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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Fairmile_C_(312)&amp;diff=71953</id>
		<title>Fairmile C (312)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Fairmile_C_(312)&amp;diff=71953"/>
				<updated>2020-09-29T01:07:43Z</updated>
		
		<summary type="html">&lt;p&gt;U106213319: /* Description */ added most info about the ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_fairmile_c}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{specs|name}}''' is a rank {{specs|rank}} British motor gun boat {{Battle-rating|1}}. It was introduced in [[Update 1.83 &amp;quot;Masters of the Sea&amp;quot;]] as part of the British fleet closed beta test. It is the last of the British small boats before the destroyer-tier.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
The Fairmile C has a hull of 28mm wood a superstructure of 15mm wood, meaning that you can be hull-broken by large rounds, the likes of which tend to be mounted on destroyers, those ships which you will start to see after bringing this onto your roster. There is only one piece of armor: a 12.7mm steel plate on the front cannon, which is insufficient to protect the gun from damage. With such low armor, a mere 16 crew members, and a long, thin profile, you are an easy target for enemy ships, enemy planes, enemy tanks, enemy infantry, enemy stray fire, and enemy gusts of wind. Fires are a minor hazard in this ship, as anything which can start a fire on board will probably kill you before the fire alarm goes off.Same with magazine explosions.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
With a maximum speed of around 65km/h in Arcade, and 30km/h reversed, the Fairmile C's speed is simply insufficient. The rudders are similarly mediocre in the movement department. You will not be the first to the fight, but you will have enough speed to reach contested seas before the game is over... barely.&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{main|2pdr QF Mk.IIc (40 mm)|2pdr Rolls Royce (40 mm)}}&lt;br /&gt;
The Fairmile C's main armaments are a set of 40mm semi-automatic cannons, similar to the one on the Dark 1102 that comes before. One is mounted in the front and one in the rear, creating a substantial area for broadside. While twice the gun should mean twice the fun, both of them come with a caveat. The forward gun has a magazine size of 56, and then an 8-second reload. While it's low depression means that it can't always hit nearby targets, the rear gun is worse. It has the familiar 4-large magazine, and a reload time of merely two seconds. The killer is that both guns have nine spare magazines, despite the rear gun going through each one nearly ten times as fast. It will not be long before your two guns are reduced to one gun. Finally, the reload times mean that, when the two guns are used at once, there will be uneven firing periods, with some points having no shots firing and some having many.&lt;br /&gt;
&lt;br /&gt;
In practice, this is a downgrade from the Dark 1102. The ability to put two cannons on target will be extremely conditional, relying on such things as angle, but also on ammo storage and reload times. Compared to the reload time being only slightly slower than the normal cycle rate, this requires much more thought and forethought while not producing a lot of extra damage on target.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{main|Vickers GO No.5 (7.7 mm)}}&lt;br /&gt;
Coming in two BR's too late is the Fairmile C's anti-aircraft armament of 2x2 7.7m MG's and 2x2 12.7mm MG's. While this does give it a fairly significant anti-aircraft capability for its rank, what this thing needs is more anti-ship capability to defend against enemy craft running circles around you.&lt;br /&gt;
&lt;br /&gt;
=== Special armament ===&lt;br /&gt;
{{main|Mk.VII depth charge}}&lt;br /&gt;
The Fairmile C can be equipped with depth charges. These are not useful except in close range, as there are no submarines in the game besides the poor sods who showed up in Fairmile C's. In close-quarters, they can be used as melee weapons, but in close quarters you are already within lethal (read: sneezing) range of any and all enemy craft. &lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The Fairmile C (312) is an unusual ship, but the best way to play it is to use a simple acronym:&lt;br /&gt;
&lt;br /&gt;
J - Hold J for three seconds to go back to the spawn menu and get a different ship.&lt;br /&gt;
&lt;br /&gt;
This is, of course, a joke. The Fairmile C is more expensive than the first few British destroyers, so you cannot afford to use and lose this floating dumpster in every round. It is significantly slower than the Dark 1102, and it doesn't drive around or turn as quickly, either. While being a bigger target and having no other survivability-enhancing measures. It has a main armament that is theoretically more useful but in practice is far harder to use, and at minimal benefit.The only non-objective downgrade is the switch from torpedoes to AA. This is a fortuitous choice, as your slow speed and large size makes you a convenient target for planes, and high-end small boats never ever fight destroyers, ever. If they ever did fight destroyers, they would wish they had torpedoes instead, as the guns are merely okay at small-ship v small-ship combat and are borderline useless for damaging such large vessels.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; |Seakeeping&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Unsinkability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Firepower&lt;br /&gt;
|-&lt;br /&gt;
|I&lt;br /&gt;
|Dry-Docking&lt;br /&gt;
|Tool Set&lt;br /&gt;
|&lt;br /&gt;
|40 mm HE&lt;br /&gt;
|12.7 mm I&lt;br /&gt;
|Anti-Air Armament Targeting&lt;br /&gt;
|-&lt;br /&gt;
|II&lt;br /&gt;
|Rudder Replacement&lt;br /&gt;
|Fire Protection System&lt;br /&gt;
|Smokescreen&lt;br /&gt;
|40 mm AP&lt;br /&gt;
|12.7 mm API&lt;br /&gt;
|Auxiliary Armament Targeting&lt;br /&gt;
|-&lt;br /&gt;
|III&lt;br /&gt;
|Propeller Replacement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Improved Rangefinder&lt;br /&gt;
|Depth Charges&lt;br /&gt;
|Primary Armament Targeting&lt;br /&gt;
|-&lt;br /&gt;
|IV&lt;br /&gt;
|Engine Maintenance&lt;br /&gt;
|New Pumps&lt;br /&gt;
|&lt;br /&gt;
|Artillery Support&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* The AA suite is effective for the planes it will often be going up against&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Expensive&lt;br /&gt;
* Easily destroyed&lt;br /&gt;
* The anti-ship weapons are subpar compared to what else is on the table&lt;br /&gt;
* High research costs mean that modifications will come slowly&lt;br /&gt;
* Using the depth charges as solitary confinement for crew members who attempt to take their chances with the open ocean results in the ship smelling like gunpowder for the next few days&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain boats}}&lt;/div&gt;</summary>
		<author><name>U106213319</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Churchill&amp;diff=71378</id>
		<title>HMS Churchill</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Churchill&amp;diff=71378"/>
				<updated>2020-09-19T19:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;U106213319: /* Torpedo armament */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_destroyer_clemson_churchill}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British destroyer '''HMS Churchill (L45)'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Clemson (Family){{!}}Clemson-class&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]-&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{specs|name}}''' is a rank {{specs|rank}} British destroyer {{Battle-rating|1}}. It was introduced in [[Update 1.83 &amp;quot;Masters of the Sea&amp;quot;]] as part of the British fleet closed beta test. It is the first destroyer in the British naval tree.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
Armor on the Clemson is low. With 16mm of steel on the body and 4mm in the superstructure, and antifrag armor on the front of the guns, you have seen literally all of it. This is unfortunate as, with a crew of 141 and a displacement of 1500 tons, it is not hard to destroy you via crew loss. Fires are a frequent occurrence, and they would be more frequent if it weren't for the fact that many things which would cause a fire will also kill you instantly. In a true case of British naval domination, ammo explosions are rare for the same reason.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
The Clemson is of a middling speed for destroyers, capping at around 61km/s. Luckily, the superstructure is one of the most frequently damaged parts of the ship, so you might not notice in some games that it has a turning circle the size of your mother.&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{main|4 in QF Mark V (102 mm)}}&lt;br /&gt;
The primary armament of the Clemson is the 102 mm BL Mark IX cannon, a decently accurate thing with a good traversal speed and competent reload times. Its antifragmentation armor means that it will stay operational in the face of limited enemy fire, a fact which your ship will not appreciate because that makes it more durable than everything else on board, and which the enemy ship will not appreciate because it does barely any damage anyways.&lt;br /&gt;
&lt;br /&gt;
At your disposal are three kinds of shell. The starter shell is a 4-inch HE that can give a bad day to smaller craft, but does little against other destroyers. Next is the 4-inch shrapnel shell, see previous, and the 4-inch semi-armor piercing shell, see previous but with the caveat that it's less likely to non-penetrate. At 150 rounds, you can bring 50 of each kind. Going through 50 rounds in one game is a testament to the captain's skill at surviving enemy contact, so this setup will allow you to choose your desired flavor of worthlessness in every engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{main|3 inch naval AA Mk.V (76 mm)}}&lt;br /&gt;
The Clemson's secondary armament is a 3 inch naval AA Mk.V cannon. The name is misleading, as it has a single high-explosive fragmentation shell as an ammunition option. As a rear-mounted 3-inch cannon, it is a downgrade from the primary cannon in nearly all aspects except ammo capacity, which is an impressive feat. Luckily, as a secondary armament, the player can pawn off the disappointment to the crew.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{main|Oerlikon Mk.II (20 mm)|AN-M2 (12.7 mm)}}&lt;br /&gt;
The single stand-out element of the Clemson is its anti-aircraft armament. With 4 20 mm/70 Oerlikon Mk.II autocannons, and then two more 12.7 mm AN-M2 machine gun pairs, it can put up to four mg's on the same target from different angles. The guns are powerful enough to tear apart any planes who wind up in the wrong place, and the volume of fire means that you can be half of an AA network. Don't let that be an excuse to sail alone in plane-infested air-waters, though, as any crew member who can shoot straight was moved to a better ship long ago.&lt;br /&gt;
&lt;br /&gt;
=== Torpedo armament ===&lt;br /&gt;
{{main|Mk.VIII (533 mm)}}&lt;br /&gt;
The true power of the Clemson lies not in its guns, but in its torpedoes. This is not because it has special torpedoes (they are mediocre 533mm torpedoes), but because every other onboard weapon is virtually useless against other destroyers or larger. Also, it only has three torpedoes. It can fire out of either side, but not directly ahead or behind, and must rotate around the back to switch sides. Do not take the torpedo mode modification, being able to miss your torpedo from farther away is not desirable. The only real way to use the Clemson against other destroyers is in tight areas because of the very low damage of all other weapon systems at your disposal.&lt;br /&gt;
&lt;br /&gt;
=== Special armament ===&lt;br /&gt;
{{main|Mk.6 mortar depth charge|Mk.10 Hedgehog mortar}}&lt;br /&gt;
The Clemson has the option to bring along bomb mortars in order to launch depth charges. These are useful at knife-fighting range, but as submarines are not in-game, not anywhere else. They have better range than previous ship's depth charges, however, with launchers facing to either side and one that launches them hundreds of meters directly ahead. They add a risk of being hit by any stray fire and exploding violently, killing large numbers of crew, but the ship already has that normally, so weigh your options.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The proper way to use the Clemson in battle is to go back and use the Dark 1102 until you get the G-Class. The survivability is too low for a tank, the mobility is too low for a good scout or objective thief, and the damage output is around one BR too low. If you do insist on using it, there are two options:&lt;br /&gt;
&lt;br /&gt;
The first is to travel in packs with other destroyers. You will get assists, but very few kills, yet this is better than getting none of neither, and your dinky anti-ship armament means that you will not register as a major threat if there is any other ship at all nearby for the enemy to notice.&lt;br /&gt;
&lt;br /&gt;
The second is to make a break for where the small ships go. There, a single 4-inch gun with high traversal speed is useful, and your battery of machine guns and 3-inch secondary means that you can throw your weight around a little. You still won't be invincible, but you will be able to be a major threat and score some kills.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; |Seakeeping&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Unsinkability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Firepower&lt;br /&gt;
|-&lt;br /&gt;
|I&lt;br /&gt;
|Dry-Docking&lt;br /&gt;
|Tool Set&lt;br /&gt;
|&lt;br /&gt;
|4 inch SAP&lt;br /&gt;
|Anti-Air Armament Targeting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|II&lt;br /&gt;
|Rudder Replacement&lt;br /&gt;
|Fire Protection System&lt;br /&gt;
|Smokescreen&lt;br /&gt;
|102 mm shrapnel&lt;br /&gt;
|Auxiliary Armament Targeting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|III&lt;br /&gt;
|Propeller Replacement&lt;br /&gt;
|Ventilation&lt;br /&gt;
|Shrapnel Protection&lt;br /&gt;
|&lt;br /&gt;
|Primary Armament Targeting&lt;br /&gt;
|Improved Rangefinder&lt;br /&gt;
|-&lt;br /&gt;
|IV&lt;br /&gt;
|Engine Maintenance&lt;br /&gt;
|New Pumps&lt;br /&gt;
|Ammo Wetting&lt;br /&gt;
|Torpedo Mode&lt;br /&gt;
|Bomb mortar&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Cheap&lt;br /&gt;
* Unusually strong AA capability for its rank&lt;br /&gt;
* Very versatile depth charges, for what that's worth&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Inadequate main gun&lt;br /&gt;
* Inadequate secondary armament&lt;br /&gt;
* Inadequate survivability due to low number of densely-packed crew&lt;br /&gt;
* Really, all stats are average for the tier or worse&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain destroyers}}&lt;/div&gt;</summary>
		<author><name>U106213319</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMS_Churchill&amp;diff=71377</id>
		<title>HMS Churchill</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMS_Churchill&amp;diff=71377"/>
				<updated>2020-09-19T19:53:03Z</updated>
		
		<summary type="html">&lt;p&gt;U106213319: Added a basic description of the ship based off of my experience with it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_destroyer_clemson_churchill}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British destroyer '''HMS Churchill (L45)'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Clemson (Family){{!}}Clemson-class&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]-&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{specs|name}}''' is a rank {{specs|rank}} British destroyer {{Battle-rating|1}}. It was introduced in [[Update 1.83 &amp;quot;Masters of the Sea&amp;quot;]] as part of the British fleet closed beta test. It is the first destroyer in the British naval tree.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
Armor on the Clemson is low. With 16mm of steel on the body and 4mm in the superstructure, and antifrag armor on the front of the guns, you have seen literally all of it. This is unfortunate as, with a crew of 141 and a displacement of 1500 tons, it is not hard to destroy you via crew loss. Fires are a frequent occurrence, and they would be more frequent if it weren't for the fact that many things which would cause a fire will also kill you instantly. In a true case of British naval domination, ammo explosions are rare for the same reason.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
The Clemson is of a middling speed for destroyers, capping at around 61km/s. Luckily, the superstructure is one of the most frequently damaged parts of the ship, so you might not notice in some games that it has a turning circle the size of your mother.&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{main|4 in QF Mark V (102 mm)}}&lt;br /&gt;
The primary armament of the Clemson is the 102 mm BL Mark IX cannon, a decently accurate thing with a good traversal speed and competent reload times. Its antifragmentation armor means that it will stay operational in the face of limited enemy fire, a fact which your ship will not appreciate because that makes it more durable than everything else on board, and which the enemy ship will not appreciate because it does barely any damage anyways.&lt;br /&gt;
&lt;br /&gt;
At your disposal are three kinds of shell. The starter shell is a 4-inch HE that can give a bad day to smaller craft, but does little against other destroyers. Next is the 4-inch shrapnel shell, see previous, and the 4-inch semi-armor piercing shell, see previous but with the caveat that it's less likely to non-penetrate. At 150 rounds, you can bring 50 of each kind. Going through 50 rounds in one game is a testament to the captain's skill at surviving enemy contact, so this setup will allow you to choose your desired flavor of worthlessness in every engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{main|3 inch naval AA Mk.V (76 mm)}}&lt;br /&gt;
The Clemson's secondary armament is a 3 inch naval AA Mk.V cannon. The name is misleading, as it has a single high-explosive fragmentation shell as an ammunition option. As a rear-mounted 3-inch cannon, it is a downgrade from the primary cannon in nearly all aspects except ammo capacity, which is an impressive feat. Luckily, as a secondary armament, the player can pawn off the disappointment to the crew.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{main|Oerlikon Mk.II (20 mm)|AN-M2 (12.7 mm)}}&lt;br /&gt;
The single stand-out element of the Clemson is its anti-aircraft armament. With 4 20 mm/70 Oerlikon Mk.II autocannons, and then two more 12.7 mm AN-M2 machine gun pairs, it can put up to four mg's on the same target from different angles. The guns are powerful enough to tear apart any planes who wind up in the wrong place, and the volume of fire means that you can be half of an AA network. Don't let that be an excuse to sail alone in plane-infested air-waters, though, as any crew member who can shoot straight was moved to a better ship long ago.&lt;br /&gt;
&lt;br /&gt;
=== Torpedo armament ===&lt;br /&gt;
{{main|Mk.VIII (533 mm)}}&lt;br /&gt;
The true power of the Clemson lies not in its guns, but in its torpedoes. This is not because it has special torpedoes (they are mediocre 533mm torpedoes), but because every other onboard weapon is virtually useless against other destroyers or larger. Also, it only has three torpedoes. Do not take the torpedo mode modification, being able to miss your torpedo from farther away is not desirable. The only real way to use the Clemson against other destroyers is in tight areas because of the very low damage of all other weapon systems at your disposal.&lt;br /&gt;
&lt;br /&gt;
=== Special armament ===&lt;br /&gt;
{{main|Mk.6 mortar depth charge|Mk.10 Hedgehog mortar}}&lt;br /&gt;
The Clemson has the option to bring along bomb mortars in order to launch depth charges. These are useful at knife-fighting range, but as submarines are not in-game, not anywhere else. They have better range than previous ship's depth charges, however, with launchers facing to either side, one that drops charges behind the ship, and one that launches them hundreds of meters directly ahead. They add a risk of being hit by any stray fire and exploding violently, killing large numbers of crew, but the ship already has that normally, so weigh your options.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The proper way to use the Clemson in battle is to go back and use the Dark 1102 until you get the G-Class. The survivability is too low for a tank, the mobility is too low for a good scout or objective thief, and the damage output is around one BR too low. If you do insist on using it, there are two options:&lt;br /&gt;
&lt;br /&gt;
The first is to travel in packs with other destroyers. You will get assists, but very few kills, yet this is better than getting none of neither, and your dinky anti-ship armament means that you will not register as a major threat if there is any other ship at all nearby for the enemy to notice.&lt;br /&gt;
&lt;br /&gt;
The second is to make a break for where the small ships go. There, a single 4-inch gun with high traversal speed is useful, and your battery of machine guns and 3-inch secondary means that you can throw your weight around a little. You still won't be invincible, but you will be able to be a major threat and score some kills.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; |Seakeeping&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Unsinkability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Firepower&lt;br /&gt;
|-&lt;br /&gt;
|I&lt;br /&gt;
|Dry-Docking&lt;br /&gt;
|Tool Set&lt;br /&gt;
|&lt;br /&gt;
|4 inch SAP&lt;br /&gt;
|Anti-Air Armament Targeting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|II&lt;br /&gt;
|Rudder Replacement&lt;br /&gt;
|Fire Protection System&lt;br /&gt;
|Smokescreen&lt;br /&gt;
|102 mm shrapnel&lt;br /&gt;
|Auxiliary Armament Targeting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|III&lt;br /&gt;
|Propeller Replacement&lt;br /&gt;
|Ventilation&lt;br /&gt;
|Shrapnel Protection&lt;br /&gt;
|&lt;br /&gt;
|Primary Armament Targeting&lt;br /&gt;
|Improved Rangefinder&lt;br /&gt;
|-&lt;br /&gt;
|IV&lt;br /&gt;
|Engine Maintenance&lt;br /&gt;
|New Pumps&lt;br /&gt;
|Ammo Wetting&lt;br /&gt;
|Torpedo Mode&lt;br /&gt;
|Bomb mortar&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Cheap&lt;br /&gt;
* Unusually strong AA capability for its rank&lt;br /&gt;
* Very versatile depth charges, for what that's worth&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Inadequate main gun&lt;br /&gt;
* Inadequate secondary armament&lt;br /&gt;
* Inadequate survivability due to low number of densely-packed crew&lt;br /&gt;
* Really, all stats are average for the tier or worse&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain destroyers}}&lt;/div&gt;</summary>
		<author><name>U106213319</name></author>	</entry>

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