Difference between pages "Type 87" and "Pr.123-bis"

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m (Changed the incorrect information that the chassis is that of the Type 90 and not the Type 74.)
 
(Usage in battles)
 
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{{Specs-Card|code=jp_type_87}}
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{{Specs-Card|code=ussr_pr_123bis}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
+
<!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''-->
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''{{Specs|name}} is a rank {{Specs|rank}} Japanese Self-Propelled Anti-Aircraft Gun {{Battle-rating|1}}. It was introduced in [[Update 1.67 "Assault"]]. It is incredibly similar to the German Flakpanzer Gepard, using the same 35mm Oerlikon KDA Autocannons with a similar turret. The key difference is that the Type 87 uses the chassis of a Type 74, compared to the Gepard being mounted on the Leopard 1 chassis.'''
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet motor torpedo boat {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game.
 
 
The Type 87 performs fairly well at its rank, being able to effectively engage aircraft quite well thanks to its high rate of fire, quick turret traverse and radar systems. It is also capable of fighting lightly armoured tanks such as most infantry fighting vehicles (BMP, Warrior, M3 Bradley) and effectively killing them in seconds with its rapid-fire guns. The Type 87's default belts have less penetration than its predecessor, the M42 Duster SDF, although this is not much of a difference (72mm on M42 compared to 68mm on Type 87), however the Type 87 gains the ability to fight other MBTs when it unlocks the Armour Piercing belts, which have 116mm of penetration at 100m. While this is not advised, it is an incredibly handy ability to have in an emergency.
 
 
 
The Type 87 is also extremely proficient at shooting down helicopters - the AH-1G is a common nuisance that the Type 87 has no difficulty in destroying.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
+
<!-- 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.
 
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
'''Armour type:'''
 
  
* Aluminum Alloy AMS 4050A (Turret)
+
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour. -->[[File:Pr123bis.png|thumb|X-Ray view of the Pr. 123bis showing key components that are prone to be damaged when taking enemy fire.]]
* Rolled homogeneous armour (Hull)
+
The Pr. 123bis doesn't have any armour in the game. When under fire, it is almost certain that an opponent will disable your engines and/or set you on fire (see image on the right). However, you will very rarely be destroyed due to an ammunition explosion.
 
 
{| class="wikitable"
 
|-
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
| Hull || 30 mm (78°) ''Front glacis'' <br> 30 mm (21-63°) ''Lower glacis'' || 20 mm || 20 mm (16°) ''Top'' <br> 20 mm (49°) ''Bottom'' || 15 mm
 
|-
 
| Turret || 25 mm (6-37°) <br> 20 mm (76°) ''Turret underside'' || 20 mm ''Turret side'' <br> 10 mm ''Cannons'' || 15 mm () || 15 mm <br> 20 mm (69°) ''Turret underside''
 
|-
 
|}
 
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
+
<!-- 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. -->
{| class="wikitable" style="text-align:center"
+
The Pr. 123bis can reach speeds over 120 km/h in AB and around 90 km/h in RB and SB. Backwards, the Pr. 123bis can reach -45km/h, so there should be no trouble reaching strategic points first or at the same time as the lighter boats. The Pr. 123bis turns very quickly, a tactic which should be used to flank opponents and destroy them with machine guns. Lastly, it is unwise to come to a full stop, due to the fact the ship becomes a "sitting duck", easy to pick off by enemy ships or aircraft.
|-
 
! colspan="3" | Mobility characteristic
 
|-
 
! Weight (tons)
 
! colspan="1" | Add-on Armor<br>weight (tons)
 
! colspan="1" | Max speed (km/h)
 
|-
 
| rowspan="2" | 30.5 || colspan="1" rowspan="2" | N/A || colspan="1" | 50 (AB)
 
|-
 
|45 (RB/SB)
 
|-
 
! colspan="3" | Engine power (horsepower)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|1,023
 
|____
 
|-
 
|''Realistic/Simulator''
 
|637
 
|720
 
|-
 
! colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|26.92
 
|__.__
 
|-
 
|''Realistic/Simulator''
 
|16.76
 
|18.95
 
|-
 
|}
 
  
== Armaments ==
+
== Armament ==
=== Main armament ===
+
=== Primary armament ===
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
+
{{main|DShK (12.7 mm)}}
{{main|Oerlikon KDA (35 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. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>.
  
Main weapons are the 35 mm Oerlikon KDA autocannons, which are essentially the same as [[Gepard]]'s. They are different from KDE gun variant of [[type 89]] if you used it - they use completely different ammunition and fire much faster.
+
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.-->
  
Guns will overheat if fired for longer than 15 seconds. They will cool off in about 30 seconds, but you can unjam them earlier by switching between ammunition belts.
+
Primary armament composes of two, dual mounted [[DShK (12.7 mm)|DShK]] heavy machine gun turrets with one located at the stern and the other at the centre of the vessel just above and behind the bridge. Note that the turret at the stern is obstructed when pointed towards the bow due to the other turret therefore somewhat restricting fire coverage. The turret just behind the bridge has near 360° though it is slightly obstructed by the mast when pointing towards the bow.
  
The guns are placed close to the centre of a turret, typically, if you missed one shot, you probably missed both shots. For this reason SPAA relies more on precise lengthy bursts with enemy flight path prediction, rather than "fire a 30 shot burst there and forget about it" of [[Chieftain Marksman]]. You have more ammunition for the gun than British equivalent, to compensate for this.
+
The DShK 12.7 mm guns provide good firepower and rate of fire against similarly sized ships and somewhat larger ships thanks to its heavy calibre. They have an ammunition capacity of 1,000 rounds with reloads taking ~4.7 seconds. Available belts to research include the high explosive incendiary (HEI) and armour piercing incendiary tracer (APIT) rounds.
  
35 mm gun is slightly weaker than the Bofors of [[M42 (Japan)|M42]].  One thing to keep in mind is with this vehicle you are hunting jets and jets suffer much heavier stress from the speed they employ. This heavier stress equates to greater damage caused by even one or two hits of 35 mm HEI-T which will explode them or rip off their wings. For best results, you just need to hit them once or twice, which 35 mm guns are much better at doing.
+
=== Torpedo armament ===
 +
{{main|45-36NU (450 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.
  
For ammunition you can choose one main and one secondary belt. The secondary belt only has 40 shells, but it can be used to attack the enemy from capture points, as it rearms significantly faster. However, the secondary belt can be used in place of the main one for self-defence while the main belt rearms, so as to not leave the Type 87 defenceless.
+
If there is no torpedo armament, remove this section.-->
  
;List of belts:
+
The Pr. 123bis carries two 450 mm wet-heating 45-36NU torpedoes. They have a range of 3 km at a speed of 78 km/h or a range of 6 km at 73 km/h with the Torpedo Mode module installed. They are placed at the bow of the boat and fired out already at speed, so you can surprise your opponents with your torpedoes, unlike early American boats, which simply throw the torpedoes to their sides.
  
*'''Default''' belt, which alternates API-T and HEI-T shells - can attack planes and light tanks alike. HEI-T does fatal damage to aeroplanes, but has 3 mm penetration, being useless against tanks. API-T penetration is about 64 mm at 100 m at a flat angle. Keep in mind that it can fail to penetrate medium tanks. Against planes, API-T does kinetic damage and may rip off their wings on a good hit.
+
''Be careful with your torpedoes!'' Due to torpedoes being fired out of their tubes at an upwards angle, this means that your torpedoes might over-shoot (literally) any boats which are passing right in front of the Pr. 123bis.
  
*'''Anti-air''' belt, which alternates 3 HEI-T and 1 API-- 75% of this belt does critical damage to aircraft but does nothing to ground vehicles.
+
=== Special armament ===
 +
{{main|BM-1 small depth charge}}
 +
<!-- Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat. -->
 +
The Pr. 123bis can carry 6x BB-1 depth charges, which can be used as timed mines to damage/destroy tougher enemies. You can place depth charges around a capture point if you get there first, or in front of an enemy.
  
*'''Anti-tank''' belt, which alternates 3 API-T and 1 HEI-T - 75% of this belt does significant damage to light tanks but does less damage to aircraft.
+
''Remember'' to set your Depth Charge activation time before battle, if you carry depth charges. The default option of 3 seconds is too short to be useful, so it is advised to set it to something between 5-8 seconds to keep your options open.
  
*'''APDS anti-tank''' belt, which consists purely of APDS. APDS has better penetration value, easily penetrating 100 mm at 100 m at a flat angle, penetrating even decently protected tanks from the side and can threaten lightly armoured tanks even at 2km range. Cannot be chosen as the main belt.
+
== 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). -->
 +
The Pr. 123bis is one of the first Russian boats that get decent firepower, which can destroy its opponents very quickly. Moreover, it gets two torpedoes, which are fired forwards at speed (can be an advantage, but also a disadvantage). All of that weaponry is placed on a motor boat which can reach very high speeds. It's a boat that will help you grind out USSR rank I fleet.
  
'''Belt types:'''
+
The Pr. 123bis strikes a balance between speed and weaponry. At its low battle rating, the two dual 12.7 mm machine guns reliably destroy all light boats, experiencing difficulty only in a full up-tier. For the most part, the Pr. 123bis should be used as a flanker. Your machine guns destroy compartments with 3-5 bursts, and if you get the first shot on most of your opponents, they are most likely going to die very soon after. However, if you meet tougher opponents, it is viable to simply cross the map around the flank, (ignoring the lighter boats) while the opponents are focused on their front, and fire your torpedoes at their sides (best done when up close and personal).
{| class="wikitable" style="text-align:center"
 
! colspan="9" |Penetration statistics
 
|-
 
! rowspan="2" |Belt
 
! rowspan="2" |Type of <br>warhead
 
! colspan="6" |'''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
 
|-
 
!10m
 
!100m
 
!500m
 
!1000m
 
!1500m
 
!2000m
 
|-
 
|Default || API-T, HEI-T || 67 || 64 || 52 || 39 || 30 || 23
 
|-
 
|DM11A1 || HEI-Tx3, API-T || 67 || 64 || 52 || 39 || 30 || 23
 
|-
 
| DM-13 || API-Tx3, HEI-T || 67 || 64 || 52 || 39 || 30 || 23
 
|-
 
| DM-23 || APDS || 112 || 110 || 101 || 90 || 71 || 62
 
|}
 
  
'''Note''': HEI-T does no damage to armoured targets, but critically damages planes. Penetration numbers are displayed for strongest shell in belt.
+
As a rule of thumb, you should never remain stationary. The Pr. 123bis doesn't have any armour, and all other boats at its battle rating can kill it, so to make it much more difficult for the opponents, try to stay at your top speed and avoid head-on encounters. Although, you can still handle some threats from the sides because your guns' rotation speeds are very fast.
  
===Radars===
+
=== Modules ===
{{main|MPDR 12|Albis}}
+
{| class="wikitable"
The Type 87 is equipped with a [[MPDR 12]] search radar and an [[Albis]] tracking radar. Both radars are mounted at the rear of the turret, with the search radar mounted on top of an arm and the tracking radar mounted at the base of the arm. The radar system is capable of tracking a target while scanning, but can only track targets within a 200° arc from the front of the turret. It is not possible to fold the radars at this time.
+
! Tier
 
+
! colspan="2" | Seakeeping
Search radar of this tank may often fail to catch passing by planes at closer ranges, which can be still locked on by tracking radar. In such case, you can try to go to sniper mode and aim crosshairs at enemy aircraft, then press "lock on" key to trigger manual tracking radar scan (will be visible by a quick sweep on radar display). If it failed, then the enemy plane has way too low relative speed to be consistently tracked.
+
! colspan="2" | Unsinkability
 
+
! colspan="2" | Firepower
{| class="wikitable" style="text-align:center"
 
! colspan="5" | [[MPDR 12]] - Target Detection Radar
 
|-
 
! {{Annotation|Maximum<br/>Detection<br/>Range|The maximum possible range at which a target can be detected}}
 
! {{Annotation|Minimum<br/>Detection<br/>Range|The range, below which, a target cannot be detected}}
 
! {{Annotation|Max Azimuth<br/>Scan Angle|How far to each side 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)}}
 
! {{Annotation|Minimum<br/>relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}
 
 
|-
 
|-
| 15,000 m || 500 m || 360° || ??? || 10 m/s (36 km/h)
+
| I
 +
| Dry-Docking
 +
|
 +
| Tool Set
 +
|
 +
| 12.7 mm HE belts
 +
|
 
|-
 
|-
! colspan="5" | [[Albis]] - Target Tracking Radar
+
| II
 +
|
 +
| Rudder Replacement
 +
| Fire Protection System
 +
| Smokescreen
 +
| 12.7 mm APIT belts
 +
|
 
|-
 
|-
! {{Annotation|Maximum<br/>Tracking<br/>Range|The maximum range at which a target can be tracked}}
+
| III
! {{Annotation|Minimum<br/>Tracking<br/>Range|The range below which targets cannot be tracked by the radar}}
+
| Propeller Replacement
! {{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|Minimum<br/>target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}
+
|
 +
| Primary Armament Targeting
 +
| Depth Charges
 
|-
 
|-
| 15,000 m || 75 m || ±100° || -20°/+85° || 15 m/s (54 km/h)
+
| IV
 +
|
 +
| Engine Maintenance
 +
| New Pumps
 +
|
 +
| Artillery Support
 +
| Torpedo Mode
 
|-
 
|-
 
|}
 
|}
 
== Usage in battles ==
 
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
As an Anti-Aircraft vehicle, you should push with your team and defend cap points by protecting allies from aircraft with your powerful 35 mm guns. It should not be a problem to stay away from the main battle unless you are being pushed or your position is being overrun. In case if you see enemy light SPG or light tank, you can try to destroy them as well. With APDS belt you may dare to attack decently armoured medium tanks from the side, but you only have enough ammo for one or two encounters, so make it count.
 
 
Despite having radar, staying too far away from allies in arcade mode may backfire, as shells still take some time to reach enemy aircraft and hostile bombers only have to be 1.8 km away from them to drop bombs in the most efficient way possible, and it doesn't take a long time for them to reach that distance. If enemy aircraft is constantly wiggling, radar supported aim will also go all over the place, so try to guess where they are going, or press them to force them to change direction to one away from your allies.
 
 
In case if you actually got attacked by ground forces, you should then aim for cannon barrels and tracks of enemy vehicles. Your hull armour may deflect inbound shots if angled correctly, but don't expect your turret to do the same, as its armour is very thin and generally will be penetrated by everything at your battle rating and rank. Keep in mind, that your tank is a hull breakable vehicle, so avoid being hit By HEAT-FS rounds or by large kinetic shells into the engine compartment area.
 
 
Use [[Hydropneumatic suspension]] to get better search radar coverage and gun depression on your targets, or to keep yourself standing flat. Standing flat is important, as being angled too much may add horizontal targeting error.
 
 
In case if you are fighting multiple attackers or rocket helicopters, avoid being carpet-bombed, as type 87 is not built to survive such attacks. Be especially careful with Soviet helicopters, as they can carry both rockets and missiles. Remember - radar lock will help your gun to stay on target even when you are moving, and so, if you see a wall of rockets approaching you, sidestep it and don't just stand there and take it.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".''-->
+
<!-- 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'''
+
'''Pros:'''
  
* Powerful, fast-firing 35 mm twin Oerlikon KDA cannon
+
* Decent firepower, with effective turret placement
* Quick with the Type 74 chassis, up to 58 km/h
+
* Quick turret rotation speeds
* [[Hydropneumatic suspension]] with the Type 74 chassis
+
* Great mobility and speed
* Can engage tanks from their sides
+
* Torpedoes fired forward at speed
  
'''Cons'''
+
'''Cons:'''
  
* -5 degrees of gun depression (bad compared to the Flakpanzer Gepard)
+
* Enemies can easily destroy the ship
* 30 mm armour maximum
+
* Only 2 torpedoes, which fire forwards
* Any main ammunition belts other than the default cost 6,600 silver lions
 
* You can only have one secondary belt selected with a meagre ammo count
 
* Spinning radar dish may make you more visible in tank realistic battles
 
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''
+
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''
  
 
== Media ==
 
== Media ==
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
[https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=tank&vehicleClass=spaa&vehicle=jp_type_87 '''Skins''' and '''camouflages''' for the Type 87 from live.warthunder.com.]
 
  
 
== See also ==
 
== See also ==
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
* ''reference to the series of the vehicles;''
+
* ''reference to the series of the ship;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
''Paste links to sources and external resources, such as:''
 +
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on tank;''
+
* ''encyclopedia page on ship;''
* ''other literature.''-->
+
* ''other literature.''
 
 
* [https://warthunder.com/en/news/4512-development-type-87-the-japanese-gepard-en/ [Devblog<nowiki>]</nowiki> Type 87: The Japanese Gepard]
 
  
{{Japan anti-aircraft vehicles}}
+
{{USSR boats}}

Revision as of 13:08, 6 July 2020

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
Pr.123-bis
ussr_pr_123bis.png
Pr.123-bis
Research:14 000 Specs-Card-Exp.png
Purchase:32 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Pr.123-bis.jpg


The Pr.123-bis is a rank II Soviet motor torpedo boat with a battle rating of 2.3 (AB/RB/SB). It was introduced during Update 1.79 "Project X" when the Soviet fleet was implemented into the game.

General info

Survivability and armour

X-Ray view of the Pr. 123bis showing key components that are prone to be damaged when taking enemy fire.

The Pr. 123bis doesn't have any armour in the game. When under fire, it is almost certain that an opponent will disable your engines and/or set you on fire (see image on the right). However, you will very rarely be destroyed due to an ammunition explosion.

Mobility

The Pr. 123bis can reach speeds over 120 km/h in AB and around 90 km/h in RB and SB. Backwards, the Pr. 123bis can reach -45km/h, so there should be no trouble reaching strategic points first or at the same time as the lighter boats. The Pr. 123bis turns very quickly, a tactic which should be used to flank opponents and destroy them with machine guns. Lastly, it is unwise to come to a full stop, due to the fact the ship becomes a "sitting duck", easy to pick off by enemy ships or aircraft.

Armament

Primary armament

Main article: DShK (12.7 mm)

Primary armament composes of two, dual mounted DShK heavy machine gun turrets with one located at the stern and the other at the centre of the vessel just above and behind the bridge. Note that the turret at the stern is obstructed when pointed towards the bow due to the other turret therefore somewhat restricting fire coverage. The turret just behind the bridge has near 360° though it is slightly obstructed by the mast when pointing towards the bow.

The DShK 12.7 mm guns provide good firepower and rate of fire against similarly sized ships and somewhat larger ships thanks to its heavy calibre. They have an ammunition capacity of 1,000 rounds with reloads taking ~4.7 seconds. Available belts to research include the high explosive incendiary (HEI) and armour piercing incendiary tracer (APIT) rounds.

Torpedo armament

Main article: 45-36NU (450 mm)

The Pr. 123bis carries two 450 mm wet-heating 45-36NU torpedoes. They have a range of 3 km at a speed of 78 km/h or a range of 6 km at 73 km/h with the Torpedo Mode module installed. They are placed at the bow of the boat and fired out already at speed, so you can surprise your opponents with your torpedoes, unlike early American boats, which simply throw the torpedoes to their sides.

Be careful with your torpedoes! Due to torpedoes being fired out of their tubes at an upwards angle, this means that your torpedoes might over-shoot (literally) any boats which are passing right in front of the Pr. 123bis.

Special armament

The Pr. 123bis can carry 6x BB-1 depth charges, which can be used as timed mines to damage/destroy tougher enemies. You can place depth charges around a capture point if you get there first, or in front of an enemy.

Remember to set your Depth Charge activation time before battle, if you carry depth charges. The default option of 3 seconds is too short to be useful, so it is advised to set it to something between 5-8 seconds to keep your options open.

Usage in battles

The Pr. 123bis is one of the first Russian boats that get decent firepower, which can destroy its opponents very quickly. Moreover, it gets two torpedoes, which are fired forwards at speed (can be an advantage, but also a disadvantage). All of that weaponry is placed on a motor boat which can reach very high speeds. It's a boat that will help you grind out USSR rank I fleet.

The Pr. 123bis strikes a balance between speed and weaponry. At its low battle rating, the two dual 12.7 mm machine guns reliably destroy all light boats, experiencing difficulty only in a full up-tier. For the most part, the Pr. 123bis should be used as a flanker. Your machine guns destroy compartments with 3-5 bursts, and if you get the first shot on most of your opponents, they are most likely going to die very soon after. However, if you meet tougher opponents, it is viable to simply cross the map around the flank, (ignoring the lighter boats) while the opponents are focused on their front, and fire your torpedoes at their sides (best done when up close and personal).

As a rule of thumb, you should never remain stationary. The Pr. 123bis doesn't have any armour, and all other boats at its battle rating can kill it, so to make it much more difficult for the opponents, try to stay at your top speed and avoid head-on encounters. Although, you can still handle some threats from the sides because your guns' rotation speeds are very fast.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 12.7 mm HE belts
II Rudder Replacement Fire Protection System Smokescreen 12.7 mm APIT belts
III Propeller Replacement Primary Armament Targeting Depth Charges
IV Engine Maintenance New Pumps Artillery Support Torpedo Mode

Pros and cons

Pros:

  • Decent firepower, with effective turret placement
  • Quick turret rotation speeds
  • Great mobility and speed
  • Torpedoes fired forward at speed

Cons:

  • Enemies can easily destroy the ship
  • Only 2 torpedoes, which fire forwards

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

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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

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  • encyclopedia page on ship;
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USSR boats
Motor torpedo boats  D-3 · G-5 · G-5 (ShVAK) · Pr.123-bis · Pr.123K (A-11) · Pr.123K · Pr.183
Motor gun boats  TKA-106 · MO-4 · OD-200 · Pr.183 BM-21 · Ya-5M
Motor torpedo gun boats  Pr. 206 · Pr.206-M · MPK Pr.12412 · MPK Pr.12412P
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