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Cruiser | U.S.S.R. | Tier VII
Tech Tree Position
Research price69500 exp
Purchase price5,600,000 Credits
Hit Points27,900 
Main Battery
152 mm/57 MK-54 х 3 pcs.
Rate of Fire7.5 shots/min.
Reload Timesec.
Rotation Speed7.2 deg./sec.
180 Degree Turn Time25 sec.
Firing Range15.24 km.
Maximum Dispersion138 m.
HE ShellOFU-35 
Maximum HE Shell Damage2,200 
Chance of Fire on Target Caused by HE Shell12 %
Initial HE Shell Velocity950 m./s.
HE Shell Weight55 kg.
AP ShellAP-35 
Maximum AP Shell Damage3,300 
Initial AP Shell Velocity950 m./s.
AP Shell Weight55 kg.
Secondary Armament #1
100 mm/56 B-346 х 1 pcs.
Firing Range4.5 km.
Rate of Fire15 shots/min.
Reload Timesec.
HE ShellHE-56 
Maximum HE Shell Damage1,400 
Initial HE Shell Velocity895 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm Triple 39-U2 х 3 pcs.
Rate of Fire0.79 shots/min.
Reload Time76 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo53-39 mod. 1 
Maximum Damage15,100 
Torpedo Speed70 knot
Torpedo Range4.02 km.
AA Defense
37 mm 46-K2 х 4 pcs.
. . . Average Damage per Second24.4 
. . . Firing Range3.51 km.
12.7 mm DShKM-2B4 х 2 pcs.
. . . Average Damage per Second20.4 
. . . Firing Range1.2 km.
100 mm/56 B-346 х 1 pcs.
. . . Average Damage per Second16.8 
. . . Firing Range3.51 km.
Maximum Speed35.5 knot
Turning Circle Radius900 m.
Rudder Shift Time12.4 sec.
Surface Detectability Range13.32 km.
Air Detectability Range8.1 km.
Battle Levels

Shchors — Soviet Tier VII cruiser.

This ship was designed as a light "squadron escorting" cruiser (Project 28). She boasted a high speed and powerful artillery but was inferior to foreign counterparts of her time in armor protection.


Main Battery Rate of Fire
180 Degree Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
152 mm/57 MK-57.5251382,200123,300 0400,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Shchors (A)27,90013100464/2/620 0690,000
Shchors (B)32,20013100446/420 23,0001,750,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180 Degree Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
53-39 mod. 10.81017.215,100704 0480,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
GFCS VII mod. 1015.2 0505,000
GFCS VII mod. 21016.8 15,0001,150,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 126,500 hp35.5 0440,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 2 Secondary Battery Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2

Player Opinion


Shchors is widely regarded as a moderate upgrade from Budyonny, featuring one more turret and more hit points. It even has less armor in some aspects compared to Budyonny, losing citadel armor for more even plating across the ship. Compared to its opponents at Tier VII, it features more range than the others besides Yorck. However, having 6-inch guns at a tier where heavy cruisers start to become dominant is a serious drawback, because Shchors’s armor is already weak enough to make it vulnerable to even destroyer-caliber shells. In addition, Shchors shares the common "odd citadel" all Russian cruisers have, which makes the citadel rise high out of the water and makes over-penetrations more likely.

Essentially, think of Shchors as a rapid-fire sniper that will be punished for closing to medium range of almost any other ship.


  • Long range (16.8 km) that can be extended to over 20 km with a Spotting Aircraft.
  • Rapid-fire guns that can lay down constant fire on targets.
  • High explosive shells can set fires reliably due to 12% fire chance and high rate of fire.
  • Rather odd citadel location and weak armor can be a perk to avoid being flattened by battleships; many shells will overpenetrate.
  • Fast speed at 35.5 knots.


  • Horrid anti-aircraft suite for a Tier VII cruiser.
  • Pathetic armor protection; will take large amounts of damage from almost any shells fired at it.
  • Large detection radius.
  • Torpedoes are practically worthless.
  • Armor piercing rounds don't perform all that well against other cruisers.
  • Extremely large turning radius of whopping 900 meters (even larger than most battleships!)


Shchors is incredibly vulnerable to incoming fire regardless of how many hit points he has; the Fire Control upgrade is likely the best place to invest early experience gains in order to increase the range at which he can engage enemy targets.

Optimal Configuration

Commander Skills


Defensive AA Fire is highly recommended given how bad Shchors’ anti-aircraft suite is; his turning circle and rudder shift make him highly vulnerable to enemy planes should he be singled out by an enemy carrier.


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 can equip Shchors with Type 17 camouflage that lowers his detection radius, reduces the accuracy of incoming shells, reduces his repair costs, and increases the amount of experience he earns.


Historical Info

Historical Gallery

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