Difference between revisions of "Karl Marx"

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== 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.'' -->
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} German frigate {{Battle-rating}}. It was introduced in [[Update "Wind of Change"]].
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Originally laid down at the No. 820 shipyard in Kaliningrad, USSR on 24 March, 1954. The ''Tur'' was the eleventh of the Pr. 50 (Riga-class) frigates built for the Soviet Navy. After just two years of service with the Red navy, she would be sold to the German Democratic Republic, who renamed her '''Karl Marx''' in honor of the German father of communism. ''Karl Marx'' would serve uneventfully until 1971 when she was decommissioned and sold for scrap.
  
The Karl Marx is a squadron vehicle equivalent of the [[Yenot]].
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Introduced in [[Update "Wind of Change"]] as the first German coastal squadron vehicle in the game. The '''Karl Marx''' is identical to her sister ship the [[Yenot]] in the Soviet tree. Being a frigate, the '''Karl Marx''' primarily excels at taking out coastal vessel at range thanks to her 100 mm cannons with reasonable rate of fire. Although only having a HE shell at disposal, the '''Karl Marx''' is still capable to hold on her own against destroyers at range, though she can still be easily overwhelmed if her weak turrets are disabled. Thus, unless you are pushing for a coastal area, it is better to stay behind the friendly destroyers to shield yourself from enemy fire.
  
 
== General info ==
 
== General info ==
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{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
 
<!-- ''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 armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''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 armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
''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 armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''
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Although the hull of the Karl Marx is virtually unarmoured, she can still take quite a fair bit of punishments from destroyers due to spread out crew compartments. However, she can still be overwhelmed with a repeated hits on the engine or the turrets.
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{Specs-Fleet-Mobility}}
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''
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In Realistic, the mobility of the Karl Marx is rather unimpressive. With 55 km/h top speed, she would often be leave behind by friendly destroyers. Though this also allowed you to stay at a safer distance while your ally is taking a blunt of the enemy's fire instead.
  
 +
In Arcade, the Karl Marx receives a substantial speed boost that allows her to quickly close the distance. This allowed her to perform in brawling duties to some extent, especially since she can now get to the coastal area faster.
 
{{NavalMobility}}
 
{{NavalMobility}}
  
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'''Pros:'''
 
'''Pros:'''
  
* Has access to radar
+
* Great firepower against coastal targets
* Great firepower
+
* Good gun handling, the main turrets are fully traversable
 
* Has access to HE-VT shells on main armament
 
* Has access to HE-VT shells on main armament
 +
* Has access to air search and tracking radar
 +
* Spread out compartment, reasonably survivable even against destroyers
  
 
'''Cons:'''
 
'''Cons:'''
  
* No autoloader (stuck with base 5.2 second reload)
+
* Only has HE shell available, resulting into mediocre damage output against destroyers
 +
* Weak turrets that will get disabled very often
 
* Horrendous traverse speed on dual 37 mm AA
 
* Horrendous traverse speed on dual 37 mm AA
* Outclassed by other frigates at its BR
+
* Can be easily overwhelmed by other frigates with autoloaders, as they can disable all of your main guns before you can fight back
  
 
== History ==
 
== History ==

Latest revision as of 12:36, 23 November 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Karl Marx
germ_skr_pr50_karl_marx.png
GarageImage Karl Marx.jpg
Karl Marx
AB RB SB
4.0 4.0 4.0
Research:460 000 Specs-Card-Activity.png
Purchase:640 000 Specs-Card-Lion.png
Show in game

Description

Originally laid down at the No. 820 shipyard in Kaliningrad, USSR on 24 March, 1954. The Tur was the eleventh of the Pr. 50 (Riga-class) frigates built for the Soviet Navy. After just two years of service with the Red navy, she would be sold to the German Democratic Republic, who renamed her Karl Marx in honor of the German father of communism. Karl Marx would serve uneventfully until 1971 when she was decommissioned and sold for scrap.

Introduced in Update "Wind of Change" as the first German coastal squadron vehicle in the game. The Karl Marx is identical to her sister ship the Yenot in the Soviet tree. Being a frigate, the Karl Marx primarily excels at taking out coastal vessel at range thanks to her 100 mm cannons with reasonable rate of fire. Although only having a HE shell at disposal, the Karl Marx is still capable to hold on her own against destroyers at range, though she can still be easily overwhelmed if her weak turrets are disabled. Thus, unless you are pushing for a coastal area, it is better to stay behind the friendly destroyers to shield yourself from enemy fire.

General info

Survivability and armour

Armourfront / side / back
Main fire tower8 / 8 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section6
Displacement1 186 t
Crew168 people

Although the hull of the Karl Marx is virtually unarmoured, she can still take quite a fair bit of punishments from destroyers due to spread out crew compartments. However, she can still be overwhelmed with a repeated hits on the engine or the turrets.

Mobility

Speedforward / back
AB77 / 27 km/h
RB55 / 20 km/h

In Realistic, the mobility of the Karl Marx is rather unimpressive. With 55 km/h top speed, she would often be leave behind by friendly destroyers. Though this also allowed you to stay at a safer distance while your ally is taking a blunt of the enemy's fire instead.

In Arcade, the Karl Marx receives a substantial speed boost that allows her to quickly close the distance. This allowed her to perform in brawling duties to some extent, especially since she can now get to the coastal area faster.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 77 27
RB/SB Stock ___ ___
Upgraded 55 20

Modifications and economy

Repair costBasic → Reference
AB9 100 → 11 411 Sl icon.png
RB13 070 → 16 389 Sl icon.png
Total cost of modifications186 600 Rp icon.png
297 000 Sl icon.png
Talisman cost1 900 Ge icon.png
Crew training185 000 Sl icon.png
Experts640 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces620 000 Rp icon.png
Reward for battleAB / RB / SB
210 / 410 / 100 % Sl icon.png
184 / 184 / 184 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
440 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
440 Ge icon.png
Mods he frag proxi fuze ship.png
100mm_ussr_b34_navy_dist_he_ammo_pack
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods tank ammo.png
37 mm HE clips
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods he frag proxi fuze ship.png
100mm_ussr_b34_navy_radio_aa_ammo_pack
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods tank ammo.png
37 mm AP clips
Research:
7 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods rocket launcher.png
Rocket Launcher
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
440 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
440 Ge icon.png

Armament

Primary armament

3 х Turret100 mm/56 B-34 universal naval cannon, pattern 1940
Ammunition300 rounds
Vertical guidance-5° / 85°

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: {{main|Weapon name (calibre)}}. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.

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
F-56 HE HE 24 24 24 24 24 24
ZS-56 HE HE-TF 24 24 24 24 24 24
ZS-56R HE-VT HE-VT 16 16 16 16 16 16
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
F-56 HE HE 900 15.8 0 0.1 1.93 79° 80° 81°
ZS-56 HE HE-TF 900 15.6 0 0.1 1.93 79° 80° 81°
Proximity-fused shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
ZS-56R HE-VT HE-VT 900 15.9 0 0.1 270 15 1.23 79° 80° 81°

Secondary armament

2 х Turret2 x 37 mm/67 twin automatic V-11 cannon
Ammunition4000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
Main article: V-11 (37 mm)

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. 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.

  • 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°

Additional armament

Setup 13 x 533 mm 53-39 torpedo
Setup 24 x BB-1 depth charge
Setup 396 x RBU-2500 mortar
Setup 43 x 533 mm 53-39 torpedo
2 x RBU-2500 mortar
Setup 53 x 533 mm 53-39 torpedo
4 x BB-1 depth charge
Setup 64 x BB-1 depth charge
2 x RBU-2500 mortar
Setup 73 x 533 mm 53-39 torpedo
4 x BB-1 depth charge
2 x RBU-2500 mortar

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

Compared to other frigates, the Karl Marx has better firepower than most with the exception of late Japanese and British frigates. The biggest downside this ship faces is the reload time. Most frigates such as SKRs and the Köln-class will outgun the Karl Marx.

The Karl Marx is best played at a range farther than most frigates. This will give the ship better time to respond to threats and keep it away from heavy enemy fire, almost like a mini-destroyer. Like many frigates, focus on small targets such as boats, then frigates, then destroyers. Do not rely heavily on AA as much as other ships such as the Köln as it traverses terribly and has no HE-VT shells. Instead, use any HE-VT or time-fused shells in advance.

Pros and cons

Pros:

  • Great firepower against coastal targets
  • Good gun handling, the main turrets are fully traversable
  • Has access to HE-VT shells on main armament
  • Has access to air search and tracking radar
  • Spread out compartment, reasonably survivable even against destroyers

Cons:

  • Only has HE shell available, resulting into mediocre damage output against destroyers
  • Weak turrets that will get disabled very often
  • Horrendous traverse speed on dual 37 mm AA
  • Can be easily overwhelmed by other frigates with autoloaders, as they can disable all of your main guns before you can fight back

History

Originally, the DDR (GDR) wanted to create its own "frigate" and build it in East Germany. In September 1952, Schiffsbautechnik in Wolgast began the development of "Projekt 10 Falke" (Hawk). However, the Project was canceled in 1955 in favour for Soviet imports. From 1956 until 1959, the Volksmarine received four ships of the Riga-class (Project 50) that were taken from the Baltic Fleet. Some problems emerged at the beginning of the training, simply because many signs were still in Russian and not in German.

On January 16th 1961, the ships were given the names: Karl Marx, Ernst Thäleman, Friedrich Engels and Karl Liebknecht, after well-known German socialists.

They were intended to combat sea and air targets, to hunt submarines, to provide escort, but also to support landing operations. In 1965/66, they conducted reconnaissance missions off the Norwegian coast and in the English Channel. The Karl Marx became particularly famous for her storm voyage in October 1967, as she survived one of the strongest hurricanes in the Baltic Sea since 1801, only slightly damaged thanks to the masterful efforts of the crew.

The ships were decommissioned from 1968 to 1977. Their successor was the Koni class (Project 1159).

Trivia

Strictly speaking, the East German Navy never had frigates. The term was rarely used in the Volksmarine. Instead, in an allusion to the Russian classification, it was classified as "Küstenschutzschiff" (KSS) which can be translated to "Coastal protection ship".

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.


Yantar Baltic Shipyard (Прибалтийский судостроительный завод «Янтарь»)
Frigates 
Project 50  Yenot · Rosomacha · Karl Marx*
Project 35  SKR-7
  *Tur in East German service

Germany frigates
Germany flag.png  Kriegsmarine
K-class  K2
FRG flag.png  Bundesmarine
Köln-class  Köln · Lübeck
GDR flag.png  Volksmarine
Pr. 50  Karl Marx

Squadron ships
Germany  Karl Marx
USSR  SKR-7
Britain  HMS Liverpool
Japan  IJN Shimakaze