Difference between revisions of "Spokoinyy"

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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.'' -->
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 from the front as the ammunition is below the waterline, meanwhile the middle auxiliary ammo storage and aft shell room are poking a little above the waterline, making it fatal when shot with SAP in the centre of mass or the back of the ship below the turret. 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).
+
Like most destroyers, the armour of the Pr.56 is practically non-existent, the limited anti-frag armour only capable of resisting low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10mm of anti fragmentation armour, with the hull itself being completely unprotected.  
 +
 
 +
That being said, it is rather difficult to be ammo-racked in the Pr.56, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot, if hit just right. When it comes to threats from the air, bombs in particular, the Pr.56 is just as susceptible as any other destroyer, being able to tank most strafing attacks with ease, being able to weather a couple of rocket attacks, (depending on the rocket), and being very weak against most decent bombs that land in your general vicinity.  
  
 
=== 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.'' -->
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.
+
As one of the most "modern" destroyers in the game, the Pr.56 has a sleek hull and is equipped with powerful engines, enabling the over 3000t vessel to reach a top speed of 71 km/h (87.9 km/h in Arcade), so while it is not the fastest, this is a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels ([[Albatros-Klasse (143)]], [[Pr. 35]], etc). When it comes to manoeuvrability, the Pr.56 is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.
  
 
{{NavalMobility
 
{{NavalMobility
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{{main|130 mm/58 SM-2-1 (130 mm)}}
 
{{main|130 mm/58 SM-2-1 (130 mm)}}
  
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.
+
The Pr.56 is armed with 4 x 130mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).
 +
 
 +
The cannons have access to 3 types of shells, HE, SAP and HE-VT:
 +
 
 +
The HE shell has excellent filler, at 3.8kg, useful against coastal vessels and for setting fires on larger ships. The SAP has a rather decent 2.2kg of filler and 113mm of penetration at 10km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3kg, slightly less than its US counterpart, the 127mm AAVT.31, however the shell has a significantly higher muzzle velocity than the US shell (792m/s vs 955m/s), making aiming at longer ranges much easier, and the 3kg of explosive is still more than enough to tear the wings off the heaviest of enemy bombers.  
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{main|45 mm/89 SM-20-ZIF (45 mm)}}
 
{{main|45 mm/89 SM-20-ZIF (45 mm)}}
  
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.
+
The Pr.56 is armed with 16x 45mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets, but that's what the main guns are for. The fast firing rate (0.4 second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.
 +
 
 +
As previously stated, the guns are great for tearing apart softer vehicles such as aircraft, ''when they hit'', but your AI gunners tend not to be that accurate. As the 45mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.  
  
 
=== Additional armament ===
 
=== Additional armament ===
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{{main|53-56 (533 mm)|BB-1 depth charge}}
 
{{main|53-56 (533 mm)|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.
+
The Pr.56 is armed with 2x 5-tube torpedo launchers. With a relatively heavy warhead of 400kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13km (8km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50m to arm.  
 +
 
 +
I would personally recommend not using the torpedo mode modification. Let's be real, your chances of scoring a kill at even 8km are very low, let alone at 13km, so you may as well not use the modification in order to increase the torpedo speed to 93km/h, which by the way makes it one of the highest speed torpedoes in the game.
  
 
'''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.
+
This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.
  
 
'''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.
+
This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as compared to the 1 meter depth torpedo.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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|}
 
|}
  
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.
+
The Pr.56 can be armed with BB-1 depth charges, originally intended for use against submarines. 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 ===
 
=== Radar ===
[[File:Kotlin Radar arrangement.png|thumb|Kotlin's radar arrangement:Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar]]
+
[[File:Kotlin Radar arrangement.png|thumb|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.
+
The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. 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, you can use this surprise to your advantage.  
 +
 
 +
The radar system has a maximum range of 150km, although you'll usually have the maximum set at 10km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130mm VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.
 +
 
 +
This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.  
 +
 
 +
Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.  
 
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin (Pr.56)'s radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]]
 
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin (Pr.56)'s radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]]
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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!{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}}
 
!{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}}
 
|-
 
|-
|120,000 m||10,000 m||360°||0°/+75°
+
|150,000 m||10,000 m||360°||0°/+75°
 
|-
 
|-
 
! colspan="4" |Sfera-56 - Fire Control Radar
 
! colspan="4" |Sfera-56 - Fire Control Radar
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!{{Annotation|Elevation Tracking<br>Angle|How far up and down the radar can track a target}}
 
!{{Annotation|Elevation Tracking<br>Angle|How far up and down the radar can track a target}}
 
|-
 
|-
| 10,000 m, moves up to <br> 30,000 m when <br> in tracking already || 100 m || 315° || 0°/+80°
+
| 10,000 m, moves up to <br> 30,000 m when <br> tracked aircraft moves out of range || 100 m || 315° || 0°/+80°
 
|-
 
|-
 
|}
 
|}
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== 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 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.
+
The Pr. 56 is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.  
 +
 
 +
The Pr. 56 is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective range of up to 7 or even 9km with the main guns. Absolutely no aircraft should be able to surprise the Pr. 56 while the search radar is active. The Pr. 56, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers
  
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.
+
Absolutely no battleship should be engaged with the 130mm as the cannons are about as effective at damaging capital ships as a single bucket would be at saving you from sinking due to the innumerable holes a battleship will put in you. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Pr. 56 should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Superior AA protection (rivals most cruisers).
 
* Superior AA protection (rivals most cruisers).
* Fast-firing 130 mm cannons with 360° of rotation.
+
* Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation.  
* Equipped with a radar
+
* Equipped with a radar system.
 
* A large salvo of ten torpedoes.
 
* A large salvo of ten torpedoes.
* Has decent SAP rounds to fight cruisers.
+
* Has excellent SAP shells.
  
 
'''Cons:'''
 
'''Cons:'''
  
* Thin armour.
+
* Lacking in protection against enemy gunfire.
 
* Small number of crewmen.
 
* 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).
 
* Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes).
* Tendency to list heavily when performing tight turn, making firing inside the turn impossible.
+
* Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible.
  
 
== History ==
 
== History ==

Revision as of 20:22, 25 March 2022

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Spokoinyy
ussr_destroyer_pr56_spokoinyy.png
GarageImage Spokoinyy.jpg
Spokoinyy
AB RB SB
5.3 5.3 5.3
Class:
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

The Pr.56, Spokoinyy, 1956 is a rank III Soviet destroyer with a battle rating of 5.3 (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 section7
Displacement3 228 t
Crew284 people

Like most destroyers, the armour of the Pr.56 is practically non-existent, the limited anti-frag armour only capable of resisting low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10mm of anti fragmentation armour, with the hull itself being completely unprotected.

That being said, it is rather difficult to be ammo-racked in the Pr.56, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot, if hit just right. When it comes to threats from the air, bombs in particular, the Pr.56 is just as susceptible as any other destroyer, being able to tank most strafing attacks with ease, being able to weather a couple of rocket attacks, (depending on the rocket), and being very weak against most decent bombs that land in your general vicinity.

Mobility

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

As one of the most "modern" destroyers in the game, the Pr.56 has a sleek hull and is equipped with powerful engines, enabling the over 3000t vessel to reach a top speed of 71 km/h (87.9 km/h in Arcade), so while it is not the fastest, this is a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels (Albatros-Klasse (143), Pr. 35, etc). When it comes to manoeuvrability, the Pr.56 is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.

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 436 → 3 120 Sl icon.png
RB3 879 → 4 968 Sl icon.png
Total cost of modifications26 500 Rp icon.png
50 000 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
210 / 540 / 100 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship venting.png
Ventilation
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods tank ammo.png
130mm_ussr_sm2_1_pb42_navy_sap_ammo_pack
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_sm2_1_zs42r_navy_radio_aa_ammo_pack
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 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 130mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).

The cannons have access to 3 types of shells, HE, SAP and HE-VT:

The HE shell has excellent filler, at 3.8kg, useful against coastal vessels and for setting fires on larger ships. The SAP has a rather decent 2.2kg of filler and 113mm of penetration at 10km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3kg, slightly less than its US counterpart, the 127mm AAVT.31, however the shell has a significantly higher muzzle velocity than the US shell (792m/s vs 955m/s), making aiming at longer ranges much easier, and the 3kg of explosive is still more than enough to tear the wings off the heaviest of enemy bombers.

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 16x 45mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets, but that's what the main guns are for. The fast firing rate (0.4 second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.

As previously stated, the guns are great for tearing apart softer vehicles such as aircraft, when they hit, but your AI gunners tend not to be that accurate. As the 45mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.

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 2x 5-tube torpedo launchers. With a relatively heavy warhead of 400kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13km (8km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50m to arm.

I would personally recommend not using the torpedo mode modification. Let's be real, your chances of scoring a kill at even 8km are very low, let alone at 13km, so you may as well not use the modification in order to increase the torpedo speed to 93km/h, which by the way makes it one of the highest speed torpedoes in the game.

1 meter depth:

This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.

4 meter depth:

This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as 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, originally intended for use against submarines. 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 tracking and fire control radar. 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, you can use this surprise to your advantage.

The radar system has a maximum range of 150km, although you'll usually have the maximum set at 10km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130mm VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.

This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.

Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.

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
150,000 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
tracked aircraft moves out of range
100 m 315° 0°/+80°

Usage in battles

The Pr. 56 is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.

The Pr. 56 is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective range of up to 7 or even 9km with the main guns. Absolutely no aircraft should be able to surprise the Pr. 56 while the search radar is active. The Pr. 56, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers

Absolutely no battleship should be engaged with the 130mm as the cannons are about as effective at damaging capital ships as a single bucket would be at saving you from sinking due to the innumerable holes a battleship will put in you. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Pr. 56 should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.

Pros and cons

Pros:

  • Superior AA protection (rivals most cruisers).
  • Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation.
  • Equipped with a radar system.
  • A large salvo of ten torpedoes.
  • Has excellent SAP shells.

Cons:

  • Lacking in protection against enemy gunfire.
  • Small number of crewmen.
  • Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes).
  • Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible.

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.


Shipyard named after A. A. Zhdanov (Судостроительный завод имени А. А. Жданова)
Patrol Ships 
Project 2  Groza
Destroyers 
Project 1  Leningrad
Project 45  Opytny
Project 7U  Stroyny
Project 30-bis  Smelyi
Project 41  Neustrashimy
Project 56  Spokoinyy

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