Difference between pages "B-25J-1" and "Pr.123-bis"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
m
 
(Usage in battles)
 
Line 1: Line 1:
{{Specs-Card|code=b_25j_1}}
+
{{Specs-Card|code=ussr_pr_123bis}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert screenshot of the vehicle. If the novice player does not remember the vehicle by name, he 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 '''B-25J-1 Mitchell''' is a Rank II medium bomber {{BR2}} It was introduced in Update 1.29.
+
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.
 
 
Simply put the B-25 is the archetype of the medium bomber.  It has versatile payloads (4 x 500 lb or 3 x 1,000 lb). It is faster than heavy bombers which can achieve over 340 mph in a dive to attack ground targets and as a bonus has offensive armament that allows it to fulfill the role of an air superiority bomber. Defensive guns are provided in form of turrets & gunner stations. The B-25J is quite heavily armed in that regard with seven 12.7 Browning M2 machine guns. In addition this aircraft is durable, however if the aircraft happens to sustain a direct hit to the fuel tank, there is a good chance of a fire followed by an explosion.
 
 
 
When flown properly, the B-25 Mitchell is among the best medium bombers in the game, with one of the most powerful defensive armaments at its tier. If you enjoy strafing ground targets with the B-25, then consider researching the [[PBJ-1H]] with 8 forward facing .50 cal Browning M2 machine guns and a 75 mm cannon or the [[PBJ-1J]] sporting an impressive 12 forward facing Browning M2 machine guns, both of which are Marine versions of the B-25 airframe and possess all the facets that make the B-25 Mitchell such a legendary aircraft.
 
  
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Survivability and armour ===
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
+
<!-- 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.
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="8" | Characteristics
 
|-
 
! colspan="8" | ''Stock''
 
|-
 
! colspan="2" | Max Speed<br>(km/h at 3,049 m)
 
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run<br>(meters)
 
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| 420 || ? || 7,500 || 32.9 || ??.? || 4.1 || ??.? || 750
 
|-
 
! colspan="8" | ''Upgraded''
 
|-
 
! colspan="2" | Max Speed<br>(km/h at 3,049 m)
 
! rowspan="2" |Max altitude (meters)
 
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| ? || ? || 7,500 || ??.? || ??.? || ?.? || ?.? || 750
 
|-
 
|}
 
  
====Details====
+
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.]]
{| class="wikitable" style="text-align:center"
+
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.
|-
 
! colspan="5" | Features
 
|-
 
! Combat flap
 
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
|-
 
| ✓ || ✓ || ✓ || X || X     <!-- ✓ -->
 
|-
 
|}
 
  
{| class="wikitable" style="text-align:center"
+
=== 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. -->
! colspan="5" | Limits
+
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.
|-
 
! rowspan="2" | Wing-break speed<br>(km/h)
 
! rowspan="2" | Gear limit<br>(km/h)
 
! rowspan="2" | Combat flap<br> (km/h)
 
! colspan="2" | Max Static G
 
|-
 
! +
 
! -
 
|-
 
| 580 || 350 || 340 || ~4 || ~2
 
|-
 
|}
 
  
{| class="wikitable" style="text-align:center"
+
== Armament ==
|-
+
=== Primary armament ===
! colspan="4" | Optimal velocities
+
{{main|DShK (12.7 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>.
! Ailerons<br>(km/h)
 
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
|-
 
| < 300 || < 270 || < 350 || > 240
 
|-
 
|}
 
  
{| class="wikitable" style="text-align:center"
+
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.-->
|-
 
! colspan="3" | Compressor (RB/SB)
 
|-
 
! colspan="3" | Setting 1
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 524 m || 3,000 hp || 3,339 hp
 
|-
 
<!--! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 3,700 m || 2,700 hp || 3,005 hp
 
|-
 
! colspan="3" | Setting 3
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
|}
 
  
=== Survivability and armour ===
+
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.
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
 
* 9.5 mm Steel plates all throughout cockpit
 
* 8 mm Steel plate behind pilot
 
* 8 mm Steel plate under nose gunner
 
* 9.5 mm Steel plate behind dorsal gunner
 
* 6.35 mm Steel plate behind beam gunners
 
* 38 mm Bulletproof glass in front of tail gunner
 
* 9.5 mm Steel plates in front of tail gunner
 
 
 
== Armaments ==
 
=== Offensive armament ===
 
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
 
{{main|Browning M2 (12.7 mm)}}
 
  
The '''''{{PAGENAME}}''''' is armed with:
+
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.
  
* 1 × 12.7 mm Browning M2 machine gun, nose-mounted (400 rpg)
+
=== Torpedo armament ===
* 4 × 12.7 mm Browning M2 machine gun, cheek-mounted (400 rpg - 1,600 total)
+
{{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.
  
=== Suspended armament ===
+
If there is no torpedo armament, remove this section.-->
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
 
{{main|Bombs}}
 
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
+
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.
  
* 12 x 100 lb AN-M30A1 bombs (1,200 lb total)
+
''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.
* 4 x 250 lb AN-M57 bombs (1,000 lb total)
 
* 4 x 250 lb AN-M57 bombs + 8 x 100 lb AN-M30A1 bombs (1,800 lb total)
 
* 8 x 250 lb AN-M57 bombs (2,000 lb total)
 
* 2 x 500 lb AN-M64A1 bombs + 8 x 100 lb AN-M30A1 bombs (1,800 lb total)
 
* 4 x 500 lb AN-M64A1 bombs (2,000 lb total)
 
* 10 x 100 lb AN-M30A1 bombs + 1000 lb AN-M65A1 bomb (2,000 lb total)
 
* 3 x 1000 lb AN-M65A1 bombs (3,000 lb total)
 
  
=== Defensive armament ===
+
=== Special armament ===
<!--''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''-->
+
{{main|BM-1 small depth charge}}
{{main|Browning M2 (12.7 mm)}}
+
<!-- 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.
  
The '''''{{PAGENAME}}''''' is defended by:
+
''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.
  
* 1 x 12.7 mm Browning M2 machine gun, nose turret (300 rpg)
+
== Usage in battles ==
* 2 x 12.7 mm Browning M2 machine gun, tail turret (600 rpg = 1,200 total)
+
<!-- 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). -->
* 2 x 12.7 mm Browning M2 machine gun, dorsal turret (400 rpg = 800 total)
+
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.
* 1 x 12.7 mm Browning M2 machine gun, 2 x beam turret (250 rpg = 500 total)
 
  
== Usage in the battles ==
+
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).  
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a 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. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
In realistic battles (and arcade to some extent), it is highly recommended to not exclusively bomb strategic bases and in general to not bomb from high altitudes. It was rarely used this way in combat and it makes it very easy for enemy fighters to approach and attack you from your defenseless belly. In addition, the bomber's maximum payload of 3 x 1,000 lb of bombs is not enough to destroy an enemy base in RB, which is useless in regards to decreasing ticket count and, most importantly, does not help your team. Thus, leave base bombing to the British heavy bombers you will likely also encounter on your team, whose payloads vastly outclass yours, and instead - if you wish to help your team as much as possible - use your five nose-mounted Brownings on ground targets. This is not only infinitely more exciting than base bombing, it can also lower the enemy's ticket count drastically, therefore helping your team win. Fly at low altitudes and attack light pillboxes and soft targets with your guns. If you fail to destroy a target, then pitch up and use your turrets to finish it off. Save your bombs for targets your guns cannot kill, such as heavy tanks and heavy pillboxes; the bombsight is very helpful in doing this (something which the dedicated strafing variants such as the [[PBJ-1J]] lack). Make sure to use a fuse timer, 3 seconds should be enough when bombing at treetop level with 1,000 lb bombs.
 
  
When strafing, be sure to watch your radar at all times for any incoming enemies so you can adequately prepare for an attack. When being attacked, fly away from the assailant and try to get them on your tail, and manually open fire with your defensive guns, making sure to watch your tracers and adjust fire so they hit the target. Remember that turret guns will jam if fired for a long duration, requiring them to be reloaded, which usually takes almost twenty seconds, during which an attacker will most certainly kill you. If the reticle starts blinking, the guns are very close to jamming, so immediately stop firing and wait for the guns to cool down. Many experienced players will attempt to use utilize the dead zones on your belly and the arcs beyond your twin rudders in their attack. If you find an enemy doing this to you, then switch back to flight view and maneuver so that they are in the firing arcs of your guns again and try as much as possible to keep them out of your dead zones and, essentially, make their attack as difficult as possible. The attacker will then either eventually lose patience and will fly right into your guns, giving you an easy kill, or you'll get a lucky snipe on their aircraft. It is also very advantageous to use the keyboard controls for pitch, roll, and yaw in the gunner view as it will allow you to make small maneuvers while still concentrating on defending yourself, letting you, for example, dodge fire or roll/pitch/yaw and shoot someone in your dead zones. Also, use ''Universal'' belts for your turrets as they will do the most damage to enemies and cause devastating fires.
+
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.
  
If you lose tail control for whatever reason, then immediately turn back to the airfield and use combat flaps to keep your nose up. Make a landing by alternating between takeoff and combat flaps and, if needed, landing flaps. Make sure that your speed does not go too low; if you start nosing down with takeoff flaps then do not use landing flaps (unless in an emergency) as you'll lose speed and potentially crash. Instead, engage WEP and wait for your nose to rise. There is no set method to doing this and it takes lots of practice, but making these daring landings is very rewarding. If you lose an engine, '''do not''' engage flaps as you will lose speed, end up in a stall and will die, simply fly straight and slowly make your way back to base, using WEP if needed. If using manual engine controls, close the radiator of the dead engine, feather it, and open the radiator of the working engine to allow you to use WEP all the way back to the airfield without overheating.
+
=== Modules ===
===Manual Engine Control===
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | MEC elements
 
|-
 
! rowspan="2" |Mixer
 
! rowspan="2" |Pitch
 
! colspan="3" |Radiator
 
! rowspan="2" |Supercharger
 
! rowspan="2" |Turbocharger
 
|-
 
! Oil
 
! Water
 
! Type
 
|-
 
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
 
|-
 
|}
 
 
 
===Modules===
 
 
{| class="wikitable"
 
{| class="wikitable"
!colspan = "1"| Tier
+
! Tier
!colspan = "2"| Flight performance
+
! colspan="2" | Seakeeping
!colspan = "1"| Survivability
+
! colspan="2" | Unsinkability
!colspan = "2"| Weaponry
+
! colspan="2" | Firepower
 
|-
 
|-
 
| I
 
| I
| Fuselage Repair
+
| Dry-Docking
| Radiator
+
|
| Protective Vest
+
| Tool Set
| Offensive 12 mm
+
|
| SBC-25
+
| 12.7 mm HE belts
 +
|
 
|-
 
|-
 
| II
 
| II
|  
+
|
| Compressor
+
| Rudder Replacement
| Airframe
+
| Fire Protection System
| New 12 mm MGs
+
| Smokescreen
| MBC-25
+
| 12.7 mm APIT belts
 +
|
 
|-
 
|-
 
| III
 
| III
| Wings Repair
+
| Propeller Replacement
| Engine
+
|
| Turret 12 mm
+
|
|  
+
|
|  
+
| Primary Armament Targeting
 +
| Depth Charges
 
|-
 
|-
 
| IV
 
| IV
|  
+
|
| Engine Injection
+
| Engine Maintenance
| Cover
+
| New Pumps
| New 12 mm MGs (turret)
+
|
| LBC-25
+
| Artillery Support
 +
| Torpedo Mode
 
|-
 
|-
 
|}
 
|}
  
 
=== 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 the bulleted list. Do not 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:'''
* Can take a beating
 
* Strong defensive guns
 
* Versatile bomb load
 
* Decent speed for a bomber
 
* A multi-use aircraft
 
* Forward facing gunner automatically starts firing approx 1,000 m from target, use as range finder
 
* Has forward facing 50 cal MGs which are very useful for strafing
 
  
'''Cons:'''  
+
* Decent firepower, with effective turret placement
* Maneuvers stiffly
+
* Quick turret rotation speeds
* Stiff elevators
+
* Great mobility and speed
* Difficult to pull out of a dive
+
* Torpedoes fired forward at speed
* Often the B-25 will catch on fire
+
 
* No downward-facing defensive armament
+
'''Cons:'''
* If tail control is lost, return to base and land utilizing flaps and engine throttling
+
 
* Relatively low payload compared to a heavy bomber
+
* Enemies can easily destroy the ship
* Forward facing gunner will automatically fire at approx 1,000 m, alerting your target
+
* Only 2 torpedoes, which fire forwards
* Low energy retention; any attacks that require maneuvering will cost speed and/or altitude
 
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the aircraft 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 "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources 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.''
  
== Read 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 aircraft;''
+
 
 +
* ''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.''
''ETC.''-->
 
* http://forum.warthunder.com/index.php?/topic/22479-b-25j-mitchell-official-thread/
 
  
== Sources ==
+
== 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;''
* ''page on aircraft encyclopedia;''
+
* ''encyclopedia page on ship;''
 
* ''other literature.''
 
* ''other literature.''
  
{{USA bombers}}
+
{{USSR boats}}

Revision as of 13:08, 6 July 2020

RANK 4 FRANCE
Somua SM 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

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

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-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