Difference between revisions of "Parizhskaya Kommuna"

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(Provided a foundation of information on the ship and it's capabilities)
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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 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.'' -->
  
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 hit below the belt.
+
As the first battleship in the game with modernised World War II refit, the {{PAGENAME}} has 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 hit through the armour belt. The vessel is also equipped with torpedo bulges which can protect the sides of the ship from up to 250kg of explosives, making the Paris one of the least vulnerable ships in the game against torpedoes.  
  
The {{PAGENAME}} has a high crew count, this allows her to tank more hits than any other dreadnoughts before going down.
+
The modernisation of the ship increased the displacement of the ship by some 7000t, compared to the WW1 era Poltava, resulting in the Paris sitting 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. 
 +
 
 +
The {{PAGENAME}} has a high crew count, which allows for more crew to be knocked out before going down than any other dreadnought battleship.  
  
 
=== 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.'' -->
As expected from a battleship, the {{PAGENAME}} is a slow ship. Although its displacement is increased by a whooping 7,500 tons from its predecessor, the overall agility of the {{PAGENAME}} is decreased only a bit thanks to more efficient oil-powered engines.
+
As expected from a battleship, the {{PAGENAME}} is a slow ship. Although its displacement is increased by a whooping 7,500 tons from its predecessor, the overall agility of the {{PAGENAME}} is decreased only a bit thanks to more efficient oil-powered engines. Although 3km/slower than the Poltava, the ship is a whole 1km/h faster than the previous Imperatritsa Mariya.  
  
 
{{NavalMobility}}
 
{{NavalMobility}}
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{{Specs-Fleet-Primary}}
 
{{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|12-inch/52 pattern 1907 (305 mm)}}
+
{{main|12-inch/52 pattern 1907 (305 mm)}}The ship is armed with the same set of 305mm guns as the preceding Mariya and Poltava, and has access to the same devastating shells, however the modernisation of the Paris included an increase to the fire rate of the main cannons, which have a minimum reload time of 27 seconds. This can make a small but noticeable upgrade to the firepower, as you're able to sling substantially more shells downrange during the course of a regular battle than either the Mariya or Poltava.
  
''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.''
+
* '''HE, patt.1911''' - (762m/s) The default HE shells that you start with have just over 47 kg of TNT equivalent, which is above average and is one of the better HE shells in the game, 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 due to causing fires, flooding and taking out crew, it can take a while to do significant damage and you're usually better off gunning for enemy cruisers while using this shell.
 +
 
 +
* '''AP, patt.1911''' - (762m/s) The armour-piercing shells are, overall, above average. They have a sizeable level of filler, at 12.96 kg of TNT equivalent, which is roughly equal to or better than most shells of other nations. With 524mm of penetration at 1km, they're among the top AP shells in the game, and they maintain good levels of penetration at long distances, with 353 mm at 10 km. That being said, although this is a fairly decent shell by armour-piercing standards, it simply falls short when it comes to destroying enemy vessels. Due to the current (February 2022) system of how damage dealing works in the game, AP shells in general just don't do the damage needed to remain competitive. Though you can take some for rare occasions where you can't get through enemy armour with SAP, you are usually better off just using SAP against all targets.
 +
 
 +
* '''SAP, patt.1911''' - (762m/s) The SAP is one of the most devastating shells in the entire game, with a huge 55.2 kg of explosive filler, which for reference is more than double the filler on the Graf Spee's 283mm HE shell, and is over 17 kg more than the [[IJN Ikoma]]/[[IJN Settsu|Settsu]]'s 305mm HE shell, in a semi-armour-piercing shell with 396 mm of penetration at 1 km. At 10km, the shells retain a brilliant 267mm of penetration. For comparison, the 357mm SAP shells of the IJN Hyuga have 221mm of penetration at 10km. This shell type is capable of tearing apart cruisers and battleships alike.
 +
* '''HE , patt.1928''' - (950m/s) The Paris also has access to an upgraded HE shell with a much higher muzzle velocity and equivalent explosive power to your famed SAP shell, with 55.41kg of filler.  
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{Specs-Fleet-AA}}
 
{{Specs-Fleet-AA}}
 
<!-- ''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 Paris is armed with a competent anti air suite, composed of 6x ''76mm cannons'', 16x ''37mm autocannons'' and 12x ''12.7mm machine'' guns. It should be warned that all the MGs and autocannons are in unprotected single mounts, meaning that they're easily disabled by enemy gunfire/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 76mm cannons form your long range defence, with their timed fuse shells. The filler of the shells is fairly pathetic, at less than 200 grams, 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 37mm autocannons. The mounts have a decent traverse speed, but the guns themselves are not outstanding, with relatively average accuracy, range and fire rate, but they get the job done and a couple of hits or less can delete enemy fighters. Bombers may take more hits though.
 +
 
 +
To top it off, the 12.7mm MGs are basically there to supplement the 37mm guns. They're not exactly long range and don't do a lot of damage, their fire rate 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.
  
''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.''
+
All in all, the Paris 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, which is leagues more than almost any other battleship in the game can boast. The only other capital ship with comparable AA is the fast battleship Scharnhorst (As of February, 2022).  
  
 
== Usage in battles ==
 
== Usage in battles ==
Line 58: Line 71:
  
 
'''Pros:'''
 
'''Pros:'''
 +
 
* Powerful main guns and has access to improved HE shells
 
* Powerful main guns and has access to improved HE shells
 
* Main guns can all be fired from the broadside
 
* Main guns can all be fired from the broadside
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'''Cons:'''
 
'''Cons:'''
 +
 
* Very poor mobility
 
* Very poor mobility
* Removal of the coal bunkers worsened its protection against torpedoes and a hit below the belt
 
  
 
== History ==
 
== History ==
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* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''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;''
 
* ''reference to the series of the ship;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
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* ''other literature.'' -->
 
* ''other literature.'' -->
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 +
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''

Revision as of 14:49, 27 February 2022

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
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 modernised World War II refit, the Parizhskaya Kommuna has 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 hit through the armour belt. The vessel is also equipped with torpedo bulges which can protect the sides of the ship from up to 250kg of explosives, making the Paris one of the least vulnerable ships in the game against torpedoes.

The modernisation of the ship increased the displacement of the ship by some 7000t, compared to the WW1 era Poltava, resulting in the Paris sitting 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.

The Parizhskaya Kommuna has a high crew count, which allows for more crew to be knocked out before going down than any other dreadnought battleship.

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. Although 3km/slower than the Poltava, the ship is a whole 1km/h faster than the previous Imperatritsa Mariya.

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 305mm guns as the preceding Mariya and Poltava, and has access to the same devastating shells, however the modernisation of the Paris included an increase to the fire rate of the main cannons, which have a minimum reload time of 27 seconds. This can make a small but noticeable upgrade to the firepower, as you're able to sling substantially more shells downrange during the course of a regular battle than either the Mariya or Poltava.
  • HE, patt.1911 - (762m/s) The default HE shells that you start with have just over 47 kg of TNT equivalent, which is above average and is one of the better HE shells in the game, 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 due to causing fires, flooding and taking out crew, it can take a while to do significant damage and you're usually better off gunning for enemy cruisers while using this shell.
  • AP, patt.1911 - (762m/s) The armour-piercing shells are, overall, above average. They have a sizeable level of filler, at 12.96 kg of TNT equivalent, which is roughly equal to or better than most shells of other nations. With 524mm of penetration at 1km, they're among the top AP shells in the game, and they maintain good levels of penetration at long distances, with 353 mm at 10 km. That being said, although this is a fairly decent shell by armour-piercing standards, it simply falls short when it comes to destroying enemy vessels. Due to the current (February 2022) system of how damage dealing works in the game, AP shells in general just don't do the damage needed to remain competitive. Though you can take some for rare occasions where you can't get through enemy armour with SAP, you are usually better off just using SAP against all targets.
  • SAP, patt.1911 - (762m/s) The SAP is one of the most devastating shells in the entire game, with a huge 55.2 kg of explosive filler, which for reference is more than double the filler on the Graf Spee's 283mm HE shell, and is over 17 kg more than the IJN Ikoma/Settsu's 305mm HE shell, in a semi-armour-piercing shell with 396 mm of penetration at 1 km. At 10km, the shells retain a brilliant 267mm of penetration. For comparison, the 357mm SAP shells of the IJN Hyuga have 221mm of penetration at 10km. This shell type is capable of tearing apart cruisers and battleships alike.
  • HE , patt.1928 - (950m/s) The Paris also has access to an upgraded HE shell with a much higher muzzle velocity and equivalent explosive power to your famed SAP shell, with 55.41kg of filler.

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.

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 Paris is armed with a competent anti air suite, composed of 6x 76mm cannons, 16x 37mm autocannons and 12x 12.7mm machine guns. It should be warned that all the MGs and autocannons are in unprotected single mounts, meaning that they're easily disabled by enemy gunfire/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 76mm cannons form your long range defence, with their timed fuse shells. The filler of the shells is fairly pathetic, at less than 200 grams, 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 37mm autocannons. The mounts have a decent traverse speed, but the guns themselves are not outstanding, with relatively average accuracy, range and fire rate, but they get the job done and a couple of hits or less can delete enemy fighters. Bombers may take more hits though.

To top it off, the 12.7mm MGs are basically there to supplement the 37mm guns. They're not exactly long range and don't do a lot of damage, their fire rate 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 Paris 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, which is leagues more than almost any other battleship in the game can boast. The only other capital ship with comparable AA is the fast battleship Scharnhorst (As of February, 2022).

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

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.


Baltic Shipyard (Балтийский завод)
Light Cruisers 
Svetlana-class  Krasny Krym*
Project 26/26bis  Kirov · Maxim Gorky
Project 68  Chapayev
Project 68bis  Sverdlov
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