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Rank 4 Japan
IJN Mikuma Pack
GarageImage Kerch.jpg
3.3 3.3 3.3
Purchase:250 Specs-Card-Eagle.png
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The Fidonisy-class, Kerch, 1917 is a premium rank I Soviet destroyer with a battle rating of 3.3 (AB/RB/SB). It was introduced in Update "New Power".

General info

Survivability and armour

Armourfront / side / back
Main fire tower38 / 0 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement1 700 t
Crew168 people

As with other destroyers, Kerch is barely armoured. Several drawbacks from its primitive design including unprotected main and secondary guns as well as uncovered engines hamper its protection. Thus, it relies on its relatively small size and crew count to survive.


Speedforward / back
AB72 / 26 km/h
RB59 / 22 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 72 26
RB/SB Stock ___ ___
Upgraded 59 22

Mobility of Kerch is not that good compared to its comtemporaries, but at least it's quite manoeuvrable.

Modifications and economy

Repair cost
AB140 Sl icon.png
RB200 Sl icon.png
Total cost of modifications5 160 Rp icon.png
540 Sl icon.png
Crew training150 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces140 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 40 / 40 / 50 % Sl icon.png
Talisman.png 2 × 75 / 75 / 75 % Rp icon.png
Seakeeping Unsinkability Firepower
Mods new ship hull.png
450 Rp icon.png
50 Sl icon.png
50 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Mods new ship screw.png
Propeller Replacement
Mods new ship engine.png
Engine Maintenance
Mods ship tool kit.png
Tool Set
Mods manual ship extinguisher.png
Fire Protection System
Mods engine smoke screen system.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Mods ship venting.png
Mods new ship pumps.png
New Pumps
960 Rp icon.png
100 Sl icon.png
110 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
960 Rp icon.png
100 Sl icon.png
110 Ge icon.png
Mods ammo.png
450 Rp icon.png
50 Sl icon.png
50 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
450 Rp icon.png
50 Sl icon.png
50 Ge icon.png
Mod arrow 0.png
Mods ammo.png
330 Rp icon.png
30 Sl icon.png
40 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
330 Rp icon.png
30 Sl icon.png
40 Ge icon.png
Mod arrow 0.png
Mods shrapnel tank.png
330 Rp icon.png
30 Sl icon.png
40 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
450 Rp icon.png
50 Sl icon.png
50 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
450 Rp icon.png
50 Sl icon.png
50 Ge icon.png


Primary armament

4 х Turret102 mm Pattern 1911 naval gun
Ammunition160 rounds
Vertical guidance-10° / 30°
Main article: Pattern 1911 (102 mm)

Kerch has 4 x 102 mm cannons as the main weapon. These guns have decent firepower and fire rate but are far from the best brawling weapons. The greatest advantage of these guns is the high accuracy which they have. As such, Kerch should be played as a sniper destroyer more so than a close-range brawler. The accuracy of these guns at long range far surpasses the other equivalent destroyers of other nations and can be used to shell enemies from far range with impunity from more inaccurate enemy fire.

Kerch also has the option of loading a unique shrapnel shell. While it is quite effective against any destroyer it might face due to increased fragmentation damage, it cannot set the enemy on fire (thus near useless against any destroyers that utilise anti-fragmentation armour), as well as cannot hull break any lightly-armoured PT boats (its greatest threats) it hits due to the shell over-penetrating and dealing little to no damage at all.

Another point worth mentioning is the fact that the arrangement of the guns is not exactly the best, with a single gun at the front and the 3 others all at the back. This means that you can only use a single gun against a target directly in front of you.

Secondary armament

2 х Turret40 mm 2pdr QF Mk.IIc automatic cannon
Ammunition2240 rounds
Belt capacity56 rounds
Fire rate200 shots/min

The main difference between Kerch and the Frunze is that it's using two 40 mm Pom-Pom autocannons instead of a terrible 76 mm and 45 mm as secondary armaments. Despite only featured two single mounts at the aft and stern, these guns are quite reliable for AA defense due to wide coverage, and it's able to fend off PT boats at close distance.

Anti-aircraft armament

2 х Turret7.62 mm Maxim machinegun
Ammunition1500 rounds
Belt capacity1000 rounds
Fire rate600 shots/min
Main article: Maxim (7.62 mm)

"Anti-air" armaments of Kerch consisted of two severely outdated 7.62 mm machine guns that are pretty much useless except for spooking inbound aircraft to dodge relatively harmless shots and get into the range of your Pom-Pom guns.

Additional armament

Setup 114 x 450 mm wet-heater torpedo pattern 1910
Main article: Pattern 1910 (450 mm)

Although Kerch has three more torpedo tubes than the Frunze, it utilizes incredibly weak torpedoes with only 100 kg of warhead (less than half of Frunze's). Thus requiring more than one hit to destroy enemy ships. Other than that, its range is also awfully short at only 3 kilometers, thus it cannot attack enemy over longer distances.

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 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).

Pros and cons


  • Main cannons are very accurate
  • Relatively high crew count for reserve ship
  • Quite fast and easy to control
  • Small superstructure allows it to take lesser crew loss when being hit by small-calibre guns
  • Two Pom-Pom autocannons is useful for fending off aircrafts and PT boats


  • Non-existent armour protection
  • Gun crew is unprotected, even small-calibre machine guns can take them out
  • No access to usual HEF shells, instead using a shrapnel shell that cannot set the enemy ship on fire and is useless against PT boats
  • Horrible torpedoes with tiny warhead and short range
  • AA armament is essentially useless


Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).


Excellent additions to the article would be video guides, screenshots from the game, and photos.

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

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  • other literature.

USSR destroyers
Fidonisy-class  Kerch
Derzky-class  Frunze
Ognevoy-class  Ognevoy
Skoryy-class  Smelyi · Bezuprechny
Leningrad-class  Leningrad · Moskva
Storozhevoy-class  Soobrazitelny · Stroyny
Tashkent-class  Tashkent
Neustrashimy-class  Neustrashimy
Kotlin-class  Spokoinyy

USSR premium ships
Motor torpedo boats  G-5 (ShVAK) · Pr.123K (A-11)
Motor gun boats  TKA-106 · Ya-5M
Armoured gun boats  MBK-161 early · MBK pr.186 (MK 85) · Pr.1124 MLRS · Pr.1204
Sub-chasers  MPK Pr.122bis
Frigates  Rosomacha
Destroyers  Kerch · Leningrad · Stroyny · Smelyi · Neustrashimy
Light cruisers  Zheleznyakov