Difference between revisions of "Tashkent"

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== Description ==
 
== Description ==
 
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet destroyer {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]]. This is a final Soviet Destroyer, which is a pinnacle of the line, both historically and in the game as well.
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet destroyer {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].  
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The most powerful Soviet destroyer at the outbreak of the war, Tashkent certainly lives up to its reputation, being larger, faster, and more heavily armed than any preceding ship. It is armed with 6 130 mm guns in 3 twin mounts, giving it a large broadside while also having a decent reload, a good AA suite of automatic 37 mm guns, and 9 fast but short-ranged torpedoes. It's fast, in fact one of the fastest destroyers in-game, allowing it to quickly reposition itself. However, Tashkent is also quite large, having a larger profile than other destroyers, and despite its size, is also unarmoured, allowing HE and small-calibre weapons to damage its modules.
  
 
== General info ==
 
== General info ==
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{{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.'' -->
The Tashkent is the first destroyer in the line to be close to a Cold War-era destroyer (more specifically to the [[Pr. 56 Spokoinyy]]). Compared to the previous destroyers, the Tashkent is a bullet against arrows. The max speed, while higher than the Pr. 56 (~79 km/h vs ~71 km/h), is not something that will be achieved all the times. Taking into consideration the acceleration and mid-combat interferences, the speed can be dropped dramatically. However, this ship will have no problems with catching up that speed again. Manoeuvrability-wise, the Tashkent has much better capabilities compared to previous destroyers, especially rudder performance.
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The Tashkent is one of the fastest destroyers in-game, faster than even the Cold war era ships like the [[Spokoinyy]] or the other destroyer leaders like [[Moskva]] or [[RN Attilio Regolo|Attilio Regolo]]. Compared to the previous destroyers, the Tashkent is like a bullet against arrows. Taking into consideration the acceleration and mid-combat interferences, the speed can be dropped dramatically. However, this ship will have no problems with catching up that speed again. Manoeuvrability-wise, the Tashkent has much better capabilities compared to previous destroyers, especially rudder performance.
  
 
{{NavalMobility}}
 
{{NavalMobility}}
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{{main|B-13 (130 mm)}}
 
{{main|B-13 (130 mm)}}
  
The Tashkent is armed with 6 x 130 mm/58 B-13 semi automatic cannons divided into 2 dual-mount turrets, capable of effectively destroying enemy vessels, including cruisers at the BR range that the Tashkent might face. 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, and excels at both whittling down enemy crew count and disabling engines and internals. HE-VT shells can provide additional 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 low fire rate and targeting speed will cause issues engaging faster aircraft (fighters or even attackers).
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The Tashkent is armed with 6 x 130 mm/58 B-13 semi automatic cannons divided into 2 dual-mount turrets, capable of effectively destroying enemy vessels, including cruisers at the BR range that the Tashkent might face. 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 AP shell but the explosive power of an HE shell, and excels at both whittling down enemy crew count and disabling engines and internals. HE-VT shells can provide additional air defence. They will decimate any enemy plane with an airburst but they are only recommended to be used when attacking slow aircraft like bombers at long ranges (past 10 km) as the low fire rate and targeting speed will cause issues engaging faster aircraft (fighters or even attackers).
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{main|39-K (76 mm)}}
 
{{main|39-K (76 mm)}}
  
The Tashkent is armed with 2 x 76 mm 39-K cannons divided into 2 turrets, capable guns as multipurpose guns but lack armour piercing capabilities. This twin turret is often used as heavy anti-air weaponry or against really lightly armoured targets.
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The Tashkent is armed with a 76 mm 39-K cannon in a twin mount. They are capable as multipurpose guns but don't excell in any specific use, with a shell type for any enemy, HE against light boats, APHEBC against large ships, and HE-TF against aircraft. This twin turret can be used in an anti-air, though its HE-TF is less reliable than the HE-VT.
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
  
The Tashkent is armed with 6 x 37 mm/67 70-K automatic cannons divided into 6 single-mount turrets, capable of shredding anything but destroyers and above. The 37 mm cannons have access to HE and AP, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 37 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (180 RPM) 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). They will destroy incoming enemy aircraft within seconds. 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.
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The Tashkent is armed with 6 x 37 mm/67 70-K automatic cannons divided into 6 single-mount turrets, capable of shredding anything but destroyers and above. The 37 mm cannons fire the default belt of 1:1 HE and AP. The 37 mm are your main line of defence against light vessels at close range as the fast fire rate (180 RPM) can 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). They will destroy incoming enemy aircraft within seconds. 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.
  
The DShK is nothing we have not seen before, useful against enemy aircraft and really lightly armoured patrol boats. Apart from that, they are useless.
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The DShK is nothing we have not seen before, only useful against enemy aircraft and light boats.
  
 
=== Additional armament ===
 
=== Additional armament ===
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{{main|53-39 (533 mm)}}
 
{{main|53-39 (533 mm)}}
  
The Tashkent is armed with 9 torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. 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.
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The Tashkent is armed with 9 torpedoes in 3 triple launchers. These are very effective against heavily armoured threats or when doing attacks at a distance. 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. Stock, the torpedoes are extremely fast, but have a tiny range of 4 km, with the Torpedo Mode modification, the torpedo range is extended to 10 km, though it loses a bit of its speed.  
  
 
'''''1 meter depth:'''''
 
'''''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.
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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 allows enemies to spot and evade it.
  
 
'''''4 meter depth:'''''
 
'''''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.
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This depth is useful 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.
  
 
== Usage in battles ==
 
== Usage in battles ==
 
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The Tashkent is a pre Cold War destroyer and thus, it should not be used a WW2 destroyer as the armour is lacklustre and firepower is limited compared to some cruisers and destroyers. Thus, it should be used as a support and anti-air ship. The twin 130 mm main guns are capable at combating destroyers and even cruisers, particularly if the SAP round is used. The high speed and agility make the Tashkent 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 that have to be navigated in order to get into a decent launch distance. The 76 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. The Tashkent, 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.
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The Tashkent is quite powerful, but as the armour is lacklustre and firepower is limited compared to cruisers and some destroyers, it is not recommended to be used as a frontline or brawling ship. Thus, it should be used as a support and anti-air ship. The twin 130 mm main guns are capable at combating destroyers and cruisers, particularly if the SAP round is used. The high speed and agility make the Tashkent a decent runner when facing enemy ships and capping points. The torpedo can be formidable if used correctly, as they are able to destroy whatever it hits, but they are harder to aim compared to other torpedoes because of their comparatively short range. Against targets the main guns can't reliably target, it is good to switch to the AA weapons as they are able to decimate light vessels and aircraft. 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 Tashkent 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, opening a window to close distance and fire torpedoes.
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Against very heavily armoured vessels, like some heavy cruisers or battleships, the 130 mm are not very effective, not being able to penetrate the ship armour. However, they can damage and destroy outer modules like secondary guns or smoke funnels, and can start fires. When facing heavily armoured vessels, torpedoes are your only reliable weapon, but their somewhat short range means the ships has to get closer to them first, which is dangerous, especially in open water. The Tashkent 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, opening a window to close distance and fire torpedoes.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Great AA and auxiliary armament can eliminate coastal craft and aircraft easily
 
* Fantastic speed, one of the fastest destroyers in the game
 
 
* Accurate guns with good shell velocity allow for effective long-range sniping
 
* Accurate guns with good shell velocity allow for effective long-range sniping
* Torpedoes are very fast, making this ship dangerous at close quarters
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* Guns have fast reload, comparable to UK and US guns
 
* HE-VT ammunition can help with destroying planes
 
* HE-VT ammunition can help with destroying planes
 
* SAPBC ammunition has good penetration and explosive mass
 
* SAPBC ammunition has good penetration and explosive mass
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* Great auxiliary armament can eliminate coastal craft and aircraft easily
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* Torpedoes are very fast, making this ship dangerous at close quarters
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* Fantastic speed, one of the fastest destroyers in the game
  
 
'''Cons:'''
 
'''Cons:'''
  
* Torpedoes have a range of only 4 km and up to 10 km with upgrade
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* Torpedoes have a short range of only 4 km and up to 10 km with upgrade
 
* Quite large for a destroyer, will draw a lot of attention and enemy fire
 
* Quite large for a destroyer, will draw a lot of attention and enemy fire
  
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The Tashkent, also known as the "Blue Cruiser", was designed for the Soviets, with the help of Italian shipbuilders, to succeed over the failings of the preceding Leningrad-class destroyers. Consequently, the Tashkent-class destroyer became one of the most powerful destroyers in the world, fighting with the Black Sea Fleet and was sunk in Sevastopol in 1942. Guns from the destroyer were used on the succeeding [[Pr. 30 Ognevoy|Ognevoy]] destroyer after the Tashkent was salvaged.
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The Pr.20 Tashkent, nicknamed the "Blue Cruiser" for its colour scheme, was designed for the Soviet Union and built by the Italian Odero-Terni-Orlando company, to succeed the preceding Leningrad-class destroyers leaders. During testing, the Tashkent achieved a remarkable speed of 43.5 knots (80 km/h). Consequently, the Tashkent-class destroyer became one of the most powerful destroyers in the world. Unfortunately its design was incompatible with Soviet shipbuilding techniques, so further ships were cancelled and a smaller derived design, the Project 48 or Kiev-class was ordered instead, though none were completed due to the outbreak of the war.
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Assigned to the Black Sea Fleet, it was originally armed with 3 single gun mounts, it was refitted in 1941 with twin turrets and an improved AA battery. It was nearly sunk by air attack in Sevastopol in 1942, where an inventive engineer allowed it to be repaired in a month and a half. During the siege of Sevastopol, it was used as a transport ship and provided shore bombardment support, dodging many attempts by German bombers to destroy it. While at port in Novorossiysk, Tashkent was sunk by air attack. The destroyer was later salvaged in 1944, but the damage was deemed too severe, and was laid out for scrapping. Its salvaged guns were later used on the destroyer [[Pr. 30 Ognevoy|Ognevoy]].
  
 
== Media ==
 
== Media ==

Revision as of 21:26, 17 January 2022

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
ussr_destroyer_pr20_tashkent.png
GarageImage Tashkent.jpg
Tashkent
AB RB SB
4.7 4.7 4.7
Class:
Research:11 000 Specs-Card-Exp.png
Purchase:22 000 Specs-Card-Lion.png
Show in game

Description

The Pr.20, Tashkent, 1942 is a rank II Soviet destroyer with a battle rating of 4.7 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic".

The most powerful Soviet destroyer at the outbreak of the war, Tashkent certainly lives up to its reputation, being larger, faster, and more heavily armed than any preceding ship. It is armed with 6 130 mm guns in 3 twin mounts, giving it a large broadside while also having a decent reload, a good AA suite of automatic 37 mm guns, and 9 fast but short-ranged torpedoes. It's fast, in fact one of the fastest destroyers in-game, allowing it to quickly reposition itself. However, Tashkent is also quite large, having a larger profile than other destroyers, and despite its size, is also unarmoured, allowing HE and small-calibre weapons to damage its modules.

General info

Survivability and armour

Armourfront / side / back
Main fire tower8 / 8 / 8 mm
Hull16 mm (steel)
Superstructure5 mm (steel)
Number of section7
Displacement4 163 t
Crew250 people

Overall the armour on the Tashkent leaves much to be desired. Ships at its battle rating have the upper hand with regards to the armour. Low calibre firearms (20 mm to 40 mm) will not struggle penetrating the turret and hull, though will cause little to no damage compared to higher calibres (57 mm and up). However, as with many Soviet destroyers (especially one with this firepower), the lack of armour can be compensated with a really fast firing rate which can suppress the enemy or destroy their offensive capabilities. Armour is nothing to be relied on and this ship should never be used as a breaching vessel unless it faces patrol crafts and coastal fleet. Even then, some coastal fleet vessels can cause serious damage to this destroyer if not careful enough.

Mobility

Speedforward / back
AB97 / 40 km/h
RB79 / 32 km/h

The Tashkent is one of the fastest destroyers in-game, faster than even the Cold war era ships like the Spokoinyy or the other destroyer leaders like Moskva or Attilio Regolo. Compared to the previous destroyers, the Tashkent is like a bullet against arrows. Taking into consideration the acceleration and mid-combat interferences, the speed can be dropped dramatically. However, this ship will have no problems with catching up that speed again. Manoeuvrability-wise, the Tashkent has much better capabilities compared to previous destroyers, especially rudder performance.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 97 40
RB/SB Stock ___ ___
Upgraded 79 32

Modifications and economy

Repair costBasic → Reference
AB1 539 → 2 000 Sl icon.png
RB2 441 → 3 173 Sl icon.png
Total cost of modifications10 390 Rp icon.png
13 720 Sl icon.png
Talisman cost750 Ge icon.png
Crew training6 300 Sl icon.png
Experts22 000 Sl icon.png
Aces250 Ge icon.png
Research Aces220 000 Rp icon.png
Reward for battleAB / RB / SB
140 / 330 / 100 % Sl icon.png
124 / 124 / 124 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods ship venting.png
Ventilation
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods tank ammo.png
130mm_ussr_SAP_ammo_pack
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_distant_fuse_navy_HE_ammo_pack
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_navy_AP_ammo_pack
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_aa_radiofuse_ammo_pack
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png

Armament

Primary armament

3 х Turret2 x 130 mm/50 B-13 cannon
Ammunition300 rounds
Vertical guidance-5° / 45°
Main article: B-13 (130 mm)

The Tashkent is armed with 6 x 130 mm/58 B-13 semi automatic cannons divided into 2 dual-mount turrets, capable of effectively destroying enemy vessels, including cruisers at the BR range that the Tashkent might face. 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 AP shell but the explosive power of an HE shell, and excels at both whittling down enemy crew count and disabling engines and internals. HE-VT shells can provide additional air defence. They will decimate any enemy plane with an airburst but they are only recommended to be used when attacking slow aircraft like bombers at long ranges (past 10 km) as the low fire rate and targeting speed will cause issues engaging faster aircraft (fighters or even attackers).

Secondary armament

Turret2 x 76 mm/55 39-K cannon
Ammunition600 rounds
Main article: 39-K (76 mm)

The Tashkent is armed with a 76 mm 39-K cannon in a twin mount. They are capable as multipurpose guns but don't excell in any specific use, with a shell type for any enemy, HE against light boats, APHEBC against large ships, and HE-TF against aircraft. This twin turret can be used in an anti-air, though its HE-TF is less reliable than the HE-VT.

Anti-aircraft armament

6 х Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
6 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min

The Tashkent is armed with 6 x 37 mm/67 70-K automatic cannons divided into 6 single-mount turrets, capable of shredding anything but destroyers and above. The 37 mm cannons fire the default belt of 1:1 HE and AP. The 37 mm are your main line of defence against light vessels at close range as the fast fire rate (180 RPM) can 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). They will destroy incoming enemy aircraft within seconds. 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.

The DShK is nothing we have not seen before, only useful against enemy aircraft and light boats.

Additional armament

Setup 19 x 533 mm 53-39 torpedo
Main article: 53-39 (533 mm)

The Tashkent is armed with 9 torpedoes in 3 triple launchers. These are very effective against heavily armoured threats or when doing attacks at a distance. 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. Stock, the torpedoes are extremely fast, but have a tiny range of 4 km, with the Torpedo Mode modification, the torpedo range is extended to 10 km, though it loses a bit of its speed.

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 allows enemies to spot and evade it.

4 meter depth:

This depth is useful 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.

Usage in battles

The Tashkent is quite powerful, but as the armour is lacklustre and firepower is limited compared to cruisers and some destroyers, it is not recommended to be used as a frontline or brawling ship. Thus, it should be used as a support and anti-air ship. The twin 130 mm main guns are capable at combating destroyers and cruisers, particularly if the SAP round is used. The high speed and agility make the Tashkent a decent runner when facing enemy ships and capping points. The torpedo can be formidable if used correctly, as they are able to destroy whatever it hits, but they are harder to aim compared to other torpedoes because of their comparatively short range. Against targets the main guns can't reliably target, it is good to switch to the AA weapons as they are able to decimate light vessels and aircraft. 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.

Against very heavily armoured vessels, like some heavy cruisers or battleships, the 130 mm are not very effective, not being able to penetrate the ship armour. However, they can damage and destroy outer modules like secondary guns or smoke funnels, and can start fires. When facing heavily armoured vessels, torpedoes are your only reliable weapon, but their somewhat short range means the ships has to get closer to them first, which is dangerous, especially in open water. The Tashkent 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, opening a window to close distance and fire torpedoes.

Pros and cons

Pros:

  • Accurate guns with good shell velocity allow for effective long-range sniping
  • Guns have fast reload, comparable to UK and US guns
  • HE-VT ammunition can help with destroying planes
  • SAPBC ammunition has good penetration and explosive mass
  • Great auxiliary armament can eliminate coastal craft and aircraft easily
  • Torpedoes are very fast, making this ship dangerous at close quarters
  • Fantastic speed, one of the fastest destroyers in the game

Cons:

  • Torpedoes have a short range of only 4 km and up to 10 km with upgrade
  • Quite large for a destroyer, will draw a lot of attention and enemy fire

History

The Pr.20 Tashkent, nicknamed the "Blue Cruiser" for its colour scheme, was designed for the Soviet Union and built by the Italian Odero-Terni-Orlando company, to succeed the preceding Leningrad-class destroyers leaders. During testing, the Tashkent achieved a remarkable speed of 43.5 knots (80 km/h). Consequently, the Tashkent-class destroyer became one of the most powerful destroyers in the world. Unfortunately its design was incompatible with Soviet shipbuilding techniques, so further ships were cancelled and a smaller derived design, the Project 48 or Kiev-class was ordered instead, though none were completed due to the outbreak of the war.

Assigned to the Black Sea Fleet, it was originally armed with 3 single gun mounts, it was refitted in 1941 with twin turrets and an improved AA battery. It was nearly sunk by air attack in Sevastopol in 1942, where an inventive engineer allowed it to be repaired in a month and a half. During the siege of Sevastopol, it was used as a transport ship and provided shore bombardment support, dodging many attempts by German bombers to destroy it. While at port in Novorossiysk, Tashkent was sunk by air attack. The destroyer was later salvaged in 1944, but the damage was deemed too severe, and was laid out for scrapping. Its salvaged guns were later used on the destroyer Ognevoy.

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:

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  • encyclopedia page on ship;
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USSR destroyers
  Imperial Russia
Derzky-class  Frunze
Fidonisy-class  Kerch
  Soviet Union
Pr. 1  Leningrad · Moskva
Pr. 45  Opytny
Pr. 7  Besposhchadny · Ryany
Pr. 7U  Soobrazitelny · Stroyny
Pr. 20  Tashkent
Pr. 30  Ognevoy
Pr. 30-bis  Smelyi · Bezuprechny
Pr. 41  Neustrashimy
Pr. 56  Spokoinyy · Blagorodnyy · Bravy
Trophies  Romania
Regele Ferdinand-class  Letuchiy