Difference between revisions of "Parizhskaya Kommuna"

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As the first battleship in the game with World War II refit, the {{PAGENAME}} has an exceptional survivability compared to other World War I dreadnoughts. While most of {{PAGENAME}}'s armour profile remains the same from her sister ship, the [[Poltava]], there are several key changes. Most prominent changes is that her main turret's roof is doubled in thickness (from 76 mm to 152 mm) which made it much harder to disable. The citadel deck armour is also increased up to 76 mm. This increased protection is offset by the change of its fuel from coal to oil, which eliminates the protection from the coal bunkers and made it slightly worse at taking a hit through the armour belt. The vessel is also equipped with torpedo bulges which can protect the sides of the ship from torpedo warheads up to 250 kg of TNT.
 
As the first battleship in the game with World War II refit, the {{PAGENAME}} has an exceptional survivability compared to other World War I dreadnoughts. While most of {{PAGENAME}}'s armour profile remains the same from her sister ship, the [[Poltava]], there are several key changes. Most prominent changes is that her main turret's roof is doubled in thickness (from 76 mm to 152 mm) which made it much harder to disable. The citadel deck armour is also increased up to 76 mm. This increased protection is offset by the change of its fuel from coal to oil, which eliminates the protection from the coal bunkers and made it slightly worse at taking a hit through the armour belt. The vessel is also equipped with torpedo bulges which can protect the sides of the ship from torpedo warheads up to 250 kg of TNT.
  
The modernisation of the ship increased the displacement of the ship by some 7,000 tons, compared to the WW1-era Poltava, making the Parizhskaya Kommuna sit rather low in the water. While in real life this may be undesirable due to seakeeping issues, this is a huge benefit to your survivability in War Thunder. Much of the vital components of the ship (such as magazines and engines) are well below the waterline, the ships low profile making them difficult to hit. On the other hand, the low buoyancy of the {{PAGENAME}} also caused her to be highly vulnerable to flood  damage. As the ship will quickly ingest the water into the hull once it has been breached either by large torpedoes or a shot below the waterline, her internal module is at risk of being disabled before the breach has been contained. This, combined with her poor mobility, also made the {{PAGENAME}} extremely vulnerable to torpedoes, as multiple hits can cause the ship to be quickly flood and sunk before she can contain the damage.
+
The modernisation of the ship increased the displacement of the ship by some 7,000 tons, compared to the WW1-era Poltava, making the Parizhskaya Kommuna sit rather low in the water. While in real life this may be undesirable due to seakeeping issues, this can be a huge benefit to your survivability in War Thunder. Much of the vital components of the ship (such as magazines and engines) are well below the waterline, the ships low profile making them difficult to hit. On the other hand, the low buoyancy of the {{PAGENAME}} also causes her to be highly vulnerable to flooding damage. As the ship will quickly ingest water into the hull once it has been breached either by large torpedoes or a shot below the waterline, her internal modules are at risk of being disabled before the breach has been contained. This, combined with her poor mobility, also makes the {{PAGENAME}} extremely vulnerable to torpedoes, as multiple hits can cause the ship to be quickly flood and sink before the damage can be contained.
  
 
The {{PAGENAME}} has a high crew count, this allows her to tank more hits than any other dreadnoughts before going down.
 
The {{PAGENAME}} has a high crew count, this allows her to tank more hits than any other dreadnoughts before going down.
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* '''12-inch HE patt.1911''' - The stock HE shells have just over 47 kg of TNT filler and are capable of wrecking even the most heavily armoured cruisers. However, it is fairly ineffective at dealing direct damage against most battleships due to the weak armour penetration. Though it can destroy battleships by causing fires, flooding and knocking out the crew, it can take a while to do significant damage and it is usually better to target enemy cruisers when using this shell.
 
* '''12-inch HE patt.1911''' - The stock HE shells have just over 47 kg of TNT filler and are capable of wrecking even the most heavily armoured cruisers. However, it is fairly ineffective at dealing direct damage against most battleships due to the weak armour penetration. Though it can destroy battleships by causing fires, flooding and knocking out the crew, it can take a while to do significant damage and it is usually better to target enemy cruisers when using this shell.
  
* '''12-inch AP patt.1911''' - The armour-piercing shells have a sizable level of filler, at 13 kg of TNT, which is roughly equal to or better than most shells of other nations. They maintain good levels of penetration at long distances, letting you penetrate most capital ships with ease. However, though this is a powerful shell by armour-piercing standards, it simply falls short when it comes to dealing damage inside enemy vessels, due to the relatively low filler compared to the SAP shell, which remains the most reliable choice against all surface targets. Only on the rare occasions where you can't get through enemy armour with SAP shells are your AP shells a viable choice.
+
* '''12-inch AP patt.1911''' - The armour-piercing shells have a sizeable level of filler, at 13 kg of TNT, which is roughly equal to or better than most shells of other nations. They maintain good levels of penetration at long distances, letting you penetrate most capital ships with ease. However, though this is a powerful shell by armour-piercing standards, it simply falls short when it comes to dealing damage inside enemy vessels, due to the relatively low filler compared to the SAP shell, which remains the most reliable choice against all surface targets. Only on the rare occasions where you can't get through enemy armour with SAP shells are your AP shells a viable choice.
  
 
* '''12-inch SAP patt.1911''' - The SAP is the most devastating shell, with 55 kg of explosive filler and good penetration. At 10 km distance, the shells still retain enough penetration power to enable you to effectively combat practically any ship at any reasonable distance.
 
* '''12-inch SAP patt.1911''' - The SAP is the most devastating shell, with 55 kg of explosive filler and good penetration. At 10 km distance, the shells still retain enough penetration power to enable you to effectively combat practically any ship at any reasonable distance.
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|-
 
|-
 
|}
 
|}
 
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
! colspan="10" | Shell details
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''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''
 
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''
 +
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
! colspan="8" | Penetration statistics
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<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
 
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
 
{{main|34-K (76 mm)|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
 
{{main|34-K (76 mm)|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
 +
 
The Parizhskaya Kommuna is armed with a competent anti-air suite, composed of 6 x 76 mm cannons, 16 x 37 mm autocannons and 12 x 12.7 mm machine guns. All MGs and autocannons are in unprotected single mounts, meaning that they're easily disabled by enemy gunfire or bombs. It's advisable to not bother repairing them while duelling with enemy vessels as you'll be essentially feeding crew out of the armoured citadel and into unprotected mounts that can be taken out by even destroyer-calibre HE.
 
The Parizhskaya Kommuna is armed with a competent anti-air suite, composed of 6 x 76 mm cannons, 16 x 37 mm autocannons and 12 x 12.7 mm machine guns. All MGs and autocannons are in unprotected single mounts, meaning that they're easily disabled by enemy gunfire or bombs. It's advisable to not bother repairing them while duelling with enemy vessels as you'll be essentially feeding crew out of the armoured citadel and into unprotected mounts that can be taken out by even destroyer-calibre HE.
  

Revision as of 10:42, 21 January 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Parizhskaya Kommuna
ussr_battleship_parizhskaya_kommuna.png
GarageImage Parizhskaya Kommuna.jpg
Parizhskaya Kommuna
AB RB SB
7.0 7.0 7.0
Class:
Research:380 000 Specs-Card-Exp.png
Purchase:990 000 Specs-Card-Lion.png
Show in game

Description

The Sevastopol-class, Parizhskaya Kommuna, 1941 (or "Paris Commune") is a rank VI Soviet battleship with a battle rating of 7.0 (AB/RB/SB). It was introduced in Update "Direct Hit".

General info

Survivability and armour

Armourfront / side / back
Citadel50 / 225 / 75 mm
Main fire tower203 / 203 / 305 mm
Hull25 mm (steel)
Superstructure16 mm (steel)
Number of section9
Displacement30 395 t
Crew1 730 people

As the first battleship in the game with World War II refit, the Parizhskaya Kommuna has an exceptional survivability compared to other World War I dreadnoughts. While most of Parizhskaya Kommuna's armour profile remains the same from her sister ship, the Poltava, there are several key changes. Most prominent changes is that her main turret's roof is doubled in thickness (from 76 mm to 152 mm) which made it much harder to disable. The citadel deck armour is also increased up to 76 mm. This increased protection is offset by the change of its fuel from coal to oil, which eliminates the protection from the coal bunkers and made it slightly worse at taking a hit through the armour belt. The vessel is also equipped with torpedo bulges which can protect the sides of the ship from torpedo warheads up to 250 kg of TNT.

The modernisation of the ship increased the displacement of the ship by some 7,000 tons, compared to the WW1-era Poltava, making the Parizhskaya Kommuna sit rather low in the water. While in real life this may be undesirable due to seakeeping issues, this can be a huge benefit to your survivability in War Thunder. Much of the vital components of the ship (such as magazines and engines) are well below the waterline, the ships low profile making them difficult to hit. On the other hand, the low buoyancy of the Parizhskaya Kommuna also causes her to be highly vulnerable to flooding damage. As the ship will quickly ingest water into the hull once it has been breached either by large torpedoes or a shot below the waterline, her internal modules are at risk of being disabled before the breach has been contained. This, combined with her poor mobility, also makes the Parizhskaya Kommuna extremely vulnerable to torpedoes, as multiple hits can cause the ship to be quickly flood and sink before the damage can be contained.

The Parizhskaya Kommuna has a high crew count, this allows her to tank more hits than any other dreadnoughts before going down.

Mobility

Speedforward / back
AB46 / 25 km/h
RB40 / 22 km/h

As expected from a battleship, the Parizhskaya Kommuna is a slow ship. Although its displacement is increased by a whooping 7,500 tons from its predecessor, the overall agility of the Parizhskaya Kommuna is decreased only a bit thanks to more efficient oil-powered engines.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 46 25
RB/SB Stock ___ ___
Upgraded 40 22

Modifications and economy

Repair costBasic → Reference
AB27 493 → 34 531 Sl icon.png
RB33 334 → 41 867 Sl icon.png
Total cost of modifications295 000 Rp icon.png
453 000 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training280 000 Sl icon.png
Experts990 000 Sl icon.png
Aces2 000 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
450 / 600 / 100 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
270 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
360 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
540 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
270 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
360 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods ship venting.png
Ventilation
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
540 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
540 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
270 Ge icon.png
Mods tank ammo.png
305mm_ussr_52_obr1907_navy_ap_ammo_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
270 Ge icon.png
Mods tank ammo.png
120mm_ussr_obr1911_sap_ammo_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
270 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
360 Ge icon.png
Mods tank ammo.png
305mm_ussr_52_obr1907_navy_sap_ammo_pack
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
360 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods tank ammo.png
12-inch HE patt.1928
Research:
24 000 Rp icon.png
Cost:
37 000 Sl icon.png
540 Ge icon.png

Armament

Primary armament

4 х Turret3 x 12-inch/52 pattern 1907 cannon
Ammunition300 rounds
Vertical guidance-5° / 40°

The ship is armed with the same set of 305 mm guns as the Imperatritsa Mariya and Poltava, and has access to the same devastating shells. The modernisation of the Parizhskaya Kommuna included an increase to the rate of fire of the main cannons, which have a minimum reload time of 27 seconds. This makes a small but noticeable upgrade to the firepower, as it is able to sling substantially more shells downrange during the course of a regular battle.

  • 12-inch HE patt.1911 - The stock HE shells have just over 47 kg of TNT filler and are capable of wrecking even the most heavily armoured cruisers. However, it is fairly ineffective at dealing direct damage against most battleships due to the weak armour penetration. Though it can destroy battleships by causing fires, flooding and knocking out the crew, it can take a while to do significant damage and it is usually better to target enemy cruisers when using this shell.
  • 12-inch AP patt.1911 - The armour-piercing shells have a sizeable level of filler, at 13 kg of TNT, which is roughly equal to or better than most shells of other nations. They maintain good levels of penetration at long distances, letting you penetrate most capital ships with ease. However, though this is a powerful shell by armour-piercing standards, it simply falls short when it comes to dealing damage inside enemy vessels, due to the relatively low filler compared to the SAP shell, which remains the most reliable choice against all surface targets. Only on the rare occasions where you can't get through enemy armour with SAP shells are your AP shells a viable choice.
  • 12-inch SAP patt.1911 - The SAP is the most devastating shell, with 55 kg of explosive filler and good penetration. At 10 km distance, the shells still retain enough penetration power to enable you to effectively combat practically any ship at any reasonable distance.
  • 12-inch HE patt.1928 - The Parizhskaya Kommuna also has access to an upgraded HE shell with a much higher muzzle velocity and an increased explosive power with 55 kg of explosive filler.
Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
12-inch HE patt.1911 HE 71 71 71 71 71 71
12-inch AP patt.1911 APCBC 522 471 398 340 295 238
12-inch SAP patt.1911 SAPCBC 395 356 301 257 223 180
12-inch HE patt.1928 HE 72 72 72 72 72 72
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
12-inch HE patt.1911 HE 762 470.9 0 0.1 47.48 79° 80° 81°
12-inch AP patt.1911 APCBC 762 470.9 0.05 17 12.96 48° 63° 71°
12-inch SAP patt.1911 SAPCBC 762 470.9 0.05 17 55.2 48° 63° 71°
12-inch HE patt.1928 HE 950 314 0 0.1 55.41 79° 80° 81°

Secondary armament

16 х Turret120 mm/50 pattern 1905 cannon
Ammunition250 rounds

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.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
120 mm patt.1911 HE HE 35 35 35 35 35 35
120 mm patt.1911 SAP SAP 143 125 100 81 67 52
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
120 mm patt.1911 HE HE 732 29 0 0.1 3.16 79° 80° 81°
120 mm patt.1911 SAP SAP 792 28.97 0.035 5 3.73 47° 60° 65°

Anti-aircraft armament

6 х Turret76 mm/55 34-K cannon
Ammunition300 rounds
16 х Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
12 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min

The Parizhskaya Kommuna is armed with a competent anti-air suite, composed of 6 x 76 mm cannons, 16 x 37 mm autocannons and 12 x 12.7 mm machine guns. All MGs and autocannons are in unprotected single mounts, meaning that they're easily disabled by enemy gunfire or bombs. It's advisable to not bother repairing them while duelling with enemy vessels as you'll be essentially feeding crew out of the armoured citadel and into unprotected mounts that can be taken out by even destroyer-calibre HE.

The 76 mm cannons form your long-range defence, with their timed fuse shells. The filler of the shells is 200 g, but you have 6 of these cannons and the reload isn't terrible, so can keep up a steady stream of flak to keep inbound aircraft dodging, lest they be hit by fragments.

For closer range defence, you have the 37 mm autocannons. The mounts have a decent traverse speed, but the guns themselves are not outstanding, with relatively average accuracy, range and rate of fire, a couple of hits or less can delete enemy fighters. Bombers may take more hits though.

To top it off, the 12.7 mm MGs are basically there to supplement the 37 mm guns. They're not exactly long range and don't do a lot of damage, their rate of fire being the only thing going for them, but they increase the volume of fire being spewed at enemy planes, which is never a bad thing.

All in all, the Parizhskaya Kommuna can sustain an AA field roughly equivalent to many cruisers. While not in any way exceptional, it is still more than capable of defending against aircraft.

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).

Pros and cons

Pros:

  • Powerful main guns and has access to improved HE shells
  • Main guns can all be fired from the broadside
  • Extremely well-protected
    • Main turrets are very hard to disable
    • Increased citadel thickness compared to the Poltava
  • Huge crew count of 1,730 sailors
  • As a WW2 refit, she had a good anti-air defenses

Cons:

  • Very poor mobility
  • Prone to flood damage, can cause the ship to be immobilized if left unchecked
  • Extremely vulnerable to torpedoes due to the poor watertight capabilities

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins
Videos

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.


Baltic Shipyard (Балтийский завод)
Light Cruisers 
Svetlana-class  Krasny Krym*
Project 26/26bis  Kirov · Maxim Gorky
Project 68  Chapayev
Project 68bis  Sverdlov
Battlecruisers 
Izmail-class  Izmail
Battleships 
Sevastopol-class  Marat · Parizhskaya Kommuna
  *Laid down at the Russian-Baltic shipyard in Tallinn

USSR battleships
  Imperial Russia
Sevastopol-class  Marat* · Parizhskaya Kommuna** · Poltava
Imperatritsa Mariya-class  Imperatritsa Mariya
  * Laid down as Petropavlovsk; renamed and remodeled by the USSR
** Laid down as Sevastopol; renamed and remodeled by the USSR
Trophies  Italy
Conte di Cavour-class  Novorossiysk*
  * Laid down as RN Giulio Cesare for the Regia Marina