Difference between revisions of "SKR-7"

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(Added additional information about how to play the Mirka-class)
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The Pr.35 excels in close-quarter brawling with anything its shells can penetrate. Captains of the Pr. 35 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. 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. Should you choose to engage one, torpedoes and rockets may be necessary to destroy the target. Critically, captains should avoid the wide open ocean, as they will draw fire from targets that they cannot engage themselves and invite would-be bombers to surprise them before they can engage with the guns.
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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 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.  
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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 unlocking HE-VT the ''Mirka'' has no air defence, and staying in the open also invites bombers to exploit this.  The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and decent effectiveness against planes.  The rocket launcher is useful only at extreme close range and the torpedo battery is small, limited in firing arc and weak.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
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* Extremely high fire rate
 
* Extremely high fire rate
 
* Good gun handling
 
* Good gun handling
 
* Small target to engage
 
* Small target to engage
* Decent manoeuvrability
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* Decent maneuverability
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* Main armament capable of engaging both surface and air targets
  
 
'''Cons:'''
 
'''Cons:'''
* Guns overheat quickly
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 +
* Guns overheat quickly, and accuracy suffers massively as a result
 
* Torpedoes are next to useless
 
* Torpedoes are next to useless
* poor survivability
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* Poor survivability
 
* Two gun turrets are easily knocked out
 
* Two gun turrets are easily knocked out
 +
* No passive anti-air armament
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* Shells de-spawn at around 6.5 km
  
 
== History ==
 
== History ==

Revision as of 10:30, 27 September 2019

Rank VI USSR | Premium | Golden Eagles
Su-25K 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

The Pr. 35 SKR-7 is a squadron rank V Russian sub-chaser 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

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 80kg 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.

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 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.

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 unlocking HE-VT the Mirka has no air defence, and staying in the open also invites bombers to exploit this. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and decent effectiveness against planes. The rocket launcher is useful only at extreme close range and the torpedo battery is small, limited in firing arc and weak.

Pros and cons

Pros:

  • Extremely high fire rate
  • Good gun handling
  • Small target to engage
  • Decent maneuverability
  • 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 de-spawn at around 6.5 km

History

Describe the history of the creation and combat usage of the vehicle 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 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></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === Encyclopedia Info ===, also if applicable).

Media

Excellent additions to the article would be video guides, 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 the ship;
  • other literature.


USSR sub-chasers
Pr. 122  MPK pr.122A · MPK Pr.122bis
Pr. 163  MPK-163
Pr. 201  MPK Pr.201K · MPK Pr.201M
Pr. 204  MPK Pr.204

USSR squadron ships
SKR-7