Difference between revisions of "Kerch (destroyer)"

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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{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.'' -->
+
As with other destroyers, the Kerch is barely armored. Several drawbacks from its primitive design including unprotected main and secondary guns as well as uncovered engines hampered its protection. Thus relies on its relatively small size and crew count to survive.
''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.''
 
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{Specs-Fleet-Mobility}}
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''
+
 
  
 
{{NavalMobility}}
 
{{NavalMobility}}
 
+
Mobility of the Kerch is not that good compared to its comtemporaries, but at least it's quite manuverable.
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
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{{main|Pattern 1911 (102 mm)}}
 
{{main|Pattern 1911 (102 mm)}}
  
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
The Kerch has 4 x 102 mm cannons as the main weapon. These guns have decent firepower and fire rate but are far from the best brawling weapons. The greatest advantage of these guns is the high accuracy which they have. As such, the Kerch should be played as a sniper destroyer more so than a close-range brawler. The accuracy of these guns at long range far surpasses the other equivalent destroyers of other nations and can be used to shell enemies from far range with impunity from more inaccurate enemy fire.
 +
 
 +
The main problem with the Kerch, however, is the fact that it doesn't use the basic HEF shell like other destroyers. Instead, it utilizes a unique fragmentation shell as its main ammunition. While it is quite effective against any destoryer it might face due to more fragmentation damage. It cannot set the enemy on fire (thus near useless against any destroyers that utilizes anti-fragmentation armor), as well as cannot hull break any PT boats (its greatest threats) it hits due to the shell over-penetrates and deal little to no damage at all.
  
 +
Another point worth mentioning is the fact that the arrangement of the guns is not exactly the best, with a single gun at the front and the 3 others all at the back. This means that you can only use a single gun against a target directly in front of you.
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|2pdr QF Mk.IIc (40 mm)}}
 
{{main|2pdr QF Mk.IIc (40 mm)}}
 
+
The main difference between the Kerch and the Frunze is that it's using two 40mm Pom-Pom autocannons instead of a terrible 76mm and 45mm as secondary armaments. Despite only featured two single mounts at the aft and stern, these guns is quite reliable for AA defense due to wide coverage, and it's able to fending off PT boats at close distance.
''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.''
 
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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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|GM08 pattern 1908 (7.92 mm)}}
 
{{main|GM08 pattern 1908 (7.92 mm)}}
 
+
"Anti-air" armaments of the Kerch consisted of two severely outdated 7.92 mm machine guns that is pretty much useless except for spooking inbound aircraft to dodge a relatively harmless shots and get into the range of your Pom-Pom guns.
''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.''
 
  
 
=== Additional armament ===
 
=== Additional armament ===
Line 51: Line 51:
 
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
{{main|Pattern 1910 (450 mm)}}
 
{{main|Pattern 1910 (450 mm)}}
 
+
Although the Kerch has three more torpedo tubes than the Frunze, it's utilizing an incredibly weak torpedoes with only 100 kg of warhead (less than half of Frunze's). Thus requiring more than one hit to destroy enemy ships. Other than that, its range is also awfully short at only 3 kilometers, thus it cannot attack enemy over longer distances.
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''
 
  
 
== Usage in battles ==
 
== Usage in battles ==
Line 63: Line 62:
  
 
'''Pros:'''
 
'''Pros:'''
*
+
* Main cannons are very accurate
 +
* Relatively high crew count for reserve ship
 +
* Quite fast and easy to control
 +
* Small superstructure allows it to take lesser crew loss when being hit by small-calibre guns
 +
* Two Pom-Pom autocannons is useful for fending off aircrafts and PT boats
  
 
'''Cons:'''
 
'''Cons:'''
*
+
* Non-existent armour protection
 +
* Gun crew is unprotected, even small-calibre machine guns can take them out
 +
* No access to usual HEF shells, instead using a fragmentation shell that cannot set the enemy ship on fire and is useless against PT boats
 +
* Horrible torpedoes with tiny warhead and short range
 +
* AA armament is essentially useless
  
 
== History ==
 
== History ==

Revision as of 02:42, 12 May 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Kerch
ussr_destroyer_kerch.png
GarageImage Kerch (destroyer).jpg
Kerch
AB RB SB
3.3 3.3 3.3
Purchase:250 Specs-Card-Eagle.png
Show in game

Description

The Fidonisy-class, Kerch, 1917 is a premium rank I Soviet destroyer with a battle rating of 3.3 (AB/RB/SB). It was introduced in Update "New Power".

General info

Survivability and armour

Armourfront / side / back
Main fire tower38 / 0 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement1 700 t
Crew168 people

As with other destroyers, the Kerch is barely armored. Several drawbacks from its primitive design including unprotected main and secondary guns as well as uncovered engines hampered its protection. Thus relies on its relatively small size and crew count to survive.

Mobility

Speedforward / back
AB72 / 26 km/h
RB59 / 22 km/h


Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 72 26
RB/SB Stock ___ ___
Upgraded 59 22

Mobility of the Kerch is not that good compared to its comtemporaries, but at least it's quite manuverable.

Modifications and economy

Repair cost
AB309 Sl icon.png
RB358 Sl icon.png
Total cost of modifications5 160 Rp icon.png
520 Sl icon.png
Crew training150 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces145 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 40 / 60 / 50 % Sl icon.png
Talisman.png 2 × 75 / 75 / 75 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
450 Rp icon.png
Cost:
45 Sl icon.png
50 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Mods new ship screw.png
Propeller Replacement
Mods new ship engine.png
Engine Maintenance
Research:
960 Rp icon.png
Cost:
95 Sl icon.png
110 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Mods ship fire control crew.png
Fire Division
Mods engine smoke screen system.png
Smokescreen
Research:
330 Rp icon.png
Cost:
35 Sl icon.png
40 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
450 Rp icon.png
Cost:
45 Sl icon.png
50 Ge icon.png
Mods ship venting.png
Ventilation
Research:
450 Rp icon.png
Cost:
45 Sl icon.png
50 Ge icon.png
Mods new ship pumps.png
New Pumps
Mods ship ammo wetting.png
Ammo Wetting
Research:
960 Rp icon.png
Cost:
95 Sl icon.png
110 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
450 Rp icon.png
Cost:
45 Sl icon.png
50 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_he_ammo_pack
Research:
450 Rp icon.png
Cost:
45 Sl icon.png
50 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Mods ammo.png
40mm_qf_mkxv_ap_ammo_pack
Research:
330 Rp icon.png
Cost:
35 Sl icon.png
40 Ge icon.png
Mods shrapnel tank.png
102mm_ussr_navy_shrapnel_ammo_pack
Research:
330 Rp icon.png
Cost:
35 Sl icon.png
40 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Mods ship rangefinder.png
Improved Rangefinder

Armament

Primary armament

4 х Turret102 mm/60 Pattern 1911 naval gun
Ammunition160 rounds
Vertical guidance-10° / 30°
Main article: Pattern 1911 (102 mm)

The Kerch has 4 x 102 mm cannons as the main weapon. These guns have decent firepower and fire rate but are far from the best brawling weapons. The greatest advantage of these guns is the high accuracy which they have. As such, the Kerch should be played as a sniper destroyer more so than a close-range brawler. The accuracy of these guns at long range far surpasses the other equivalent destroyers of other nations and can be used to shell enemies from far range with impunity from more inaccurate enemy fire.

The main problem with the Kerch, however, is the fact that it doesn't use the basic HEF shell like other destroyers. Instead, it utilizes a unique fragmentation shell as its main ammunition. While it is quite effective against any destoryer it might face due to more fragmentation damage. It cannot set the enemy on fire (thus near useless against any destroyers that utilizes anti-fragmentation armor), as well as cannot hull break any PT boats (its greatest threats) it hits due to the shell over-penetrates and deal little to no damage at all.

Another point worth mentioning is the fact that the arrangement of the guns is not exactly the best, with a single gun at the front and the 3 others all at the back. This means that you can only use a single gun against a target directly in front of you.

Secondary armament

2 х Turret40 mm 2pdr QF Mk.IIc automatic cannon
Ammunition2240 rounds
Belt capacity56 rounds
Fire rate200 shots/min

The main difference between the Kerch and the Frunze is that it's using two 40mm Pom-Pom autocannons instead of a terrible 76mm and 45mm as secondary armaments. Despite only featured two single mounts at the aft and stern, these guns is quite reliable for AA defense due to wide coverage, and it's able to fending off PT boats at close distance.

Anti-aircraft armament

2 х Turret7.62 mm Maxim machine gun
Ammunition1500 rounds
Belt capacity1000 rounds
Fire rate600 shots/min

"Anti-air" armaments of the Kerch consisted of two severely outdated 7.92 mm machine guns that is pretty much useless except for spooking inbound aircraft to dodge a relatively harmless shots and get into the range of your Pom-Pom guns.

Additional armament

Setup 114 x 450 mm wet-heater torpedo pattern 1910
Main article: Pattern 1910 (450 mm)

Although the Kerch has three more torpedo tubes than the Frunze, it's utilizing an incredibly weak torpedoes with only 100 kg of warhead (less than half of Frunze's). Thus requiring more than one hit to destroy enemy ships. Other than that, its range is also awfully short at only 3 kilometers, thus it cannot attack enemy over longer distances.

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

Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".

Pros:

  • Main cannons are very accurate
  • Relatively high crew count for reserve ship
  • Quite fast and easy to control
  • Small superstructure allows it to take lesser crew loss when being hit by small-calibre guns
  • Two Pom-Pom autocannons is useful for fending off aircrafts and PT boats

Cons:

  • Non-existent armour protection
  • Gun crew is unprotected, even small-calibre machine guns can take them out
  • No access to usual HEF shells, instead using a fragmentation shell that cannot set the enemy ship on fire and is useless against PT boats
  • Horrible torpedoes with tiny warhead and short range
  • AA armament is essentially useless

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

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.


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

USSR premium ships
Motor torpedo boats  G-5 (ShVAK) · Pr.123K (A-11)
Motor gun boats  TKA-106 · Pr.183 BM-21 · Ya-5M
Motor torpedo gun boats  MPK Pr.12412P
Armoured gun boats  MBK-161 early · MBK pr.186 (MK 85) · Pr.1124 MLRS · Pr.1204
Sub-chasers  MPK Pr.122bis
Frigates  Rosomacha
Destroyers  Kerch · Ryany · Leningrad · Stroyny · Smelyi · Neustrashimy · Blagorodnyy
Light cruisers  Kerch · Zheleznyakov
Battleships  Marat