Spokoinyy

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Rank 4 Japan
IJN Mikuma Pack
ussr_destroyer_pr56_spokoinyy.png
GarageImage Spokoinyy.jpg
Spokoinyy
AB RB SB
5.0 5.0 5.0
Class:
Research:18 000 Specs-Card-Exp.png
Purchase:77 000 Specs-Card-Lion.png
Show in game

Description

The Pr.56, Spokoinyy, 1956 is a rank III Soviet destroyer with a battle rating of 5.0 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

Armourfront / side / back
Main fire tower20 / 10 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section8
Displacement3 228 t
Crew284 people

The Pr.56 armour is lacklustre and will be only able to withstand low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm anti fragmentation armour, meaning they will be prompt to be damaged or even destroyed by 12.7 mm or 20 mm armour piercing rounds. When it comes to components, it is almost impossible to make an ammo explosion in the Pr.56 as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Pr.56 will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).

Mobility

Speedforward / back
AB87 / 40 km/h
RB71 / 32 km/h

The Pr.56, as a "modern" destroyer of 1956, changes completely the doctrine of previous destroyers, meaning it compenstates armour with speed. It is able to reach speeds above 40 knots (~75 km/h), making it terrifyingly fast for a ship of its size and firepower, almost on par with coastal fleet frigates and subchasers (Albatros-Klasse (143), Pr. 35, etc). It is more than capable of reaching the battlefield faster than other destroyers and will outrun cruisers and battleships. When it comes to manoeuvrability, the Pr.56 leaves nothing to expect. It is able to do tight turns (relatively tight turns but with greater speed than other destroyers) as well as accelerate and decelerate quickly.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 64 29 ~94.2 ~187.4
Upgraded 87 40 ~61.2 ~129.87
RB/SB Stock 61 28 ~130.8 ~202.39
Upgraded 71 32 ~81 ~179.05

Modifications and economy

Repair costBasic → Reference
AB2 300 → 2 946 Sl icon.png
RB2 870 → 3 676 Sl icon.png
Total cost of modifications19 780 Rp icon.png
43 600 Sl icon.png
Talisman cost980 Ge icon.png
Crew training22 000 Sl icon.png
Experts77 000 Sl icon.png
Aces400 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
180 / 320 / 100 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 100 Rp icon.png
Cost:
2 400 Sl icon.png
150 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods ship tool kit.png
Tool Set
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods manual ship extinguisher.png
Fire Protection System
Research:
1 100 Rp icon.png
Cost:
2 400 Sl icon.png
150 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 100 Rp icon.png
Cost:
2 400 Sl icon.png
150 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods ship venting.png
Ventilation
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
130mm_ussr_sm2_1_pb42_navy_sap_ammo_pack
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 100 Rp icon.png
Cost:
2 400 Sl icon.png
150 Ge icon.png
Mod arrow 0.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
830 Rp icon.png
Cost:
1 800 Sl icon.png
110 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_sm2_1_zs42r_navy_radio_aa_ammo_pack
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 300 Rp icon.png
Cost:
2 900 Sl icon.png
180 Ge icon.png

Armament

Primary armament

2 х Turret2 x 130 mm/58 SM-2-1 cannon
Ammunition500 rounds
Vertical guidance-8° / 82°

The Pr.56 is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets, capable of decimating enemy vessels in seconds, including heavy cruisers. The 130 mm cannons have access to 3 types of shells, HE, SAPCBC and HE-VT. It is recommended that the captain gets access to the SAPCBC as it has the penetration of an APCBC shell but the explosive power of an HE shell. HE-VT are an extra when it comes to air defence. They will decimate any enemy plane with an airbust but they are only recommended to be used when attacking low speed aircraft (like bombers) at long ranges (past 10 km) as the relative low fire rate (15 RPM) and targeting speed will cause issues engaging faster aircraft (fighters or even attackers). It should be noted the 130 mm can be used with the tracking radar the destroyer has.

Secondary armament

4 х Turret4 x 45 mm/89 SM-20-ZIF automatic cannon
Ammunition8000 rounds
Belt capacity4 rounds
Fire rate160 shots/min

The Pr.56 is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding anything but cruisers. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 45 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (0.4 second reload) will cause fatal damage with even just one burst. They are also your main line of defence against any aircraft at any range from 0 to 10 km (AI gunners will not engage targets past ~10 km. It is also the max range of the tracking radar). They will destroy incoming enemy aircraft within seconds. The captain is able to control them manually and use the tracking radar to engage air targets manually. It is recommended to let the AI gunners engage the targets when the threat is closer than 5 km as the captain will be able to focus on more threatening enemies (other vessels or even aircraft). When letting AI gunners engage targets, be aware of which targeting setting is set (airborne and surface, airborne, surface, none) as each turret will only engage one target at a time.

Additional armament

Setup 110 x 533 mm 53-56 torpedo
Setup 26 x BB-1 depth charge
Setup 310 x 533 mm 53-56 torpedo
6 x BB-1 depth charge

The Pr.56 is armed with 2 5-tube torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. They have a max range of 8 km (13 km with torpedo mode) and can be used at almost point blank, the torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks.

1 meter depth:

This is the most universal depth used for all types of engagements, being in deep water or at shallow waters. This depth is capable of hitting all sorts of vessels, including PT boats. The main downside is that enemy ships can see the water trail made by the torpedo which can make enemy vessels evade or fire at the torpedo.

4 meter depth:

This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.

Torpedo Characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 2000 93 8.00 1 50 TNT 400 400
Yes 2000 75 13.00 1 50 TNT 400 400

The Pr.56 can be armed with BB-1 depth charges. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.

Radar

Kotlin's radar arrangement:Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar

The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 fire control radar, unique for this vessel. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, use surprise to your advantage. Radars can give you a huge advantage with situational awareness as no plane will be able to catch you unsuspected. Be aware of radar interference (mountains, trees, tall structures in general) as they will affect both your search and tracking radar. There are blind spots with the radars which pilots can exploit but most of them will not do so as radars are uncommon in battles. As previously stated, tracking radar can be used to manually engage targets. It is recommended to use tracking radar when engaging immediate threats the gunners are not engaging or low speed flying aircraft at long ranges (bombers). Most of the time, the use of tracking radar will not be necessary as gunners will take care of aircraft while the captain is engaging enemy vessels.

Kotlin (Pr.56)'s radar display.
Dark green: within targeting radar angle
Light green: targeting radar dead zone
Fut-N - Air/surface Search Radar
Maximum
Detection
Range
Guaranteed
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
120,000 m 10,000 m 360° 0°/+75°
Sfera-56 - Fire Control Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
10,000 m, moves up to
30,000 m when
in tracking already
100 m 315° 0°/+80°

Usage in battles

The Pr. 56 is a Cold War destroyer and thus, it should not be used a WW2 destroyer as the armour is lacklustre and RPM is limited compared to some cruisers and destroyers. Thus, the Pr. 56 should be used as a support and anti air ship. The powerful 130 mm are able to decimate destroyers and even cruisers in minutes, specially if the SAP round is used. The high speed and agility make it a decent runner when facing enemy ships and capping points. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances the Pr. 56 has to navigate in order to get into a decent launch distance. The 45 mm should be used as secondary weapons for everything but sinking heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. For this same reason, the Pr. 56 should be used as an anti-air flagship as it is able to detect and engage enemy planes in a range of 130 km. Absolutely no aircraft will surprise the Pr. 56 while the search radar is active. The Pr. 56, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.

Absolutely no battleship should be engaged with the 130 mm as they are mediocre and most of the time useless. However, they can damage and destroy outer modules like turrets, bridge, and smoke funnels, and can start fires. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Pr. 56 should zig-zag when being fired at as a single salvo is more than enough to instantly destroy you. Zig-zagging reduces the chances the enemy has to hit and due to the long reload, the Pr. 56 is able to close distance and fire torpedoes.

Pros and cons

Pros:

  • Superior AA protection (rivals most cruisers).
  • Fast-firing 130 mm cannons with 360° of rotation.
  • Equipped with a radar
  • A large salvo of ten torpedoes.
  • Has decent SAP rounds to fight cruisers.

Cons:

  • Thin armour.
  • Small number of crewmen.
  • Relatively slow 130 mm traverse speed.
  • Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes).

History

The Pr. 56 is a cheaper and smaller version of the Neustrashimy-class destroyer, which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 anti-submarine rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 Neustrashimy had. In order to do so, the aft 45 mm anti-air turrets were moved to the sides at the mast level separated by said mast, giving it parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130 mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130 mm turret. The fire control radars were moved, one on top of the bridge and one behind the main mast.

Media

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

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


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