MPK-163

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Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
MPK-163
ussr_mpk_163.png
GarageImage MPK-163.jpg
MPK-163
Research:7 900 Specs-Card-Exp.png
Purchase:10 000 Specs-Card-Lion.png
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Description

The Pr.122bis (MPK-163) is an improved version of MPK pr.122A, designed in 1945. It features better armour, a larger crew (enhancing survivability), increased speed, and more armaments compared to its predecessor. The MPK-163 served in the Black Sea Fleet from 1956 to 1970, after which it was decommissioned from the Navy and later scrapped.

This vessel was introduced during Update 1.79 "Project X" when the Soviet fleet was implemented into the game. The MPK-163 boasts better survivability and speed compared to its predecessor. It can effectively destroy enemy armoured boats thanks to its 85 mm 90-K cannon and protect itself against enemy aircraft with its 37 mm 70-K autocannon and three twin 12.7 mm DShK heavy machine guns. Although there are no submarines in normal matches, you can still utilize its depth charge and mortar to destroy enemy boats if you use them properly.

General info

Survivability and armour

Armourfront / side / back
Main fire tower12 / 12 / 0 mm
Hull8 mm (steel)
Superstructure4 mm (steel)
Number of section5
Displacement380 t
Crew60 people

The MPK-163 has the following structural layout:

  • Hull: 8 mm, steel
  • Superstructure: 4 mm, steel

Armour on this ship is largely non-existent. The only armour to be found is on the gun turrets, and maxes out at 12 mm, meaning anything larger than 7.7 mm in calibre will punch through at nearly any range. The crew is thankfully plentiful and well-spaced throughout the ship, meaning you can tank a couple of hits before a total crew loss is observed. Engines are easily damaged and have a tendency to lead to fires aboard the ship. Ammunition stowage is decently protected, though remains vulnerable.

Mobility

Speedforward / back
AB82 / 49 km/h
RB54 / 32 km/h

Straight-line speed is excellent when spaded; this vessel is capable of reaching 71 km/h in Arcade Battles, easily capable of outrunning stock S-boats. For its size, the boat is extremely fast and somewhat manoeuvrable, however like its predecessor, the length of the boat makes it difficult to navigate in shallow waters or tight corridors, and stopping distance is also an issue.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 82 49
RB/SB Stock ___ ___
Upgraded 54 32

Modifications and economy

Repair costBasic → Reference
AB450 → 565 Sl icon.png
RB673 → 845 Sl icon.png
Total cost of modifications6 930 Rp icon.png
6 720 Sl icon.png
Talisman cost530 Ge icon.png
Crew training3 000 Sl icon.png
Experts10 000 Sl icon.png
Aces125 Ge icon.png
Research Aces160 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 40 / 100 % Sl icon.png
112 / 112 / 112 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
65 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
430 Rp icon.png
Cost:
420 Sl icon.png
105 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
180 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
65 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
180 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
65 Ge icon.png
Mods tank ammo.png
85mm_ussr_navy_AP_ammo_pack
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
65 Ge icon.png
Mods tank ammo.png
37 mm HE clips
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
65 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods he frag dist fuse ship.png
85mm_ussr_distant_fuse_navy_he_ammo_pack
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods tank ammo.png
37 mm AP clips
Research:
260 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
430 Rp icon.png
Cost:
420 Sl icon.png
105 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
430 Rp icon.png
Cost:
420 Sl icon.png
105 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
430 Rp icon.png
Cost:
420 Sl icon.png
105 Ge icon.png
Mod arrow 0.png
Mods ship mortar.png
Bomb mortar
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
180 Ge icon.png

Armament

Primary armament

Turret85 mm/52 90-K cannon
Ammunition240 rounds
Vertical guidance-5° / 77°
Main article: 90-K (85 mm)

The MPK-163 carries a single 85 mm 90-K cannon as its main armament. The 90-K is a decent main weapon with a moderate fire rate of 17 rounds per minute (3.5-second reload). The weapon itself is decent against larger ships, but lacks lethality against faster vessels and aircraft due to its lower fire rate (compared to the ship's 70-K autocannon).

The gun has access to three main shell types - the O-365K high-explosive (HE) shell, the O-365M time-fused (HE-TF) shell, and the BR-365 armour-piercing (APHEBC) shell. Of these rounds, the HE is almost always the best against enemy boats as it has the most explosive filler, and consequently, does the most damage. The HE-TF round is slightly worse as it detonates on a timed fuse, meaning the accuracy of the shell depends on crew skills. Finally, the APHEBC shells are rarely usable due to their low damage potential, only being useful against armoured targets like the soviet armoured boats. For good measure, bring mostly HE shells, and a bit of HE-TF and APHEBC shells just in case the situation arises.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
O-365K HE 11 11 11 11 11 11
BR-365 APHEBC 133 112 92 76 63 52
O-365M HE-TF 10 10 10 10 10 10
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
O-365K HE 785 9.54 0 1 741 79° 80° 81°
BR-365 APHEBC 792 9.2 1.2 14 164 48° 63° 71°
O-365M HE-TF 792 9.2 0 0.1 660 79° 80° 81°

Secondary armament

Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
Main article: 37 mm/67 70-K (37 mm)

The secondary gun is a 37 mm 70-K gun with a high rate of fire for its calibre and is most effective as an AA gun, and should be left as one unless pesky patrol boats manage to surpass your large primary, then switch to this gun to take care of them quickly, as this gun has an exquisite firing arc on your boat and a good turn rate. It really isn't effective against other sub-chasers of your size.

  • Universal: HEF-T · AP-T · HEF-T · HEF-T · AP-T
  • 37 mm HE clips: HEF-T · HEF-T · HEF-T · HEF-T · AP-T
  • 37 mm AP clips: AP-T · AP-T · AP-T · AP-T · HEF-T

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-T 3 3 3 3 3 3
AP-T 79 76 63 51 41 32
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T 880 0.72 0 0.1 56.98 79° 80° 81°
AP-T 880 0.76 - - - 47° 60° 65°

Anti-aircraft armament

3 х Turret2 x 12.7 mm DShK machine gun
Ammunition4000 rounds
Belt capacity50 rounds
Fire rate600 shots/min
Main article: DShK (12.7 mm)

The MPK-163 also carries 3 twin DShK machine gun mounts. The 12.7 mm DShK machine gun is a heavy machine gun, similar to the M2 Browning used by the Americans and the Vickers guns used by the British. This gun fires from a fixed 50-round magazine and will need to be reloaded after the magazine is expended. The gun itself is rather mediocre, and will struggle to hit targets reliably at ranges exceeding 1.5 km. However, at shorter ranges, the weapons can be highly lethal to small vessels or aircraft. The 12.7 mm machine guns do not get access to any ammunition belt upgrades - the default one is the only belt available.

Additional armament

Setup 112 x BB-1 large depth charge
Setup 232 x RBM mortar
2 x BB-1 large depth charge
Setup 332 x RBM mortar
14 x BB-1 large depth charge

The RBM mortars launch explosive projectiles about 36 m to the side of the ship, perpendicular to the ship's axis. The mortar charges are a proximity weapon and explode on impact.

Usage in battles

The MPK-163 is a very versatile large coastal vessel with adequate survivability, mobility, and armament. This ship can be played as a "gunship" utilizing its heavy armament, or alternatively, be used to capture bases relying on its mobility and decent survivability.

The MPK-163 is a very well-armed vessel at its BR, and you should take advantage of this strength. The vessel's strongest armament is the 37 mm 70-K autocannon mounted at the rear of the ship. Therefore, it is advisable to switch to manually control this weapon and use it to shred any coastal vessels that you might face. However, the 37 mm has a very slow traverse speed along with the 85 mm whilst stock, so it is advised to get the traverse upgrades after essential modules have been acquired. When fighting other sub-chasers or large vessels, use the 85 mm cannons, since it takes about 3-4 shot in some cases to destroy them.

In general, the ship can be played using ambush or flanking tactics. Use islands and ground cover to hide your ship from enemy fire, and destroy any ships that sail into your line of fire; alternatively, flank the enemy and mow them down. Try to keep your broadside on the enemy vessels, as you can bring more guns on target. The MPK-163's overwhelming gun armament ensures that you can easily destroy any vessels or aircraft that you see. The 85 mm main gun is less effective against fast targets and should only be used against survivable, large targets such as the American SC-497. The DShKs are effective against ships and aircraft alike, but given that the 37 mm autocannon is more lethal, it is advisable to leave them under AI control.

The MPK-163 has two other favourable characteristics: good mobility and survivability. The ship can reach a top speed of 82 km/h in arcade and 49 km/h in realistic, which means that you can reach capture points quickly. Additionally, the ship has a crew count of 60 men, which means that your ship can take a couple of hits before going down. Utilize the good mobility and survivability to capture bases if your team's MTBs cannot capture them; again, shred any ships that come into your line-of-fire using your main armament. When capturing bases, be aware of enemy torpedoes, as the MPK-163 is a very large target. A single torpedo hit is almost always lethal.

Pros and cons

Pros:

  • Fast for a ship of its size
  • Effective cannon
  • Good secondaries and AA guns for its battle rating
  • Lots of spaced-out crew
  • Surprisingly good flanker with its heavy weapons and decent speed

Cons:

  • Reload on the main cannon is mediocre at best
  • Large target
  • Poor steering
  • Has a habit of igniting easily
  • The RBM mortars have limited firing angles.

History

The Pr.122bis, MPK-163 was a ship of the MPK Pr.122bis class (NATO designation: Kronshtadt class) with modified main armament. Commissioned in the 1950s, the Kronshtadt class served as border patrol vessels and were also capable of anti-submarine duties. MPK-163 was a unique member of the Pr.122bis class armed with one less 37 mm 70-K autocannon - her counterpart, the Pr.122bis, can be found in the Soviet coastal forces tech tree as a gift premium vessel.

In the late 1940s, the Pr.122bis or Kronshtadt class were developed as a 300-ton displacement small submarine chaser class for the Soviet Union's fleet, though they were substantially larger than wartime ship classes such as the MO-4 and OD-200 classes. The ships displaced 325 tons full load and had a crew of 50, though the MPK-163 had two more crew members and displaced 380 tons full load. Standard vessels were powered by three 1,200 hp diesel engines, though the MPK-163 had the centre diesel engine exchanged for a 1,000 hp gas turbine engine. This addition resulted in the fitting of a second funnel behind the first one, giving the ship its unique appearance compared to other vessels of its class.

The MPK-163 was also equipped with an 85 mm main cannon and three dual DShK heavy machine gun mounts. It also equipped a single 37 mm 70-K anti-aircraft cannon, which differed from the other ships of the class, as the Pr.122bis ships carried two 70-K AA guns. As a submarine chaser, the MPK-163 was capable of fitting depth charges or naval mines. In total, 236 Pr.122bis vessels were produced, though the MPK-163 is a unique vessel among the Pr.122bis class. The MPK-163 entered service in December 1955 as the last ship in the Pr.122 class with hull number 673; after 14 years of service, it was retired in April 1970.

Media

Skins

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Red Metallist Shipyard (Красный металлист)
Submarine Chasers 
Project 122bis  MPK-163 · MPK Pr.122bis
Project 201M  MPK Pr.201M
Frigates 
Project 159  SKR-1

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