Difference between revisions of "OD-200"

From War Thunder Wiki
Jump to: navigation, search
(Updated format)
Line 6: Line 6:
 
== Description ==
 
== Description ==
 
<!-- ''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 identify the ship in question.'' -->
 
<!-- ''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 identify the ship in question.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet motor gun boat {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game.
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet motor gun boat {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] when the Soviet fleet was implemented into the game.
  
Line 41: Line 39:
 
=== Primary armament ===
 
=== Primary armament ===
 
{{Specs-Fleet-Primary}}
 
{{Specs-Fleet-Primary}}
 +
<!-- ''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>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|37 mm/67 70-K (37 mm)}}
 
{{main|37 mm/67 70-K (37 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>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
  
 
The 37 mm main armament on the OD-200 is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. The ammo capacity is quite good at 1000 rounds. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, but it is recommended to only use it manually as the AI gunners will fire the gun until it overheats if given the opportunity. The stock rotation is not as fast as one would expect, but after upgrades it is snappy and can easily catch speedy patrol boats off guard.
 
The 37 mm main armament on the OD-200 is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. The ammo capacity is quite good at 1000 rounds. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, but it is recommended to only use it manually as the AI gunners will fire the gun until it overheats if given the opportunity. The stock rotation is not as fast as one would expect, but after upgrades it is snappy and can easily catch speedy patrol boats off guard.
Line 48: Line 46:
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 +
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|DShK (12.7 mm)}}
 
{{main|DShK (12.7 mm)}}
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
  
 
The anti-air armaments of the OD-200 consist of two 12.7 mm DShK machine guns. These guns should be used primarily against the aircraft, which are relatively easy to take down at BR 1.7, but they can also be used against the lightly-armoured boats that are still present at this battle rating (such as the LS 3). The guns are positioned in the middle section of the ship, meaning that at least one gun can be placed onto an enemy aircraft at all times.
 
The anti-air armaments of the OD-200 consist of two 12.7 mm DShK machine guns. These guns should be used primarily against the aircraft, which are relatively easy to take down at BR 1.7, but they can also be used against the lightly-armoured boats that are still present at this battle rating (such as the LS 3). The guns are positioned in the middle section of the ship, meaning that at least one gun can be placed onto an enemy aircraft at all times.
  
=== Special armament ===
+
=== Additional armament ===
{{Specs-Fleet-Special}}
+
{{Specs-Fleet-Additional}}
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
+
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
{{main|BB-1 depth charge}}
 
{{main|BB-1 depth charge}}
  
 
Once the Depth Charges modification is purchased, the ship can be equipped with twelve 165 kg BB-1 depth charges, which is plenty considering it only takes a few to completely destroy a destroyer. They can get you out of a tough situation if you find yourself in close proximity to an enemy ship.
 
Once the Depth Charges modification is purchased, the ship can be equipped with twelve 165 kg BB-1 depth charges, which is plenty considering it only takes a few to completely destroy a destroyer. They can get you out of a tough situation if you find yourself in close proximity to an enemy ship.
 
=== Additional armament ===
 
{{Specs-Fleet-Additional}}
 
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.''
 
 
''If there is no additional armament, remove this section.''
 
  
 
== Usage in battles ==
 
== 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). -->
+
<!-- ''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).'' -->
  
 
The ships is not a main line ship. It should be noted that the ship's uses may vary on the map, opponents and team but most of the time the roles are flexible.
 
The ships is not a main line ship. It should be noted that the ship's uses may vary on the map, opponents and team but most of the time the roles are flexible.
  
Always utilize the 37 mm as the primary weapon as it is the most versatile weapon in the ship, the other one being the DShK machine guns which are only capable of crippling light armored vessels and low flying aircrafts. The moderate fire of the 37 mm is capable of crippling most of the vessels it will face with a couple belts due to the ammunition it uses. Damage to hull may vary by the type of armor it is facing, the type of ammunition and the distance. An AP shell may not have the same crippling power to a lightly armored vessel compared to HE, but HE might not be able to penetrate a certain vessel due to its armor whereas AP can. For this reason it is recommended to carry universal belts, as it is a 1:1 ratio between AP and HE.
+
Always utilize the 37 mm as the primary weapon as it is the most versatile weapon in the ship, the other one being the DShK machine guns which are only capable of crippling light armoured vessels and low flying aircrafts. The moderate fire of the 37 mm is capable of crippling most of the vessels it will face with a couple belts due to the ammunition it uses. Damage to hull may vary by the type of armour it is facing, the type of ammunition and the distance. An AP shell may not have the same crippling power to a lightly armoured vessel compared to HE, but HE might not be able to penetrate a certain vessel due to its armour whereas AP can. For this reason it is recommended to carry universal belts, as it is a 1:1 ratio between AP and HE.
  
 
Despite how good the 37 mm might be compared to the DShKs in crippling power, its placement makes it tricky for the captain to use. It has a 360° traverse, but depression is restricted in a 30° cone, where the gun is not able to point down. This makes the ship only being able to open fire to enemy ships when they are facing them sideways or from behind. The 12.7 mm DShKs, on the other hand, have an unrestricted 360° traverse and elevation. The ship also has access to depth charges for use against submarines, which are not present in-game. Its use against ships is really situational. It is recommended not to carry depth charges as they work as an external ammo rack which can be blown out, causing a hull break, as well as increasing the ship's repair cost. When the situation to use depth charges is there, remember to always set a fuse greater than 3 seconds so that you can drop, move and stay out of the blast zone. Depth charges are dropped in pairs from the aft.
 
Despite how good the 37 mm might be compared to the DShKs in crippling power, its placement makes it tricky for the captain to use. It has a 360° traverse, but depression is restricted in a 30° cone, where the gun is not able to point down. This makes the ship only being able to open fire to enemy ships when they are facing them sideways or from behind. The 12.7 mm DShKs, on the other hand, have an unrestricted 360° traverse and elevation. The ship also has access to depth charges for use against submarines, which are not present in-game. Its use against ships is really situational. It is recommended not to carry depth charges as they work as an external ammo rack which can be blown out, causing a hull break, as well as increasing the ship's repair cost. When the situation to use depth charges is there, remember to always set a fuse greater than 3 seconds so that you can drop, move and stay out of the blast zone. Depth charges are dropped in pairs from the aft.
Line 79: Line 71:
 
'''Support:'''
 
'''Support:'''
  
The ship has enough firepower to cripple most ships at its battle rating. Let heavier armor ships take the damage while you assist them in sinking the enemy.
+
The ship has enough firepower to cripple most ships at its battle rating. Let heavier armour ships take the damage while you assist them in sinking the enemy.
  
 
'''Anti-air:'''
 
'''Anti-air:'''
Line 87: Line 79:
 
'''Fast attack craft:'''
 
'''Fast attack craft:'''
  
Due to its speed (53 km/h), it is able to do strike runs when rushing capture points. The DShKs are able to take out light armored vessels and low flying aircraft. The 37 mm should be used to destroy medium armored vessels at point-blank when needed or at range. 
+
Due to its speed (53 km/h), it is able to do strike runs when rushing capture points. The DShKs are able to take out light armoured vessels and low flying aircraft. The 37 mm should be used to destroy medium armoured vessels at point-blank when needed or at range.
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 37 mm HE clips
 
| 12.7 mm HE belts
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 37 mm AP clips
 
| 12.7 mm APIT belts
 
| Auxiliary Armament Targeting
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Improved Rangefinder
 
| Depth Charges
 
| Primary Armament Targeting
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
| Artillery Support
 
|
 
|
 
|}
 
  
 
=== 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. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
<!-- ''Summarise 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 - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
Line 147: Line 99:
 
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Ship-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></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Ship-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></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
The OD-200 was built from 1943-47 in Sosnovka, with a total of 140 ships produced. It succeeded the MO class of ships, despite appearing before the MO-4 in War Thunder's Soviet tech tree. Like it's predecessors, the OD-200 was built primarily for anti-submarine warfare. Twelve OD-200s were exported to other countries, 10 to Bulgaria and 2 to North Korea.  
+
The OD-200 was built from 1943-47 in Sosnovka, with a total of 140 ships produced. It succeeded the MO class of ships, despite appearing before the MO-4 in War Thunder's Soviet tech tree. Like it's predecessors, the OD-200 was built primarily for anti-submarine warfare. Twelve OD-200s were exported to other countries, 10 to Bulgaria and 2 to North Korea.
  
 
== Media ==
 
== Media ==

Revision as of 16:41, 14 January 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
ussr_od_200.png
GarageImage OD-200.jpg
OD-200
AB RB SB
1.7 1.7 1.7
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The OD-200 is a rank I Soviet motor gun boat with a battle rating of 1.7 (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

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement48 t
Crew21 people

OD-200 has the following structural layout:

  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood

The OD-200 lacks any armour protection other than two 10 mm plates protecting the AA gunners. All critical components are situated in the rear half of the ship. Both fuel tanks and one of the ammo storages are clustered at the very back, with the other ammo storage and both engines located below the secondary armaments. This leaves the front hull empty and as such, hits to it will be rather inconsequential. The crew of 21, grouped mostly in and under the bridge, is in line with the average crew size of similar MGBs; however, it's much more vulnerable in comparison due to the complete absence of armour.

Mobility

Speedforward / back
AB70 / 21 km/h
RB52 / 16 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 51 16
Upgraded 70 21
RB/SB Stock 44 14
Upgraded 52 16

Although not terribly slow, the OD-200's speed is nothing to brag about, reaching a maximum of only 52 km/h after upgrades are purchased. The OD-200 has a displacement of 47.5 tons.

Modifications and economy

Repair costBasic → Reference
AB296 → 373 Sl icon.png
RB444 → 559 Sl icon.png
Total cost of modifications5 920 Rp icon.png
4 470 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 40 / 100 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods tank ammo.png
37 mm HE clips
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods tank ammo.png
12mm_dshk_navy_he_ammo_pack
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods tank ammo.png
37 mm AP clips
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods tank ammo.png
12mm_dshk_navy_ap_ammo_pack
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png

Armament

Primary armament

Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
Vertical guidance-10° / 85°
Main article: 37 mm/67 70-K (37 mm)

The 37 mm main armament on the OD-200 is very powerful in the fact that it is rapid fire and can obliterate small boats with its armour piercing belt rounds. The ammo capacity is quite good at 1000 rounds. You won't be reloading or running out of ammo quickly. The clip reload is unbelievably fast for how much ammo it has, which makes from changing from HE to AP a breeze. It is hard to overheat the weapon, but just keep in mind not to hold down for too long. This weapon can also double as an AA gun with its rate of fire, but it is recommended to only use it manually as the AI gunners will fire the gun until it overheats if given the opportunity. The stock rotation is not as fast as one would expect, but after upgrades it is snappy and can easily catch speedy patrol boats off guard.

Secondary armament

2 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min
Main article: DShK (12.7 mm)

The anti-air armaments of the OD-200 consist of two 12.7 mm DShK machine guns. These guns should be used primarily against the aircraft, which are relatively easy to take down at BR 1.7, but they can also be used against the lightly-armoured boats that are still present at this battle rating (such as the LS 3). The guns are positioned in the middle section of the ship, meaning that at least one gun can be placed onto an enemy aircraft at all times.

Additional armament

Setup 112 x BB-1 depth charge
Main article: BB-1 depth charge

Once the Depth Charges modification is purchased, the ship can be equipped with twelve 165 kg BB-1 depth charges, which is plenty considering it only takes a few to completely destroy a destroyer. They can get you out of a tough situation if you find yourself in close proximity to an enemy ship.

Usage in battles

The ships is not a main line ship. It should be noted that the ship's uses may vary on the map, opponents and team but most of the time the roles are flexible.

Always utilize the 37 mm as the primary weapon as it is the most versatile weapon in the ship, the other one being the DShK machine guns which are only capable of crippling light armoured vessels and low flying aircrafts. The moderate fire of the 37 mm is capable of crippling most of the vessels it will face with a couple belts due to the ammunition it uses. Damage to hull may vary by the type of armour it is facing, the type of ammunition and the distance. An AP shell may not have the same crippling power to a lightly armoured vessel compared to HE, but HE might not be able to penetrate a certain vessel due to its armour whereas AP can. For this reason it is recommended to carry universal belts, as it is a 1:1 ratio between AP and HE.

Despite how good the 37 mm might be compared to the DShKs in crippling power, its placement makes it tricky for the captain to use. It has a 360° traverse, but depression is restricted in a 30° cone, where the gun is not able to point down. This makes the ship only being able to open fire to enemy ships when they are facing them sideways or from behind. The 12.7 mm DShKs, on the other hand, have an unrestricted 360° traverse and elevation. The ship also has access to depth charges for use against submarines, which are not present in-game. Its use against ships is really situational. It is recommended not to carry depth charges as they work as an external ammo rack which can be blown out, causing a hull break, as well as increasing the ship's repair cost. When the situation to use depth charges is there, remember to always set a fuse greater than 3 seconds so that you can drop, move and stay out of the blast zone. Depth charges are dropped in pairs from the aft.

The OD-200 should be used the following ways to achieve the greatest rewards:

Support:

The ship has enough firepower to cripple most ships at its battle rating. Let heavier armour ships take the damage while you assist them in sinking the enemy.

Anti-air:

The ship is pretty decent in the anti-aircraft role, mainly due to the semi-rapid fire 37 mm cannon and its 360° traverse. In addition with the 12.7 DShK guns, it is able to fight planes in a short-mid range, using the 37mm for mid range and the DShK for short range. HE belts are recommended for this role.

Fast attack craft:

Due to its speed (53 km/h), it is able to do strike runs when rushing capture points. The DShKs are able to take out light armoured vessels and low flying aircraft. The 37 mm should be used to destroy medium armoured vessels at point-blank when needed or at range.

Pros and cons

Pros:

  • Strong primary cannon with a high rate of fire and very slow to overheat
  • Primary cannon can take down aircraft with a single hit
  • Two secondary machine gun turrets, each protected with 10 mm armour

Cons:

  • Not very fast
  • Primary cannon cannot fire forwards except at high elevations
  • Wooden hull can catch on fire easily

History

The OD-200 was built from 1943-47 in Sosnovka, with a total of 140 ships produced. It succeeded the MO class of ships, despite appearing before the MO-4 in War Thunder's Soviet tech tree. Like it's predecessors, the OD-200 was built primarily for anti-submarine warfare. Twelve OD-200s were exported to other countries, 10 to Bulgaria and 2 to North Korea.

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;
  • encyclopedia page on the ship;
  • other literature.


USSR boats
Motor torpedo boats  D-3 · G-5 · G-5 (ShVAK) · Pr.123-bis · Pr.123K (A-10bis) · Pr.123K · Pr.183
Motor gun boats  TKA-412 · MO-4 · OD-200 · Pr.253L · Pr.183 BM-21 · Ya-5M
Motor torpedo gun boats  Pr. 206 · Pr.206-M · MPK Pr.12412 · MPK Pr.12412P · MPK Pr.11451
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