Difference between revisions of "MO-4"

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== Description ==
 
== Description ==
<!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''-->
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<!--In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.-->
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
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{{break}}
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.''
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<!--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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.
  
''If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.''
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If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.-->
  
The ship is not armored at all, and you can be easily killed by even rank 1 ship at close range, and the motor is easily set aflame. At least ammo are under sealevel and almost never explose.
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The {{PAGENAME}} is not armoured at all, and can be easily destroyed by even a rank 1 ship at close range. The MO-4's motor also has a tendency to be set aflame quite easily by damage. The silver lining of the {{PAGENAME}}'s survivability is that the ammunition are stored in the boat under the sea level, and so they are somewhat harder to hit and detonate, instantly destroying the ship.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''
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<!--Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.-->
  
Without upgrade, the ship fell slow, reaching only 40 km/h and is pretty heavy, but when fully upgraded it handles very well and can reach 75km/h.
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Without upgrade, the ship is slow, reaching only 40 km/h and is pretty sluggish. However, when fully upgraded, the {{PAGENAME}} handles very well and can reach 75 km/h.
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
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<!--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.
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Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.-->
 
{{main|45 mm/68 21-KM (45 mm)}}
 
{{main|45 mm/68 21-KM (45 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.''
 
 
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
 
  
This ship has access to 2 manual 40mm cannon, that can use AP ammo (against armored boats) and 2 type of HE ammo, the base one can hit far away target, and the other one, much slower but with increased damage, that should only be used at close range.
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This ship has access to two manual 45 mm cannon that can use AP ammo (against armoured boats) and three types of HE ammo. The default one and one of the unlockable ones (OR-73A and F-73 respectively) can be used to hit distant target due to their greater muzzle velocity. The O-240 HE shell has greater explosive filler, but lower muzzle velocity, and so is more effective at closer ranged targets.
  
They are unprotected can be easily incapacited, even by MG, so try to stay at range.
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However, these guns leave the crew exposed due to the lack of armour, so even enemy machine guns can incapacitate these guns. As such, try to stay at range to prevent this from happening.
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{main|DShK (12.7 mm)}}
 
{{main|DShK (12.7 mm)}}
''Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section.''
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<!--Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section.-->
  
The anti-air armaments consist of a total of two 12.7 mm machine guns (2 x DShK). These guns should be primarily against the aircraft, which are relatively easy to take down at BR 2.0, but they can also be used against the light-armoured boats that are still present at this BR (such as the LS 3). The guns are positioned in the middle section of the ship, which should pose no problems against aircraft, because you will be able to get at least 1 guns onto the enemy, but it can be hard to attack boats directly in front of the ship.
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The anti-air armaments of the {{PAGENAME}} consist of a total of two 12.7 mm DShK machine guns. These guns should be primarily against the aircraft, which are relatively easy to take down at BR 2.0, but they can also be used against the lightly-armoured boats that are still present at this battle rating (such as the LS 3). The guns are positioned in the middle section of the ship, which should pose no problems against aircraft because at least one gun can be placed onto the enemy aircraft, but it can be hard to attack boats directly in front of the ship.
  
 
=== Special armament ===
 
=== Special armament ===
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<!--Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.-->
 
{{main|BB-1 depth charge|M-8}}
 
{{main|BB-1 depth charge|M-8}}
''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''
 
  
Katioucha 2: Soviet Boogaloo. Mother Russia has provided this ship with the ultimate short range terror weapon: Rockets. With 64 rockets, with 32 on the deck ready to use, this ship can destroy almost anything, armored or not, at very close range. While this ship should not be used at close range, rockets can save him from rushing enemies or if you are trying to surprise-attack someone. Do not underestimate the psychological effect of the rockets on newer player that may try to run away seeing them.
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One big firepower improvement on the {{PAGENAME}} is the ability to equip the M-8 rockets. With a total of 64 rockets (32 on the deck ready to use), this ship can destroy almost anything, armoured or not, at very close range. While this ship should not be used at close range due to the lack of protection, rockets can be used in a last ditch effort to defeat rushing enemies or if in need of a quick-reacting weapon to surprise-attack someone. Do not underestimate the psychological effect of the rockets on newer player that may try to run away seeing/hearing them.
  
 
== Usage in battles ==
 
== Usage in battles ==
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<!--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 get 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).-->
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The {{PAGENAME}} has dangerous long-range firepower at a very low battle rating, but limited defense against fast and evasive enemies and air power. Accordingly, the MO-4 should fight conservatively at the longest possible range the crew's gunnery skill could reach. At this battle rating, very few opponents will have large-caliber guns that can compete at range, and even fewer players will be able to target them effectively, so use that to the ship's advantage.
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Since the MO-4 does not have good anti-air defense, with only two 12.7 mm for the job, it should be used as a first spawn ship or at least stay close to allies with good anti-air defenses to extend its lifespan.
  
You've got dangerous long-range firepower at a very low BR, but limited defense against fast and evasive enemies + air power. Accordingly, the MO-4 should fight conservatively at at the longest possible range your gunnery skill affords. At this BR, very few opponents will have large-caliber guns that can play ball at range, and even fewer players will be able to target them effectively, so use that to your advantage.
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Do not forget to use the M-8 rockets when in a bind, they could pull the MO-4 through desperate situations.
Without good aa defense, it should be used as a first spawn ship or at least stay close to allies with good aa defenses.
 
Do not forget the Katioucha rockets.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Primary cannons have a low rate of fire
 
* Primary cannons have a low rate of fire
 
* Turrets have low turning speed
 
* Turrets have low turning speed
* Crew dies very easily due to lack of additional armour
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* Crew are incapacitated very easily due to lack of armour
 
* Good speed requires the purchase of all seakeeping modules
 
* Good speed requires the purchase of all seakeeping modules
 
* Wooden hull can catch on fire more easily
 
* Wooden hull can catch on fire more easily

Revision as of 16:26, 11 March 2020

Rank 4 Japan
IJN Mikuma Pack
MO-4
ussr_mo_4.png
MO-4
AB RB SB
1.7 1.7 1.7
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

GarageImage MO-4.jpg


The MO-4 Type is a rank I Soviet sub-chaser with a battle rating of 1.7 (AB/RB/SB). It was introduced during Update 1.79 "Project X" when the Soviet fleet was implemented into the game.

General info

Survivability and armour

The MO-4 is not armoured at all, and can be easily destroyed by even a rank 1 ship at close range. The MO-4's motor also has a tendency to be set aflame quite easily by damage. The silver lining of the MO-4's survivability is that the ammunition are stored in the boat under the sea level, and so they are somewhat harder to hit and detonate, instantly destroying the ship.

Mobility

Without upgrade, the ship is slow, reaching only 40 km/h and is pretty sluggish. However, when fully upgraded, the MO-4 handles very well and can reach 75 km/h.

Armament

Primary armament

This ship has access to two manual 45 mm cannon that can use AP ammo (against armoured boats) and three types of HE ammo. The default one and one of the unlockable ones (OR-73A and F-73 respectively) can be used to hit distant target due to their greater muzzle velocity. The O-240 HE shell has greater explosive filler, but lower muzzle velocity, and so is more effective at closer ranged targets.

However, these guns leave the crew exposed due to the lack of armour, so even enemy machine guns can incapacitate these guns. As such, try to stay at range to prevent this from happening.

Secondary armament

Main article: DShK (12.7 mm)

The anti-air armaments of the MO-4 consist of a total of two 12.7 mm DShK machine guns. These guns should be primarily against the aircraft, which are relatively easy to take down at BR 2.0, but they can also be used against the lightly-armoured boats that are still present at this battle rating (such as the LS 3). The guns are positioned in the middle section of the ship, which should pose no problems against aircraft because at least one gun can be placed onto the enemy aircraft, but it can be hard to attack boats directly in front of the ship.

Special armament

Main articles: BB-1 depth charge, M-8

One big firepower improvement on the MO-4 is the ability to equip the M-8 rockets. With a total of 64 rockets (32 on the deck ready to use), this ship can destroy almost anything, armoured or not, at very close range. While this ship should not be used at close range due to the lack of protection, rockets can be used in a last ditch effort to defeat rushing enemies or if in need of a quick-reacting weapon to surprise-attack someone. Do not underestimate the psychological effect of the rockets on newer player that may try to run away seeing/hearing them.

Usage in battles

The MO-4 has dangerous long-range firepower at a very low battle rating, but limited defense against fast and evasive enemies and air power. Accordingly, the MO-4 should fight conservatively at the longest possible range the crew's gunnery skill could reach. At this battle rating, very few opponents will have large-caliber guns that can compete at range, and even fewer players will be able to target them effectively, so use that to the ship's advantage.

Since the MO-4 does not have good anti-air defense, with only two 12.7 mm for the job, it should be used as a first spawn ship or at least stay close to allies with good anti-air defenses to extend its lifespan.

Do not forget to use the M-8 rockets when in a bind, they could pull the MO-4 through desperate situations.

Pros and cons

Pros:

  • Two large 45 mm cannons on bow and stern of the ship
  • Two secondary machine gun turrets
  • Many rocket pods, placed on the bow of the ship able to do a lot of damage to almost anything at close range

Cons:

  • Primary cannons have a low rate of fire
  • Turrets have low turning speed
  • Crew are incapacitated very easily due to lack of armour
  • Good speed requires the purchase of all seakeeping modules
  • Wooden hull can catch on fire more easily

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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

See also

Links to the 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;
  • encyclopedia page on ship;
  • other literature.


USSR sub-chasers
MPK pr. 122A · MPK Pr.122bis · MPK-163