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Khabarovsk
Хабаровск_wows_main.jpg
Destroyer | U.S.S.R. | Tier X
Tech Tree Position
Tashkent
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General
Research price226000 exp
Purchase price18,800,000 Credits
Hit Points22,500 
Main Battery
130 mm/55 B-2-U4 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed20 deg./sec.
180 Degree Turn Timesec.
Firing Range11.24 km.
Maximum Dispersion99 m.
HE ShellHE-46 
Maximum HE Shell Damage1,900 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity900 m./s.
HE Shell Weight33.4 kg.
AP ShellSAP-46 
Maximum AP Shell Damage2,600 
Initial AP Shell Velocity900 m./s.
AP Shell Weight33.5 kg.
Torpedo Tubes
533 mm Quintuple 2-N2 х 5 pcs.
Rate of Fire0.47 shots/min.
Reload Time127 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoET-46 
Maximum Damage19,500 
Torpedo Speed53 knot
Torpedo Rangekm.
AA Defense
130 mm/55 B-2-U4 х 2 pcs.
. . . Average Damage per Second49.2 
. . . Firing Range5.19 km.
37 mm V-112 х 2 pcs.
. . . Average Damage per Second18.4 
. . . Firing Range3.51 km.
12.7 mm DShK4 х 1 pcs.
. . . Average Damage per Second14.4 
. . . Firing Range1.2 km.
37 mm 46-K4 х 4 pcs.
. . . Average Damage per Second48.8 
. . . Firing Range3.51 km.
Maneuverability
Maximum Speed43 knot
Turning Circle Radius760 m.
Rudder Shift Time11.1 sec.
Concealment
Surface Detectability Range10 km.
Air Detectability Range4.95 km.
Battle Levels
12345678910
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X
Ship_PRSD110_Pr_24_Khabarovsk.png
18,800,000

Khabarovsk — Soviet Tier X destroyer.

The ship was designed as a destroyer flotilla leader. No destroyer in the world could rival her in terms of speed, while her armor and the power of her artillery were comparable to those of light cruisers. Dual-purpose main guns and a battery of automatic AA guns ensured a strong AA defense.

Modules

Main Battery Rate of Fire
(shots/min)
180 Degree Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
130 mm/55 B-2-U129991,90082,600 01,800,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Khabarovsk (A)22,500125042/4/4/420 02,500,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180 Degree Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
ET-460.51277.219,500536 01,100,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
GFCS X mod. 1011.2 01,500,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 130,000 hp43 01,800,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Main Battery Modification 2 AA Guns Modification 2 Aiming Systems Modification 1
 Slot 3  Main Battery Modification 3 Torpedo Tubes Modification 3 AA Guns Modification 3
 Slot 4  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 6  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3

Player Opinion

Performance

The Khabarovsk is the epitome of the "running and gunning" method of Soviet destroyer leaders.

First, the running. She puts the "top" in top speed: at 43 knots, half a knot faster than her predecessor Tashkent, her speed is matched only by her cousin Leningrad. With Sierra Mike signal and Engine Boost active, this increases to an eye-watering 48.7 knots! A powerful engine gives her great acceleration as well. On the other hand, her turning radius is quite large and her base rudder shift is extremely poor; upgrades are needed to improve her maneuverability to manageable levels. And while she can run, she can't hide---her base concealment is a massive 10 km, and in practice can be worse than some cruisers!

Second, the gunning. She fires the same shells as Tashkent at the same rate of fire per barrel; however, she gains a fourth turret, as well as a slightly higher muzzle velocity and much faster turret traverse. Together this allows her to put a withering storm of fire on any target, and switch targets quickly as conditions dictate. Her range does decrease somewhat, forcing her to fight a little closer to the action.

While she does not have the range or maneuverability of Tashkent, she shares similar advantages of a very large health pool for a destroyer and access to Repair Party. Most notable, however, is the 50 mm plating about her midsection; this "chestplate" can shatter most cruiser HE shells, and at extreme angles, even bounce battleship AP shells! However, this and her large size for a destroyer can occasionally backfire, arming AP shells that would merely overpenetrate smaller, more lightly-armored destroyers. Optimal angling will depend on the enemy guns and their shell selection.

Her decent AA for a destroyer can shoot down the occasional plane, though cannot be expected to make much of a dent in a carrier strike, especially given her lack of a Defensive AA Fire option.

The torpedoes are mostly a curiosity. With a 6 km range---pathetic for her tier, ship concealment, and role---they will see absolutely no use in the majority of games. They are also very slow; only slightly faster than the ship they were fired from! However, they do have one special feature: as the first electric torpedo introduced to the game, their detection radius is a tiny 0.6 km, meaning that a close pursuer or smoke camper without Hydroacoustic Search will have almost no chance to react.

Pros:

  • Fastest ship in the game, at 43 knots. When equipped with Sierra Mike signal flag and running Engine Boost it becomes 48.7 knots.
  • Decent range of 13.5 km with Advanced Firing Training. While not as long as Tashkent, enemies will still have trouble hitting you at this range.
  • Guns, while being small, are numerous and have good damage and fires per minute. The ballistics are phenomenal, and traverse speed is also very good.
  • Giant HP pool makes you able to take a lot of hits.
  • Armored midsection can shatter all destroyer and most cruiser HE shells.
  • Has access to the Repair Party consumable.
  • Torpedoes are extremely stealthy.

Cons:

  • Large size makes it easy to be hit if not moving, and you may take penetrating hits instead of overpenetrations from battleships if angled.
  • Large turning circle, and extremely poor rudder shift when unupgraded.
  • Largest detection range of a destroyer makes it difficult to push into capture points.
  • Torpedoes have poor speed and pathetic range.

Research

None, the ship is elite when bought.

Optimal Configuration

Upgrades

  1. Main Armaments Modification 1 is the conventional choice, though captains worried about detonations and lacking Juliet Charlie signals might instead opt for Magazine Modification 1.
  2. Propulsion Modification 1 protects the Khabarovsk's main defensive asset---speed. With Steering Gears Modification 3 in the fifth slot, rudder durability is not really an issue. Those captains with the special Engine Boost Modification 1, however, are recommended to mount it instead, as it extends the Engine Boost consumable duration by a full minute.
  3. Aiming Systems Modification 1 will make it easier to land hits at range. AA Guns Modification 2 is the only other choice even worth considering, but without Defensive AA Fire it is much less useful.
  4. Steering Gears Modification 2 and...
  5. Steering Gears Modification 3 are all but mandatory due to Khabarovsk's terrible stock rudder shift.
  6. Main Battery Modification 3 is the only correct choice given Khabarovsk's gun emphasis. The excellent base turret traverse makes the penalty all but unnoticeable.

Commander Skills

Consumables

As Khabarovsk is Tier X and is part of the main VMF destroyer line, the ship has access to the following consumables:

Due to the fabulous speed of Khabarovsk, players that found the Smoke Generator consumable unnecessary and useless can now choose to mount the Repair Party consumable for longer survivability.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons are recommended to equip Khabarovsk with the permanent Type 20 camouflage rather than the pay-per-battle premium Type 6 camouflage as the permanent Type 20 lowers her detection radius, reduces the accuracy of incoming shells, reduces cost of repairs, and increases the amount of credits and experience she earns. The premium Type 6, unlike the permanent Type 20, does not provide repair cost reduction benefits nor does it increase the amount of credits earned.

Signals

As a speedy VMF destroyer and much like her preceding tier ship [Tashkent]], Victor Lima, India X-Ray, Sierra Mike, and Juliet Charlie are the most recommended signals. Additionally, because Khabarovsk has access to the Repair Party consumable, players using said consumable are thus highly recommended to also mount India Delta. Zulu Hotel and Dragon Flag are recommended for captain (re)training. Players can opt to mount Zulu Hotel to stack the effect of the premium permanent camouflage credit earning bonus.

Gallery

Historical Info

Historical Gallery

References

  • [1]:Russian Wikipedia page on the Project 47 Destroyer
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