon.png
Experts780 000 Sl icon.png
Aces1 700 Ge icon.png
Research Aces720 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 230 / 100 % Sl icon.png
196 / 196 / 196 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
250 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
230 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
410 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
530 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
250 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
230 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
230 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
530 Ge icon.png
Mods tank ammo.png
57mm_ussr_navy_apt_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
250 Ge icon.png
Mods ammo.png
25mm_2m3_he_navy_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
250 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
230 Ge icon.png
Mods ammo.png
25mm_2m3_ap_navy_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
230 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
410 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
410 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
530 Ge icon.png

Armament

Primary armament

Turret2 x 57 mm AK-725 automatized artillery system
Ammunition2200 rounds
Belt capacity550 rounds
Fire rate200 shots/min
Vertical guidance-10° / 85°
Main article: AK-725 (57 mm)

The main armament is a 57 mm dual-gun automatic turret, located at the stern of the boat, with the ability to rotate 360 ​​°. Its targeting speed is 35 °/s while its vertical aim speed is 30 °/s when the "Primary Armament Aiming" mod is installed. If not, they are reduced to 30 °/s and 26 °/s respectively.

The AK-725 turret has a storage capacity of 2200 rounds, 1100 of these rounds are in ready-to-use ammunition. Its base reload time is about 11.2s, this time can be reduced by improving the skills of the crew. It should be taken into account that once all the ammunition for immediate use has been fired, the turret will fire slower.

Immediate use ammunition

The ammunition for immediate use has 1,100 rounds.During combat, take into account to give it a reasonable amount of time so that the ammunition for immediate use is replenished. One way to avoid running out of immediate-use ammo is to retreat to a safe zone, giving the turret's automatic system time to replenish ammo.

This turret has a high rate of fire that allows the user an uninterrupted fire time for an average of 14s-18s before overheating the guns. This overheating should not happen if the player wants to stay in combat with enough ammunition to continue the fight. In case of being in distress, the captains should not doubt to keep their finger on the trigger.

The weapon's performance is formidable against other torpedo boats such as the British Fairmile series or the German Albatros-Klasse and the Jaguar-Klasse. In the same way, they can be incredibly effective against most of the early destroyers and frigates such as the IJN Isuzu and the IJN Akizuki of Japan. The rapid-fire of the weapon, scattered from bow to stern against one of these boats or destroyers may be enough to finish off its crew before overheating.

Is worth noting the dead zone that the main turret has, and to be able to shoot forward, the boat will need to be turned.

Ammunition

The AK-725 has two types of ammunition:

  • OR-281U (HEF-I *)
  • BR-281U (APCBC)

These two munitions have very good ballistics for firing on the move at high speed or stationary, from short and medium distances (-8000m). This occupies a space of 1100 rounds in the boat.

OR-281U

The OR-281U is a self-destructive incendiary fragmentation high-explosive projectile. It has a mass of 2.8 kg, travels at a speed of 1000m /s and its explosive is equivalent to 235.62g of TNT making it have an explosive penetration of 5 mm in all directions.

This ammunition together with the rate of fire, is a lethal combination for small boats and destroyers with little armour. Like all HE ammunition, is weakness is the armour so be aware of when to change strategy. Its capabilities lie in its potential to eliminate the enemy's crew by damaging the hull modules completely, astoundingly fast. If looking to help the allies, quickly aim and fire at the enemy turrets, the bridge or the torpedoes of the targets. All in a single attack to overload the enemy with repair tasks and fire suppression. (If not sink it in the process)

This projectile does not have a radio or timed fuze that allows to shoot down planes without a direct shot, but radar can help to better lead the fire. Even more if they are flying in a straight line at different distances and altitudes. When shooting at airplanes, try to fire short bursts or simple interspersed shots as it would be a waste of ammunition to fire 90 rounds and have the enemy dodge, because they saw a large red burst in the air.

This will be the main ammunition of the weapon at all times and which the captains will be able to obtain the majority of their marks of victory.

These HE projectiles are perfect for cargo freighters. Thanks to their good ballistics, is advisable to aim from a safe area. Is likely the Shtorm will sink them, stationary or while they move.

• BR-281U

The BR-281U is an anti-armour shell with compound and ballistic coating. It has a mass of 2.8 kg, travels at a speed of 1000 m /s and its explosive is equivalent to 20.02 g of TNT, it has a 20 mm fuze sensitivity along with a 1.2 m fuze delay.

Considering the aforementioned enemy ships, it can be said that the BR-281U ammunition is emergency-only. Becuase is ineffective against most of the light enemies (PT-boats, cargo ships) since it passes through or causes minimal module damage, known as overpenetration. Using it wrongly will cause us to not only waste our immediate use ammunition but due to its low explosive nature we will need more rounds against an enemy. But is not as bad as it seems since the belt has good penetration at short and medium distances, mostly effective against heavily armoured enemies such as the MBK Pr.186 and MBK Pr.161 of the USSR, the United States' Sumner (DD-692) and Fletcher (DD-445).

The trick of this ammunition is to focus the impacts on important modules on enemy ships such as the bridge, the turrets, the engine room and large ammunition depots. This will cause damage to their mobility, making them easy prey for an allied or the Shtorm itself.

Its anti-aircraft utility is reduced by its penetrating characteristics. Even high-altitude straight-line flying bombers can be a difficult target to eliminate, as once they notice an impact or see the blasts in the distance they will begin to manoeuvre defensively- Is possible to take out an enemy with this ammunition, a hit to the engines is lethal and Shtorm can achieve this by using the radar as aid or by letting the gunners fire. The AP capacity might even rip the entire wing-off!

Secondary armament

Turret2 x 25 mm 2M-3 mounting
Ammunition3900 rounds
Belt capacity65 rounds
Fire rate300 shots/min
Main article: 2M-3 (25 mm)

Secondary armament is a 25 mm dual-gun automatic turret, located at the bow of the boat, with the ability to rotate 360 ​​°. Its horizontal turning speed is 40°/s while its vertical aiming speed is 70°/s when the modification “Aiming Auxiliary Armament” is installed. If it is not, they are reduced to 34°/s and 60°/s respectively.

The 2M-3 turret has a capacity of 130 rounds in each weapon and storage of 1950 rounds, all completely stored just under the bridge. Its base reload time is about 4.9s, this time can be reduced by improving the skills of the crew together with increasing its precision.

This turret has a good rate of fire that can allow the user an uninterrupted fire time of around 15s until they have to reload the guns. Overheating is completely imperceptible and even during manual use of the weapon, it is notable that the barrels will not stop firing and it is because they can start to reload at different times making the weapon feel that it can fire infinitely.

The use of this turret can be an emergency. Normally the primary weaponry is enough to take out most opponents at sea, but this has its limitations and different situations and this is where the use of this turret comes in. The weapon is located in the part of the bow, making it have a large field of fire frontally, but a considerable dead zone towards the stern due to the bridge. Its position is very useful when moving in closed areas or environments that do not allow the correct aiming of the primary armament, this causes us to necessarily use this cannon to defend ourselves from boats or planes that come from the bow. It is not the only case in which we have to use it, since when our main turret is disabled, without ammunition, without firing range or reloading, we should not lose valuable time and start using it.

The auxiliary turret is automatically fired by the sailors and its effectiveness depends on how well trained they are.

Its naval capabilities are most notable against light enemies such as other torpedo boats or early destroyers, however, its penetrating capabilities against lightly and moderately armoured foes should not be underestimated. It is worth noting its low effectiveness against large opponents such as heavily armed and armoured destroyers, such as the Italian Bartolomeo Colleoni, and early light and heavy cruisers such as the Italian Trento and the German Emden. (With which it is not advisable to lose ammunition)

As anti-aircraft, this pair of cannons are effective against most aircraft that can be seen in combat and their best performance can occur when sailors (AI) fire it since they will attack all air targets within their range, giving us time to do other tasks. Taking into account a situation with multiple enemies, captains must manually locate the closest and most dangerous or simply give the attack order. If captains prefer to use the weapon manually, it is recommended that they use radar to improve their chances of taking down the enemy.

Ammunition

The ammunition of the secondary armament is only composed of two types of AP and FI-T projectiles, dispersed in greater and lesser quantities within their different cartridges.

• AP: Anti-armor projectile

• FI-T: Tracer Incendiary Fragmentation Projectile

These rounds must be viewed in a percentage way so that they can vary their effectiveness against various targets or specific targets.

• Universal

As the name implies, this cartridge is for target or universal purpose, it is composed of both rounds in an AP / FI-T / AP / FI-T sequence.

Its use in naval combat has good effectiveness against light and moderately armoured targets. Since it has a combination that provides an explosive and a penetrating impact, this ensures that the targets that are hit have multiple types of damage is their ships. Seen in this way the targets will have HE damage, which will damage the external modules and the hull killing the crew and the AP will damage the hull to a lesser extent, but a greater extent the internal modules that the HE does not reach.

Its use in anti-aircraft combat is formidable. It's good combination provides what is necessary against all types of aircraft, thanks to this it can damage an aircraft or end it quickly, since AP shots could damage the engines, kill the pilot or pierce their fuel tanks causing a leak where the projectiles HE takes importance by setting these tanks on fire, damaging the frame or directly breaking part of the structure and surface controls.

If we see the type of cartridge in a form with a percentage, it can be said that it has, AP (25%) / FI-T (25%) / AP (25%) / FI-T (25%) giving 50% damage HE and 50% AP damage for all types of targets with the same effectiveness.

A good example of the use of this cartridge is when we let the sailors (AI) control the weapon and shoot at all kinds of targets since the captains could be performing other combat actions while the weapon fires at nearby aircraft or enemy boats. 

• 25mm HE ammunition

As the name implies, this cartridge has a mostly explosive damage purpose, it is composed of both rounds, but in greater quantity, HE shells in a sequence of FI-T / FI-T / FI-T / AP.

Its use in naval combat is limited but highly effective against light targets such as torpedo boats and early destroyers. Since it has a combination that provides multiple explosive rounds and makes it overwhelmingly fast in damaging the hull and outer modules not protected by armour, killing the crew. This also has an AP projectile that, although to a lesser extent, can do sporadic damage to the internal modules since it is repeated only once in the cartridge. The great weakness of the explosive is the armour and you will often find destroyers with armoured turrets or large parts of the hull like the American Fletcher (DD-445) that this cartridge will find it difficult to damage effectively.

Its use in anti-aircraft combat is incredibly powerful against small or unarmored aircraft. It's good combination together with the cadence of the weapon gives it good explosive damage, due to this the projectiles can damage or destroy parts of the aircraft quickly, its single AP ammunition is imperceptible, however, there is the possibility that it damages an internal module or ends with the pilot.

Since not everything can be good, there are disadvantages with the use of this ammunition and they are:

• The boat will be very easy to detect due to a large number of tracer projectiles

• Heavy and armoured bombers will resist impacts

• There is a risk that your hits will only cause “sparks” and the enemy will reach their objective

If we see the type of cartridge in a form with a percentage, FI-T (25%) / FI-T (25%) / FI-T (25%) / AP (25%) giving a 75 % HE damage and 25% AP damage which gives it great power with the HE characteristics, but limits its AP capabilities to only 25%.

A proper example is the use of this cartridge is during a low BR where the enemies come in a greater number of torpedo boats and early destroyers. Regardless of whether the player of the AI gunners controlling the weapon, this belt could do alot of damage to aeroplanes.

• 25mm AP ammunition

This cartridge has a mostly penetrating damage purpose, it is composed of both rounds, but in greater quantity AP shells in an AP / AP / AP / FI-T sequence.

Its use in naval combat is limited, but with considerable effectiveness against armoured targets such as gunboats and destroyers. Is indispensable to damage the armoured hull and interior modules of targets with considerable armour, creating greater internal damage and with the ability to easily disable enemy turrets. This also has an HE projectile that, although to a lesser extent, can damage the hull and external modules since it is repeated only once in the cartridge. It should be taken into consideration that it only has a maximum penetration of 53 mm at 10 m, which further limits its use.

Using this belt against light targets is not recommended, due to its AP composition it will over-penetrate the target's hull, giving it time to respond to fire or escape. As last resort, try to aim at internal modules.

Its use in anti-aircraft combat is unpredictable against unarmored aircraft or bombers. Even with the good rate of fire of the weapon, using this ammunition against aircraft can be frustrating because it is composed mostly of AP projectiles without a tracer. Which means is very likely that it will pass through the enemy aircraft without major damages; visible as a yellow zone at the point of impact. It features an HE projectile that could hit and ignite if the other AP rounds previously damaged any fuel tanks.

There are some beneficial things that can be highlighted:

• The round is capable of taking down enemies without them noticing! (Due to its few FI-T rounds, it is difficult to see it)

• These rounds could easily damage the aircraft engines, even weakening spars and ripping off wings.

• Useful to take the pilot in frontal attacks even with armoured protected cockpits.

If we see the type of cartridge in a form with a percentage, it can be said that it has, from AP (25%) / AP (25%) / AP (25%) / FI-T (25%) giving 75% AP damage and 25% HE damage which gives it great power with the aforementioned characteristics, but limits its capabilities.

A good example is the use of this cartridge when we face impenetrable objectives for the HE belt, such is the case of the MBK series or when is needed to damage the turrets of a destroyer.

Torpedo armament

Main article: SET-65 (533 mm)

Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important 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.

Additional armament

Setup 14 x 533 mm SET-65 torpedo

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.

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 get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 25 mm HE magazines BR-281U
II Rudder Replacement Fire Protection System Smokescreen 25 mm AP magazines Auxiliary Armament Targeting
III Propeller Replacement Primary Armament Targeting Improved Rangefinder
IV Engine Maintenance New Pumps Torpedo Mode

Pros and cons

Summarize 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 - they have a substitution in the form of softer "inadequate", "effective".

Pros:

Cons:

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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article.

Media

Videos

See also

Links to the 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 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