Difference between revisions of "Tashkent"

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(Pros and cons)
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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-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.''
+
Overall the armour on the Tashkent is mediocre and practically useless. Calibers from 30mm and higher will have no problem with penetrating the armor and causing damages. Due to crew count, it is able to withstand a relative amount of time under heavy combat. However, heavy combat is unadvised in ships like the Tashkent considering your armor is lacklustre. When it comes to components, it is almost impossible to make an ammo explosion as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Tashkent will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).
  
 
=== 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.''
+
The Tashkent is the first destroyer in the line to be close to a Cold War-era destroyer (more specifically to the [[Pr. 56 Spokoinyy]]). Compared to the previous destroyers, the Tashkent is a bullet against arrows. The max speed, while higher than the Pr. 56 (~79km/h vs ~71km/h), is not something that will be achieved all the times. Taking into consideration the acceleration and mid-combat interferences, the speed can be droped dramatically. However, this ship will have no problems with catching up that speed again. Manuverability wise, the Tashkent has much better capabilities compared to previous destroyers, specially rudder performance.
  
 
{{NavalMobility}}
 
{{NavalMobility}}
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{{main|B-13 (130 mm)}}
 
{{main|B-13 (130 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. 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.''
+
The Tashkent is armed with 6 x 130 mm/58 B-13 semi automatic cannons divided into 2 dual-mount turrets, capable of decimating enemy vessels in seconds, including heavy cruisers. The 130 mm cannons have access to 3 types of shells, HE, SAPCBC and HE-VT. It is recommended that the captain gets access to the SAPCBC as it has the penetration of an APCBC shell but the explosive power of an HE shell. HE-VT are an extra when it comes to air defence. They will decimate any enemy plane with an airbust but they are only recommended to be used when attacking low speed aircraft (like bombers) at long ranges (past 10 km) as the low fire rate and targeting speed will cause issues engaging faster aircraft (fighters or even attackers).
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{main|39-K (76 mm)}}
 
{{main|39-K (76 mm)}}
  
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. 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.''
+
The Tashkent is armed with 2 x 76mm 39-K cannons divided into 2 turrets, capable guns as multipurpose guns but lack on the armor piercing department. This two guns are often used as heavy anti-air weaponry or against really lightly armored targets.
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
 
{{main|37 mm/67 70-K (37 mm)|DShK (12.7 mm)}}
  
''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.''
+
The Tashkent is armed with 6 x 37 mm/67 70-K automatic cannons divided into 6 turrets, capable of shredding anything but destroyers and above. The 37 mm cannons have access to HE and AP, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 37 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (180 RPM) will cause fatal damage with even just one burst. They are also your main line of defence against any aircraft at any range from 0 to 10 km (AI gunners will not engage targets past ~10 km). They will destroy incoming enemy aircraft within seconds. It is recommended to let the AI gunners engage the targets when the threat is closer than 5 km as the captain will be able to focus on more threatening enemies (other vessels or even aircraft). When letting AI gunners engage targets, be aware of which targeting setting is set (airborne and surface, airborne, surface, none) as each turret will only engage one target at a time.
 +
 
 +
The DShK is nothing we have not seen before, usefull against enemy aircraft and really lightly armored patrol boats. Apart from that, they are useless.
  
 
=== Additional armament ===
 
=== Additional armament ===
Line 50: Line 52:
 
{{main|53-39 (533 mm)}}
 
{{main|53-39 (533 mm)}}
  
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''
+
The Tashkent is armed with 9 torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. The torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks.
 +
 
 +
'''''1 meter depth:'''''
 +
 
 +
This is the most universal depth used for all types of engagements, being in deep water or at shallow waters. This depth is capable of hitting all sorts of vessels, including PT boats. The main downside is that enemy ships can see the water trail made by the torpedo which can make enemy vessels evade or fire at the torpedo.
 +
 
 +
'''''4 meter depth:'''''
 +
 
 +
This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.
  
 
== 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).''
+
The Tashkent is a pre Cold War destroyer and thus, it should not be used a WW2 destroyer as the armour is lacklustre and firepower is limited compared to some cruisers and destroyers. Thus, it should be used as a support and anti air ship. The powerful 130 mm are able to decimate destroyers and even cruisers in minutes, specially if the SAP round is used. The high speed and agility make it a decent runner when facing enemy ships and capping points. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances that have to be navigated in order to get into a decent launch distance. The 76 mm should be used as secondary weapons for everything but sinking heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. The Tashkent, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.
 +
 
 +
Absolutely '''NO''' battleship should be engaged with the 130 mm as they are mediocre and most of the time useless. However, they can damage and destroy outer modules like turrets, bridge, and smoke funnels, and can start fires. When facing heavily armoured vessels, torpedoes are a '''MUST''' as they will be your only reliable weapon against them. The Tashkent should zig-zag when being fired at as a single salvo is more than enough to instantly destroy you. Zig-zagging reduces the chances the enemy has to hit and due to the long reload,  opening a window to close distance and fire torpedoes.
  
 
=== Pros and cons ===
 
=== Pros and cons ===

Revision as of 13:59, 13 May 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
ussr_destroyer_pr20_tashkent.png
GarageImage Tashkent.jpg
Tashkent
AB RB SB
4.7 4.7 4.7
Class:
Research:11 000 Specs-Card-Exp.png
Purchase:22 000 Specs-Card-Lion.png
Show in game

Description

The Pr.20, Tashkent, 1942 is a rank II Soviet destroyer with a battle rating of 4.7 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic". This is a final Soviet Destroyer, which is a pinnacle of the line, both historically and in the game as well.

General info

Survivability and armour

Armourfront / side / back
Main fire tower8 / 8 / 8 mm
Hull16 mm (steel)
Superstructure5 mm (steel)
Number of section7
Displacement4 163 t
Crew250 people

Overall the armour on the Tashkent is mediocre and practically useless. Calibers from 30mm and higher will have no problem with penetrating the armor and causing damages. Due to crew count, it is able to withstand a relative amount of time under heavy combat. However, heavy combat is unadvised in ships like the Tashkent considering your armor is lacklustre. When it comes to components, it is almost impossible to make an ammo explosion as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Tashkent will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).

Mobility

Speedforward / back
AB97 / 40 km/h
RB79 / 32 km/h

The Tashkent is the first destroyer in the line to be close to a Cold War-era destroyer (more specifically to the Pr. 56 Spokoinyy). Compared to the previous destroyers, the Tashkent is a bullet against arrows. The max speed, while higher than the Pr. 56 (~79km/h vs ~71km/h), is not something that will be achieved all the times. Taking into consideration the acceleration and mid-combat interferences, the speed can be droped dramatically. However, this ship will have no problems with catching up that speed again. Manuverability wise, the Tashkent has much better capabilities compared to previous destroyers, specially rudder performance.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 97 40
RB/SB Stock ___ ___
Upgraded 79 32

Modifications and economy

Repair costBasic → Reference
AB1 539 → 2 000 Sl icon.png
RB2 441 → 3 173 Sl icon.png
Total cost of modifications10 390 Rp icon.png
13 720 Sl icon.png
Talisman cost750 Ge icon.png
Crew training6 300 Sl icon.png
Experts22 000 Sl icon.png
Aces250 Ge icon.png
Research Aces220 000 Rp icon.png
Reward for battleAB / RB / SB
140 / 330 / 100 % Sl icon.png
124 / 124 / 124 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods ship venting.png
Ventilation
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png
Mods tank ammo.png
130mm_ussr_SAP_ammo_pack
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_distant_fuse_navy_HE_ammo_pack
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
420 Rp icon.png
Cost:
560 Sl icon.png
95 Ge icon.png
Mods tank ammo.png
76mm_ussr_34k_navy_AP_ammo_pack
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
470 Rp icon.png
Cost:
620 Sl icon.png
110 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_aa_radiofuse_ammo_pack
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
430 Rp icon.png
Cost:
570 Sl icon.png
100 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
195 Ge icon.png

Armament

Primary armament

3 х Turret2 x 130 mm/50 B-13 cannon
Ammunition300 rounds
Vertical guidance-5° / 45°
Main article: B-13 (130 mm)

The Tashkent is armed with 6 x 130 mm/58 B-13 semi automatic cannons divided into 2 dual-mount turrets, capable of decimating enemy vessels in seconds, including heavy cruisers. The 130 mm cannons have access to 3 types of shells, HE, SAPCBC and HE-VT. It is recommended that the captain gets access to the SAPCBC as it has the penetration of an APCBC shell but the explosive power of an HE shell. HE-VT are an extra when it comes to air defence. They will decimate any enemy plane with an airbust but they are only recommended to be used when attacking low speed aircraft (like bombers) at long ranges (past 10 km) as the low fire rate and targeting speed will cause issues engaging faster aircraft (fighters or even attackers).

Secondary armament

Turret2 x 76 mm/55 39-K cannon
Ammunition600 rounds
Main article: 39-K (76 mm)

The Tashkent is armed with 2 x 76mm 39-K cannons divided into 2 turrets, capable guns as multipurpose guns but lack on the armor piercing department. This two guns are often used as heavy anti-air weaponry or against really lightly armored targets.

Anti-aircraft armament

6 х Turret37 mm/67 70-K automatic cannon
Ammunition2000 rounds
Belt capacity5 rounds
Fire rate180 shots/min
6 х Turret12.7 mm DShK machine gun
Ammunition2000 rounds
Belt capacity50 rounds
Fire rate600 shots/min

The Tashkent is armed with 6 x 37 mm/67 70-K automatic cannons divided into 6 turrets, capable of shredding anything but destroyers and above. The 37 mm cannons have access to HE and AP, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 37 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (180 RPM) will cause fatal damage with even just one burst. They are also your main line of defence against any aircraft at any range from 0 to 10 km (AI gunners will not engage targets past ~10 km). They will destroy incoming enemy aircraft within seconds. It is recommended to let the AI gunners engage the targets when the threat is closer than 5 km as the captain will be able to focus on more threatening enemies (other vessels or even aircraft). When letting AI gunners engage targets, be aware of which targeting setting is set (airborne and surface, airborne, surface, none) as each turret will only engage one target at a time.

The DShK is nothing we have not seen before, usefull against enemy aircraft and really lightly armored patrol boats. Apart from that, they are useless.

Additional armament

Setup 19 x 533 mm 53-39 torpedo
Main article: 53-39 (533 mm)

The Tashkent is armed with 9 torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. The torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks.

1 meter depth:

This is the most universal depth used for all types of engagements, being in deep water or at shallow waters. This depth is capable of hitting all sorts of vessels, including PT boats. The main downside is that enemy ships can see the water trail made by the torpedo which can make enemy vessels evade or fire at the torpedo.

4 meter depth:

This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.

Usage in battles

The Tashkent is a pre Cold War destroyer and thus, it should not be used a WW2 destroyer as the armour is lacklustre and firepower is limited compared to some cruisers and destroyers. Thus, it should be used as a support and anti air ship. The powerful 130 mm are able to decimate destroyers and even cruisers in minutes, specially if the SAP round is used. The high speed and agility make it a decent runner when facing enemy ships and capping points. The torpedo can be formidable if used correctly, not only for the fact they are able to destroy whatever it hits but also because they are hard to aim due to the distances that have to be navigated in order to get into a decent launch distance. The 76 mm should be used as secondary weapons for everything but sinking heavily armoured ships. They are able to decimate light vessels in seconds as well as planes. The Tashkent, when used in Enduring Confrontation events, is the most reliable and "Jack-of-All-Trades" ship seen in-game. Not only because it is able to dominate the skies but also because it is able to decimate enemy convoys within seconds with the firepower and torpedoes, specially if said convoys are unarmed cargo ships.

Absolutely NO battleship should be engaged with the 130 mm as they are mediocre and most of the time useless. However, they can damage and destroy outer modules like turrets, bridge, and smoke funnels, and can start fires. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Tashkent should zig-zag when being fired at as a single salvo is more than enough to instantly destroy you. Zig-zagging reduces the chances the enemy has to hit and due to the long reload, opening a window to close distance and fire torpedoes.

Pros and cons

Pros:

  • Great AA and auxilary armament can eliminate coastal craft and aircraft easily
  • Fantastic speed, one of the fastest destroyers in the game
  • Accurate guns with good shell velocity allow for effective long-range sniping
  • Torpedoes are very fast, making this ship dangerous at close quarters
  • HE-VT ammunition can help with destroying planes

Cons:

  • Torpedoes have a range of only 4 km and up to 10 km with upgrade
  • Quite large for a destroyer, will draw a lot of attention and enemy fire

History

The Tashkent, also known as the "Blue Cruiser", was designed with the help of Italians to succeed over the failings of the preceding Leningrad-class destroyers. Consequently, the Tashkent-class destroyer became one of the most powerful destroyers in the world, fighting with the Black Sea Fleet and was sunk in Sevastopol in 1942. Guns from the destroyer were used on the succeeding Ognevoy destroyer after the Tashkent was salvaged.

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;
  • encyclopedia page on ship;
  • other literature.


USSR destroyers
  Imperial Russia
Derzky-class  Frunze
Fidonisy-class  Kerch
  Soviet Union
Pr. 1  Leningrad · Moskva
Pr. 45  Opytny
Pr. 7  Besposhchadny · Ryany
Pr. 7U  Soobrazitelny · Stroyny
Pr. 20  Tashkent
Pr. 30  Ognevoy
Pr. 30-bis  Smelyi · Bezuprechny
Pr. 41  Neustrashimy
Pr. 56  Spokoinyy · Blagorodnyy · Bravy
Trophies  Romania
Regele Ferdinand-class  Letuchiy