Difference between revisions of "MO-4"

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(Added Description on usage in battle and mobility and weapons etc)
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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.
 
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.
  
They are unprotected can be easily incapacited, even my MG, so try to stay at range.
+
They are unprotected can be easily incapacited, even by MG, so try to stay at range.
  
 
=== Secondary armament ===
 
=== Secondary 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.''
 
''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 weapons: Rocket. With 64 rockets, with 32 on the deck, 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.
+
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.
  
 
== Usage in battles ==
 
== Usage in battles ==
  
 
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.
 
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.
 
+
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.
 
Do not forget the Katioucha rockets.
  

Revision as of 15:34, 10 March 2020

Rank 4 Japan
IJN Mikuma Pack
MO-4
ussr_mo_4.png
MO-4
AB RB SB
1.3 1.3 1.3
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 1.3 (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

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.

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.

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.

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.

Armament

Primary armament

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.

They are unprotected can be easily incapacited, even by MG, so try to stay at range.

Secondary armament

Main article: DShK (12.7 mm)

Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control Select secondary weapon. 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.

Special armament

Main articles: 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.

Usage in battles

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. 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:

  • 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 dies very easily due to lack of additional 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