Difference between revisions of "SKR-7"

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==== Radars ====
 
==== Radars ====
The Pr.35 has access to search and targeting radar for the [[AK-726 (76 mm)|AK-726]] 76 mm semi-automatic gun turrets, making anti air capabilities much more advanced than most of the ships it will face at its br. It is equipped with a [[MR-302 Rubka]] air/surface search radar and a [[MR-105 Turel]] fire control radar, both available in most of the cold war soviet anti submarine frigates. The MR-302 is located on top of the main mast with two Don navigation radar right below it located at port and starboard from the mast. MR-105 is located on top of the bridge (refer to picture). Enemy pilots do not account the existance of this radars as they are uncommon in game, use surprise to your advantage. Targetting radar makes engaging enemy planes an easier task with standard HE ammo. When using HE-VT, AA engagements will be finished in couple seconds. Be aware of the distance as in engagements with planes in distances smaller than 1km, weapons tend to overshoot even when following target indicator. Engage air targets as soon as you see them in a relatively close distance (+2km/-10km). Proximity shells will make this task easier.
+
The Pr.35 has access to search and targeting radar for the [[AK-726 (76 mm)|AK-726]] 76 mm semi-automatic gun turrets, making anti air capabilities much more advanced than most of the ships it will face at its br. It is equipped with a [[MR-302 Rubka]] air/surface search radar and a [[MR-105 Turel]] fire control radar, both available in most of the cold war soviet anti submarine frigates. The MR-302 is located on top of the main mast with two Don navigation radar right below it located at port and starboard from the mast. MR-105 is located on top of the bridge (refer to picture). Enemy pilots do not account the existance of this radars as they are uncommon in game, use surprise to your advantage. Targeting radar makes engaging enemy planes an easier task with standard HE ammo. When using HE-VT, AA engagements will be finished in couple seconds. Be aware of the distance as in engagements with planes in distances smaller than 1km, weapons tend to overshoot even when following target indicator. Engage air targets as soon as you see them in a relatively close distance (+2km/-10km). Proximity shells will make this task easier.
 +
[[File:2020-11-07.png|thumb|300px|Red circle: MR-302 Rubka air/surface search radar <br> Blue circle: MR-102 Turel fire control radar]]
 
{| class="wikitable"
 
{| class="wikitable"
! colspan="4" |MR-105 Turel
+
! colspan="4" | MR-105 Turel
 
|-
 
|-
! colspan="4" |Fire Control Radar
+
! colspan="4" | Fire Control Radar
 
|-
 
|-
!Maximum  
+
! Maximum <br> targeting range
targetting range
+
! Minimum <br> targeting range
!Minimum
+
! Azimuth <br> targeting angle
targetting range
+
! Maximum elevation <br> targeting angle
!Azimuth  
 
targetting angle
 
!Max elevation
 
targetting angle
 
 
|-
 
|-
|10,000m
+
| 10,000m
|100m
+
| 100m
|315°
+
| 315°
 
| +80°
 
| +80°
 
|}
 
|}
[[File:2020-11-07.png|thumb|379x379px|Red circle: MR-302 Rubka air/surface search radarBlue circle: MR-102 Turel fire control radar]]
+
[[File:2020-11-07 (2).png|right|thumb|Mirka's radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]]
 
{| class="wikitable"
 
{| class="wikitable"
! colspan="4" |MR-302 Rubka
+
! colspan="4" | MR-302 Rubka
 
|-
 
|-
! colspan="4" |Air/surface Search Radar
+
! colspan="4" | Air/surface Search Radar
 
|-
 
|-
!Maximum
+
! Maximum range <br> detection
range
+
! Minimum range <br> detection
 
+
! Maximum azimuth <br> detection angle
detection
+
! Maximum elevation <br> detection range
!Minimum
 
range
 
 
 
detection
 
!Max azimuth
 
detection angle
 
!Max elevation
 
detection range
 
 
|-
 
|-
|120,000m
+
| 120,000m
|10,000m
+
| 10,000m
|360°
+
| 360°
 
| +75°
 
| +75°
 
|}
 
|}
''*Note: targetting radar can work with search radar down or by locking on target when an aircraft is not shown on radar display.''
+
''*Note: targeting radar can work with search radar down or by locking on target when an aircraft is not shown on radar display.''
[[File:2020-11-07 (2).png|thumb|Mirka's radar display.Dark green: within targetting radar angle
 
 
 
Light green: targetting radar dead zone]]
 
  
 
== Usage in battles ==
 
== 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).'' -->
 
<!-- ''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).'' -->
 
The ''Mirka'' excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers.  This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range.  It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the ''Mirka'' needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves.  Because the guns only fire HE, captains of the ''Mirka'' should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.
 
The ''Mirka'' excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers.  This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range.  It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the ''Mirka'' needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves.  Because the guns only fire HE, captains of the ''Mirka'' should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.
[[File:2020-11-07 (1).png|thumb|372x372px|Mirka engaging an air target]]
+
[[File:2020-11-07 (1).png|right|thumb|300px|Mirka engaging an air target]]
 
Captains of the ''Mirka'' should attempt to close the distance on any target and engage with their guns within 5 kilometres for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlcoking HE-VT, ''Mirka'' lacks in anti air capabilities but thanks to targeting radar, ''Mirka'' can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti submarine use in game but provides a one shot kill when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon agaisnt heavily armored vessels like [[HMS Belfast]], two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.
 
Captains of the ''Mirka'' should attempt to close the distance on any target and engage with their guns within 5 kilometres for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlcoking HE-VT, ''Mirka'' lacks in anti air capabilities but thanks to targeting radar, ''Mirka'' can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti submarine use in game but provides a one shot kill when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon agaisnt heavily armored vessels like [[HMS Belfast]], two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.
  
Line 97: Line 83:
 
! Tier
 
! Tier
 
! Seakeeping
 
! Seakeeping
! colspan="2" |Unsinkability
+
! colspan="2" | Unsinkability
! colspan="3" |Firepower
+
! colspan="3" | Firepower
 
|-
 
|-
 
| I
 
| I
 
| Dry-Docking
 
| Dry-Docking
| Tool Set||
+
| Tool Set
| ||||
+
|
 +
|
 +
|
 +
|
 
|-
 
|-
 
| II
 
| II
 
| Rudder Replacement
 
| Rudder Replacement
| Fire Protection System||Smokescreen
+
| Fire Protection System
| 76 mm HE ZS-62||||
+
| Smokescreen
 +
| 76 mm HE ZS-62
 +
|
 +
|
 
|-
 
|-
 
| III
 
| III
 
| Propeller Replacement
 
| Propeller Replacement
| Shrapnel Protection||
+
| Shrapnel Protection
| Improved Rangefinder||Primary Armament Targeting||Rocket Launcher
+
|
 +
| Improved Rangefinder
 +
| Primary Armament Targeting
 +
| Rocket Launcher
 
|-
 
|-
 
| IV
 
| IV
 
| Engine Maintenance
 
| Engine Maintenance
| New Pumps||
+
| New Pumps
| ||||
+
|
 +
|
 +
|
 +
|
 
|-
 
|-
 
|}
 
|}

Revision as of 22:11, 15 November 2020

VTOL | Rank 5 USA
AV-8A Harrier Pack
SKR-7
ussr_skr_pr35.png
SKR-7
AB RB SB
4.3 4.3 4.3
Research:520 000 Specs-Card-Activity.png
Purchase:700 000 Specs-Card-Lion.png
Show in game

Description

GarageImage SKR-7.jpg


The Pr. 35 SKR-7 is a squadron rank V Soviet frigate with a battle rating of 4.3 (AB/RB/SB). It was introduced during Update 1.89 "Imperial Navy".

General info

Survivability and armour

Being a light Anti-submarine Frigate, the Pr.35 Mirka class has very little substantial armour, with just 5 mm turret armour and the 15 mm splash guard for the forward turret. While these may minimize damage caused by small calibre HE rounds and splash damage from other areas being hit, they will not protect the turrets from direct fire starting at even the size of 12.7 mm machine guns. General survivability is not much better, as the primary armament is limited to two large turrets. Losing turrets is common on the Mirka and will result in your fire being halved at the least. Furthermore, the low crew count of 98 means that a very low damage threshold can be sustained on major components before the ship is destroyed. Thankfully the Mirka has a few aces up its sleeve to counteract these issues. To begin with, the crew are very spaced out in the ship, meaning that you will most likely survive the first few salvos. Secondly, because the hull has such a low freeboard for the majority of the ship, most of the machinery and ammunition is protected by the sea.

Overall the ship's survivability is below average, with its low crew and few turrets being the brunt of the issue.

Mobility

Mobility is a very strong suit of the ship. Starting at 57 km/h stock the ship lags behind destroyers and most cruisers, and cannot hold a candle to the late-game MTBs that it might face. However, of the Corvette/Frigate class, the Pr.35 has a distinct advantage, often holding a 10 km/h advantage or more over other ships of its size. These are rarely faced, however, and as such, it cannot be expected that you will ever be leading the charge in matches. The turn radius of the ship is reasonable, however, the initial snap can be very deceiving when initiating a turn. One major issue when manoeuvring the Mirka is the existence of the hull-mounted Sonar system. This dips far below the keel of the hull and can often be caught on rocks. Special attention must be given when manoeuvring around shoals and beaches where the Sonar might holdfast.

Armament

Primary armament

Main article: AK-726 (76 mm)

The primary armament of the Pr.35 is where the ship shines. It is armed with a pair of AK-726 76 mm semi-automatic gun turrets. Each of these turrets contains two guns firing a total of 90 rounds per minute. This firing rate allows for the ship to dismantle any opponent vessel in seconds, from MTBs all the way up to destroyer leaders and light cruisers. These guns have very nice post-penetration effects on targets lacking armour and can be extremely dangerous should you sneak up on someone. This firing rate comes at a price, however, and that price is two-fold. Firstly, the guns overheat quickly, barrages tend to be limited and the guns must be watched for overheat. Secondly, the shells have a relatively short range and their effectiveness drops off quickly beyond 5 kilometres when shells begin to miss and fire arcs become too great to regularly hit the target.

Torpedo armament

Main article: SET-40 (400 mm)

The Pr.35 "Mirka" is armed with a single quintuple 406 mm torpedo launcher armed with the SET-40 lightweight anti-submarine torpedo. The launcher has very good launch angles and five torpedoes are quite reasonable however that is where the praise ends. The torpedoes have only one operational setting, with no option for upgrades and are slow. At 54 km/h a cruiser with keen eyes can outrun these torpedoes and with 8-kilometre range, they are not going to reach much past the effective range of your turrets. Worse still the torpedoes have a meek 80 kg warhead, which will not destroy ships larger than a corvette in one hit. These torpedoes have limited use in surprising unsuspecting captains should you face something armoured such as a heavy cruiser, and can be used should the main battery fall silent, however, they are unlikely to destroy anything without multiple hits and must be used at a range where they cannot be avoided easily.

Special armament

Main article: RBU-6000

The Mirkas round off their armament with four RBU-6000 anti-submarine rocket launchers, each carrying 12 rockets to total 48. As being rockets they have a limited effective engagement range, high arcs of fire and are very hard to aim in conjunction with primary weapons, however should a small boat decide to get too close or should you decide to engage a target at point-blank range, the barrage of 25 kg warheads smashing into the superstructure and hull of the hostile ship will almost certainly cripple it, if not outright sink it.

Radars

The Pr.35 has access to search and targeting radar for the AK-726 76 mm semi-automatic gun turrets, making anti air capabilities much more advanced than most of the ships it will face at its br. It is equipped with a MR-302 Rubka air/surface search radar and a MR-105 Turel fire control radar, both available in most of the cold war soviet anti submarine frigates. The MR-302 is located on top of the main mast with two Don navigation radar right below it located at port and starboard from the mast. MR-105 is located on top of the bridge (refer to picture). Enemy pilots do not account the existance of this radars as they are uncommon in game, use surprise to your advantage. Targeting radar makes engaging enemy planes an easier task with standard HE ammo. When using HE-VT, AA engagements will be finished in couple seconds. Be aware of the distance as in engagements with planes in distances smaller than 1km, weapons tend to overshoot even when following target indicator. Engage air targets as soon as you see them in a relatively close distance (+2km/-10km). Proximity shells will make this task easier.

File:2020-11-07.png
Red circle: MR-302 Rubka air/surface search radar
Blue circle: MR-102 Turel fire control radar
MR-105 Turel
Fire Control Radar
Maximum
targeting range
Minimum
targeting range
Azimuth
targeting angle
Maximum elevation
targeting angle
10,000m 100m 315° +80°
File:2020-11-07 (2).png
Mirka's radar display.
Dark green: within targeting radar angle
Light green: targeting radar dead zone
MR-302 Rubka
Air/surface Search Radar
Maximum range
detection
Minimum range
detection
Maximum azimuth
detection angle
Maximum elevation
detection range
120,000m 10,000m 360° +75°

*Note: targeting radar can work with search radar down or by locking on target when an aircraft is not shown on radar display.

Usage in battles

The Mirka excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers. This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range. It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the Mirka needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves. Because the guns only fire HE, captains of the Mirka should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.

File:2020-11-07 (1).png
Mirka engaging an air target

Captains of the Mirka should attempt to close the distance on any target and engage with their guns within 5 kilometres for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlcoking HE-VT, Mirka lacks in anti air capabilities but thanks to targeting radar, Mirka can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti submarine use in game but provides a one shot kill when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon agaisnt heavily armored vessels like HMS Belfast, two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set
II Rudder Replacement Fire Protection System Smokescreen 76 mm HE ZS-62
III Propeller Replacement Shrapnel Protection Improved Rangefinder Primary Armament Targeting Rocket Launcher
IV Engine Maintenance New Pumps

Pros and cons

Pros:

  • Extremely high fire rate
  • Good gun handling
  • Small target to engage
  • Decent manoeuvrability
  • Main armament capable of engaging both surface and air targets

Cons:

  • Guns overheat quickly, and accuracy suffers massively as a result
  • Torpedoes are next to useless
  • Poor survivability
  • Two gun turrets are easily knocked out
  • No passive anti-air armament
  • Shells have a maximum range of around 6.5 km

History

The Pr.35, or Mirka-class, was a class of light anti-submarine frigates that were built in the mid 1960s for the Soviet Navy. They were the successor to the Petya-class (Pr. 159) light frigates. 18 Mirka-class frigates were built by Yantar shipyard in Kaliningrad, between 1964 and 1966. All ships were decommissioned between 1989 and 1992. One ship is known to have rammed the USS Caron, a US Spruance-class destroyer, in the Black Sea, on February 12th, 1988.

Media

Videos

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 frigates
Pr. 50  Rosomacha · Yenot
Pr. 159  SKR-1
Pr. 35  SKR-7
Pr. 1331M  MPK Pr.1331M

USSR squadron ships
SKR-7