Difference between revisions of "Krasny Krym"

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{{Specs-Card|code=ussr_cruiser_krasnyi_krim}}
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== Description ==
 
== Description ==
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
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{{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.''
  
 
=== Mobility ===
 
=== Mobility ===
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{{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.''
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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
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{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{Specs-Fleet-Primary}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
 
{{main|130 mm/50 pattern 1913 (130 mm)}}
 
{{main|130 mm/50 pattern 1913 (130 mm)}}
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=== Secondary armament ===
 
=== Secondary armament ===
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{{Specs-Fleet-Secondary}}
 
{{main|Minizini (100 mm)|45 mm/46 21-K (45 mm)}}
 
{{main|Minizini (100 mm)|45 mm/46 21-K (45 mm)}}
  
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=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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{{Specs-Fleet-AA}}
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)|Vickers Mk.V (12.7 mm)}}
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)|Vickers Mk.V (12.7 mm)}}
  
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Don't even think about using these effectively. 3 torpedoes per side, no reload, Krym is far too sluggish and they by themselves are not exceptional. Pass, so you won't get accidentally detonated by something you won't even use.
 
Don't even think about using these effectively. 3 torpedoes per side, no reload, Krym is far too sluggish and they by themselves are not exceptional. Pass, so you won't get accidentally detonated by something you won't even use.
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=== Additional armament ===
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{{Specs-Fleet-Additional}}
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''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.''
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''If there is no additional armament, remove this section.''
  
 
== Usage in battles ==
 
== Usage in battles ==

Revision as of 12:00, 29 December 2020

VTOL | Rank 5 USA
AV-8A Harrier Pack
Krasny Krym
ussr_cruiser_krasnyi_krim.png
GarageImage Krasny Krym.jpg
Krasny Krym
AB RB SB
5.3 5.3 5.3
Research:48 000 Specs-Card-Exp.png
Purchase:180 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Krasny Krym.jpg


The Svetlana-class, Krasny Krym, 1943 is a rank III Soviet light cruiser with a battle rating of 5.3 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic".

General info

Survivability and armour

Armourfront / side / back
Citadel50 / 75 / 25 mm
Main fire tower76 / 25 / 0 mm
Hull25 mm (steel)
Superstructure8 mm (steel)
Number of section8
Displacement7 999 t
Crew852 people

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

Speedforward / back
AB48 / 13 km/h
RB41 / 11 km/h

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.

Modifications and economy

Repair costBasic → Reference
AB6 149 → 7 993 Sl icon.png
RB6 649 → 8 643 Sl icon.png
Total cost of modifications45 400 Rp icon.png
97 300 Sl icon.png
Talisman cost1 300 Ge icon.png
Crew training52 000 Sl icon.png
Experts180 000 Sl icon.png
Aces700 Ge icon.png
Research Aces390 000 Rp icon.png
Reward for battleAB / RB / SB
360 / 600 / 100 % Sl icon.png
154 / 154 / 154 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods ship venting.png
Ventilation
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods tank ammo.png
130mm_ussr_SAP_ammo_pack
Research:
2 300 Rp icon.png
Cost:
4 900 Sl icon.png
190 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods he frag dist fuse ship.png
100mm_ussr_navy_aa_ammo_pack
Research:
2 000 Rp icon.png
Cost:
4 300 Sl icon.png
165 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_aa_radiofuse_ammo_pack
Research:
1 900 Rp icon.png
Cost:
4 100 Sl icon.png
160 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
3 700 Rp icon.png
Cost:
7 900 Sl icon.png
310 Ge icon.png

Armament

Primary armament

15 х Turret130 mm/55 pattern 1913 cannon
Ammunition175 rounds
Vertical guidance-8° / 30°

The 130 mm cannons can be described in one word - inadequate. Being destroyer calibre guns mounted on an outdated cruiser chassis they should be treated as such. Do not expect to knock out anything you would not be able to with late Soviet destroyers, the shells are not something you will be proud of. They also have quite low velocity, so you will most likely have troubles with accuracy at range. Aiming whole broadside is also somewhat difficult, since the guns do not share levels of elevation nor horizontal guidance. Let that not scare you however, for they do have some redeeming qualities.

First off, they are quite numerous. Full HE broadside can be quite devastating for anything unarmoured, but do not wish for miracles. When fighting against DDs you can feel relatively comfortable, blacking out a few compartments at once, but facing any cruiser use your (usually) superior fire rate and saturate the whole enemy deck, hoping for fires or lucky shots disabling the enemy's armament and do not get discouraged. You will have serious disadvantage against them but you can dish out some pain if you're lucky, especially since you'll be far from the top of the priority target list.

The guns apart from being numerous are also quite spaced out and have relatively thick gun shields. You can safely assume that you will be able to return fire from at least a few guns until the bitter end, since the possibility of rendering all of them useless is quite low. Even if after facing a few salvos one side of the ship is inoperable, you have old-school broadside cruiser at your disposal, you can always turn the other cheek and respond from the other side guns.

Also, remember that you have big ammo reserves, 175 shells per gun at full load - you can be liberal with your fire should you want to.

Secondary armament

3 х Turret2 x 100 mm/50 Minizini naval gun
Ammunition1000 rounds
4 х Turret45 mm/46 21-K cannon
Ammunition500 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.

Anti-aircraft armament

10 х Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
2 х Turret4 x 12.7 mm Vickers Mk.V machine gun
Ammunition8000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
4 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. 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.

Torpedo armament

Main article: 53-38 (533 mm)

Don't even think about using these effectively. 3 torpedoes per side, no reload, Krym is far too sluggish and they by themselves are not exceptional. Pass, so you won't get accidentally detonated by something you won't even use.

Additional armament

Setup 16 x 533 mm 53-38 torpedo

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

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).

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 130 mm pat.1928 SAP Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 100 mm anti-air HE Auxiliary Armament Targeting
III Propeller Replacement Shrapnel Protection Ventilation 130 mm dist. granade Improved Rangefinder Primary Armament Targeting
IV Engine Maintenance New Pumps Ammo Wetting Torpedo Mode

Pros and cons

Pros:

  • Surprisingly survivable
  • Strong AA armament
  • Big ammo reserves
  • Easily overlooked if there are more dangerous ships on the field

Cons:

  • Lacking firepower
  • Abysmal anti-armour capabilities
  • Sluggishly slow
  • Not manoeuvrable at all

History

Krasny Krym was initially laid down in 1913 under the name 'Svetlana', and was the lead ship of her class of four. Svetlana-class light cruisers were intended for the Baltic Fleet of the Imperial Russian Navy and were therefore designed slightly differently in comparison to the closely-related, intended for Black Sea operations, Admiral Nakhimov-class (of which the already familiar Krasny Kavkaz was a part of).

By late 1917, Svetlana was nearing completion. In the meantime however, the Russian Empire was beginning to collapse and the ensuing revolutions, followed by a civil war, halted construction. After the establishment of the Soviet Union, work on the Svetlana continued in 1924, with the ship being renamed 'Profintern'.

Work on the Profintern finally finished in July 1928, with the ship's completed layout closely resembling the original one. Instead of being commissioned into service with the Baltic Fleet as originally planned, Profintern was instead assigned to the ranks of the Black Sea Fleet in 1929.

Throughout the '30s, the Profintern underwent substantial overhaul works, with her auxiliary weapon systems being upgraded and fire control systems improved. Shortly after the outbreak of WW2, the ship was renamed for the second and last time to Krasny Krym in October 1939.

Krasny Krym, similarly to her half-sister Krasny Kavkaz, served the entirety of WW2 as part of various operations in the Black Sea region. Most notably, taking part in the Siege of Sevastopol and the Kerch-Feodosiya Operation. As such, the ship was primarily tasked with escorting various convoys, evacuating and transporting troops as well as bombarding enemy positions with artillery fire. For her performance, Krasny Krym was also awarded with the elite Guards title in June 1942.

Following the end of WW2, Krasny Krym remained in active service for some time, although repurposed on several occasions. July 1959 marked the end of the ship's service, with Krasny Krym being ultimately sold for scrap.

- From Devblog

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


USSR light cruisers
  Imperial Russia
Svetlana-class  Krasny Krym* · Krasny Kavkaz*
  * Laid down by Imperial Russian Navy; Finished and renamed by the USSR
Project  Soviet Union
Pr.26  Kirov · Voroshilov · Maxim Gorky
Pr.68  Chapayev · Zheleznyakov
Pr.68-bis  Sverdlov · Mikhail Kutuzov
Pr.68-bis-ZiF  Shcherbakov
Trophies  Italy
Condottieri-class  Kerch