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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U41331469</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-11T21:00:55Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193331</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193331"/>
				<updated>2024-10-06T02:17:45Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%.|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by an expert team with the maximum possible crew skills.|alt=This vessel is crewed by an expert team with the maximum possible crew skills]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills, as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left|392x392px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|834x834px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193302</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193302"/>
				<updated>2024-10-05T06:09:02Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left|392x392px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|834x834px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193301</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193301"/>
				<updated>2024-10-05T06:08:39Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left|392x392px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|855x855px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193300</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193300"/>
				<updated>2024-10-05T06:08:11Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left|392x392px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|629x629px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193299</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193299"/>
				<updated>2024-10-05T06:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left|392x392px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|855x855px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193298</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193298"/>
				<updated>2024-10-05T06:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Rearranged pictures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-1.png|1069x1069px]]&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.|left]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.|859x859px]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193297</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193297"/>
				<updated>2024-10-05T05:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added section on crew distribution in armour viewer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;br /&gt;
&lt;br /&gt;
Due to the variation in crew placement between ships and the additional complexity added as they increase in size, a system exists to help captains identify the best areas to shoot. On all ships utilizing the &amp;quot;complex&amp;quot; damage model, a crew mapping feature is available under the protection analysis button in the armour viewer. The &amp;quot;Show crew distribution&amp;quot; button will cast an overlay onto the ship's hull, the colour of which depends on the density of crew in the area. Red areas have the most crew and are therefore the most damaging targets. Damage to the green areas has the least effect on the overall crew count.[[File:Aquila-protection-analysis-angle-1.png|838x838px]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-2.png|alt=Shows the effects of the crew distribution button from the bow of RN Aquila.|thumb|The effect is influenced by the angle of the camera when viewing the ship.]]&lt;br /&gt;
[[File:Aquila-protection-analysis-angle-3.png|alt=Shows the effects of the crew distribution button from above RN Aquila.|left|thumb|Viewing ships from above can provide insight on the best areas to strike with a dive bomber.]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-3.png&amp;diff=193296</id>
		<title>File:Aquila-protection-analysis-angle-3.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-3.png&amp;diff=193296"/>
				<updated>2024-10-05T05:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows the effects of the crew distribution button from above RN Aquila.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-2.png&amp;diff=193295</id>
		<title>File:Aquila-protection-analysis-angle-2.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-2.png&amp;diff=193295"/>
				<updated>2024-10-05T05:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows the effects of the crew distribution button from the bow of RN Aquila.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-1.png&amp;diff=193294</id>
		<title>File:Aquila-protection-analysis-angle-1.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Aquila-protection-analysis-angle-1.png&amp;diff=193294"/>
				<updated>2024-10-05T05:15:40Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows effects of the crew distribution button along the hull of RN Aquila.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193157</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193157"/>
				<updated>2024-09-29T06:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate the enemy's belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193156</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193156"/>
				<updated>2024-09-29T06:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Simple Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines, radio room, and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193155</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193155"/>
				<updated>2024-09-29T05:57:14Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Crew Distribution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layout often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193154</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193154"/>
				<updated>2024-09-29T05:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Crew Distribution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost for every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layouts often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193153</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193153"/>
				<updated>2024-09-29T05:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: moved thumbnail pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]][[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost after every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layouts often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193152</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193152"/>
				<updated>2024-09-29T05:49:03Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: moved thumbnail pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
[[File:Crew-stock.png|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.[[File:Crew-aced.png|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost after every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layouts often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193151</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193151"/>
				<updated>2024-09-29T05:14:51Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Changed headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
== Percentage of Available Crew ==&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
&lt;br /&gt;
[[File:Crew-stock.png|left|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
[[File:Crew-aced.png|center|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crew Distribution ==&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost after every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layouts often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Simple Layout ===&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Complex Layout ===&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if one finds oneself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193150</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193150"/>
				<updated>2024-09-29T05:10:16Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added sections with crew distribution diagrams.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
&lt;br /&gt;
=== Percentage of Available Crew ===&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
&lt;br /&gt;
[[File:Crew-stock.png|left|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
[[File:Crew-aced.png|center|thumb|This vessel is crewed by expert team with the maximum possible crew skills|alt=This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crew Distribution ===&lt;br /&gt;
The single most important factor in the crew's survivability is not their number, but where they're located on the ship during combat. On all vessels, crew are housed in compartments, each of which is capable of having a different durability and number of crew. As damage is dealt to a compartment, crew will be depleted according to the total durability of the compartment. For example, if a compartment has 500 HP and contains 4 crew, a single crew member will be lost after every 125 damage dealt to the compartment until it is destroyed. Compartments cannot be repaired and crew will not re-occupy damaged or destroyed compartments. Crew can also be found in critical machine spaces. This means that targeting an enemy ship's boilers, engines, turrets, ammunition handling rooms, and command and control structures is usually an efficient way to guarantee maximum crew loss. Exactly which of these modules contain crew varies from ship to ship, but in general there are two formats of crew layouts often referred to in the naval community as: &amp;quot;simple&amp;quot; and &amp;quot;complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Simple Layout'''&lt;br /&gt;
&lt;br /&gt;
The simple layout is used by boats, as well as some larger gunboats and frigates. In this model, the crew compartments span the entire watertight hull sections of the craft. This means that dealing damage to any intact part of the ship's hull has the potential to remove crew and sink it. On these types of boats, the individual machinery spaces are unlikely to contain crew themselves, as an attacker will be dealing crew damage to get to them anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:G5-crew-distribution.png|border|frameless|1367x1367px]]&lt;br /&gt;
&lt;br /&gt;
For example, the G-5 motor torpedo boat shown above has three crew compartments of varying size. The bow contains two crew members, the amidships and engineering section houses two, and the stern section has one. The pilothouse in the boat's superstructure also houses one sailor, for a total of six. When destroyed, the engines and gun turret don't reduce the number of available crew. Since the minimum number of crew needed to operate the G-5 is two men, the boat will only sink once there is one sailor left aboard. At the maximum crew skill level, an attacker would need to destroy all three hull compartments to sink the boat, or a combination of hull compartments and the bridge. Since the bridge always contains one crew member and can be repeatedly repaired, it is technically possible to destroy the G-5 without damaging its hull by destroying the bridge five times in a row. In combat, however, this scenario is very unlikely.&lt;br /&gt;
&lt;br /&gt;
'''Complex Layout'''&lt;br /&gt;
&lt;br /&gt;
All bluewater vessels as well as some larger gunboats and frigates use a more complicated layout. This requires enemy shells to penetrate deeper into the hull to deal crew damage, and allows captains to take advantage of multi-layer protection schemes. In this model, the crew compartments are represented as rectangular prisms on the centerline of the ship at different points. Like on coastal vessels, they can be of any size and house any number of crew.&lt;br /&gt;
&lt;br /&gt;
Important modules also contain crew. Boilers and engines typically contain the most, making them prime targets. The bridge, as well as ammunition handling, radio, and fire control rooms contain some level of additional crew. Most rangefinders and weapons on the primary and auxiliary control groups will house a small number above deck as well. Special weapons such as torpedo launchers can contain crew, but only if they are manned. Crew will not be lost if the enemy elected not to bring torpedoes into battle in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Aquila-crew-distribution.png|1893x1893px]]&lt;br /&gt;
The crew distribution for Italian destroyer RN Aquila is shown above. The machinery spaces contain the most crew by far with the next best target being the crew compartments above them, outlined with white boxes. Aquila has no hull armour to speak of and therefore hitting her engines is the fastest way to sink her with crew damage. However, against battleships with large armoured citadels, targeting the more exposed crew compartments is a good way to deal damage if you find yourself unable to penetrate their belt.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Aquila-crew-distribution.png&amp;diff=193149</id>
		<title>File:Aquila-crew-distribution.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Aquila-crew-distribution.png&amp;diff=193149"/>
				<updated>2024-09-29T05:03:17Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An x-ray view of the RN Aquila showing the approximate location of its crew.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:G5-crew-distribution.png&amp;diff=193148</id>
		<title>File:G5-crew-distribution.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:G5-crew-distribution.png&amp;diff=193148"/>
				<updated>2024-09-29T05:00:38Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-ray view of G-5 showing the approximate location of its crew.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193045</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193045"/>
				<updated>2024-09-26T03:28:27Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
&lt;br /&gt;
=== Percentage of Available Crew ===&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
&lt;br /&gt;
[[File:Crew-stock.png|left|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
[[File:Crew-aced.png|center|thumb|This vessel is crewed by expert team with the maximum possible crew skills]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangeability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193044</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193044"/>
				<updated>2024-09-26T03:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Minimum Crew to Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
&lt;br /&gt;
=== Percentage of Available Crew ===&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
&lt;br /&gt;
[[File:Crew-stock.png|left|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
[[File:Crew-aced.png|center|thumb|This vessel is crewed by expert team with the maximum possible crew skills]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193043</id>
		<title>User:U41331469/TITLE</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U41331469/TITLE&amp;diff=193043"/>
				<updated>2024-09-26T03:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Initial draft of crew mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a draft of a page on naval crew mechanics:&lt;br /&gt;
&lt;br /&gt;
= Ship Crew Mechanics =&lt;br /&gt;
&lt;br /&gt;
The crew is the lifeblood of any war machine. Boats and ships can require as little as a handful of men or as many as thousands of personnel to operate efficiently. In War Thunder naval battles, the crew loss mechanic is used to simulate victory through attrition, whether that's by sailor casualties or by structural damage that otherwise makes the vessel un-salvageable. Damage to critical components as well as special compartments reduces the percentage of crew who are able to perform their duties. Once the number of remaining usable crew drops below the minimum number required to operate the vessel, the ship will be scuttled instantly.&lt;br /&gt;
&lt;br /&gt;
=== Percentage of Available Crew ===&lt;br /&gt;
The percentage of available crew is displayed on the HUD. Starting out in naval battles, you will notice that your crew percentage does not add up to 100%, even if you have just entered the battlefield and taken no damage at all. This is because the term &amp;quot;100% crew&amp;quot; is used to represent the maximum possible degree of readiness afforded to crews that have maxed out the &amp;quot;Crew Interchangability&amp;quot; and &amp;quot;Leadership&amp;quot; skills as well as upgraded their qualification on the vessel to Ace status.&lt;br /&gt;
[[File:Crew-stock.png|left|thumb|This vessel is brand new and has an untrained crew. Note that despite taking no damage, the crew readiness is set at 93%]]&lt;br /&gt;
[[File:Crew-aced.png|center|thumb|This vessel is crewed by expert team with the maximum possible crew skills]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Crew to Repair ===&lt;br /&gt;
On most vessels classified as frigates or larger, there is a threshold at which there is no longer enough free crew to carry out repairs. At this point, the hull will fail in multiple places and the ship will take on water until it sinks. During this time you will be unable to perform any method of damage control. Exactly where this threshold is located depends on the number of crew on board the vessel as well as the aforementioned crew skills affecting the ship's survivability. However, the threshold is usually reached once the percentage of available crew has dropped to the low double or high single digits.&lt;br /&gt;
&lt;br /&gt;
For example, the destroyer USS Mitscher carries 350 men. For an expert crew with the maximum possible skill level, the vessel will become unrepairable and start to sink once only 122 men remain, listed as around 5% on the HUD. For an untrained crew, the ship will start to sink at 14%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Repair&lt;br /&gt;
|171&lt;br /&gt;
|122&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~14%&lt;br /&gt;
|~5%&lt;br /&gt;
|}&amp;lt;!-- NOTE: Most boats are unaffected by this mechanic and can continue to operate as normal until their crew reaches 0%! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destruction Threshold ===&lt;br /&gt;
All vessels will be destroyed instantly once the percentage of free crew hits 0%. However, the exact number of crew this percentage represents changes depending on the skills referenced above. Using the USS Mitscher as an example again, we can see that she will always instantly sink at 0%, but where that threshold is placed is heavily dependent on the interchangability skills of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Stock&lt;br /&gt;
!Maximum&lt;br /&gt;
|-&lt;br /&gt;
|Minimum to Survive&lt;br /&gt;
|147&lt;br /&gt;
|105&lt;br /&gt;
|-&lt;br /&gt;
|Percentage on HUD&lt;br /&gt;
|~0%&lt;br /&gt;
|~0%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Crew-aced.png&amp;diff=193041</id>
		<title>File:Crew-aced.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Crew-aced.png&amp;diff=193041"/>
				<updated>2024-09-26T02:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maximum possible crew.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Crew-stock.png&amp;diff=193040</id>
		<title>File:Crew-stock.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Crew-stock.png&amp;diff=193040"/>
				<updated>2024-09-26T02:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maximum number of available crew on a brand new boat with an untrained crew.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193035</id>
		<title>HMAS Fremantle</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193035"/>
				<updated>2024-09-26T01:03:03Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_fremantle_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|QF Mark VII (40 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:QF Mark VII (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Mk 2 mortar|AN-M2 (12.7 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|VvNURTAToWE|'''Australia's Hidden Maritime Strength Nobody Talks About''' - ''Cmdr. Tyrael''|JNOG5w9RbN8|'''Can This Gunboat CRUSH The Competition in War Thunder?''' - ''Cmdr. Tyrael''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Brooke Marine}}&lt;br /&gt;
{{Britain boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193034</id>
		<title>HMAS Fremantle</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193034"/>
				<updated>2024-09-26T01:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_fremantle_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|QF Mark VII (40 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:QF Mark VII (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Mk 2 mortar|AN-M2 (12.7 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|VvNURTAToWE|''''Australia's Hidden Maritime Strength Nobody Talks About'''' - ''Cmdr. Tyrael''|JNOG5w9RbN8|''''Can This Gunboat CRUSH The Competition in War Thunder?'''' - ''Cmdr. Tyrael''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Brooke Marine}}&lt;br /&gt;
{{Britain boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193033</id>
		<title>HMAS Fremantle</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193033"/>
				<updated>2024-09-26T00:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_fremantle_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|QF Mark VII (40 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:QF Mark VII (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Mk 2 mortar|AN-M2 (12.7 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|VvNURTAToWE|&amp;quot;&amp;quot;Australia's Hidden Maritime Strength Nobody Talks About&amp;quot;&amp;quot; - &amp;quot;Cmdr. Tyrael&amp;quot;|JNOG5w9RbN8|&amp;quot;&amp;quot;Can This Gunboat CRUSH The Competition in War Thunder?&amp;quot;&amp;quot; - &amp;quot;Cmdr. Tyrael&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Brooke Marine}}&lt;br /&gt;
{{Britain boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193032</id>
		<title>HMAS Fremantle</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HMAS_Fremantle&amp;diff=193032"/>
				<updated>2024-09-26T00:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added videos discussing the design and usage of the Fremantle class.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_fremantle_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|QF Mark VII (40 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:QF Mark VII (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Mk 2 mortar|AN-M2 (12.7 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|HEI, API-T, AP}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|VvNURTAToWE|&amp;quot;&amp;quot;Australia's Hidden Maritime Strength Nobody Talks About&amp;quot;&amp;quot; - &amp;quot;Cmdr. Tyrael&amp;quot;|JNOG5w9RbN8}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Brooke Marine}}&lt;br /&gt;
{{Britain boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-14&amp;diff=193006</id>
		<title>VTB-14</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-14&amp;diff=193006"/>
				<updated>2024-09-25T03:49:08Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added another example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb14&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
When looking at 7.7mm guns in naval forces, it's common sense to compare the Darne M1922 with the 1916 Lewis gun found on the British MTB-1 and MTB Vosper series boats at the same battle rating. In fact, the ballistics between these two guns are very close, as the bullets share the same mass. The Darne M1922 has a somewhat slower muzzle velocity but a much higher rate of fire, more bullets per magazine, and can reload almost three times faster. This makes it a superior weapon to use on the fly. However, its overall damage per second is lower due to having only two barrels vs the 4-8 per British vessel.&lt;br /&gt;
&lt;br /&gt;
While weapons of this calibre work well against open-topped tanks, they struggle to do meaningful damage through the hull of a boat. As such, they're complemented best by quick movement, extraordinary volume of fire, and ambush tactics. For maximum effect, captains will want to get close to retain as much shot velocity as possible and target vulnerable areas. This is particularly important if the opponent's hull is angled. Precise fire into flat sides of the hull will allow you to pick off crew compartments, since the bullets struggle to reach vital components like the engines. Raking the opponent's gun positions may help you approach in one piece, but only if there are no gunshields present to stop your shot.&lt;br /&gt;
&lt;br /&gt;
The difference in belts relates to their ratio of AP and API rounds. The damaging effects of these two bullet types are nearly identical, so the choice of belt isn't particularly important. However, the solid AP shot is slightly heavier and thus is listed as having slightly increased penetration under certain circumstances. The incendiary filler in the API rounds appears to have negligible effect on surface targets, if any can be observed at all, but incendiary rounds are theoretically better against aircraft. The choice of which type of belt to take is up to personal preference.&lt;br /&gt;
&lt;br /&gt;
While the gun mounts on the VTB-11, 13, and 14 differ from those on the VTB-8 and 9, the performance is the same. The only difference is that they're mounted slightly higher in the superstructure which negligibly increases the zone around the boat in which the gun can't reach.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
The M1909R is the same torpedo carried on the reserve VTB-8 that captains should already be familiar with. Being a pre-WW1 torpedo, the M1909R has the shortest range of any torpedo carried on a reserve coastal vessel (2 km), along with an average speed (61 km/h) and payload (144 kg). Suffice to say, the user will need to get as close as possible to the enemy before launching, provided 50 meters of distance is left between launcher and target for the torpedo to arm. Released by a center-line chute on the stern, captains don't need to worry about angling boat to aim the launchers. Unlike the torpedoes found on the VTB-8 which drop over the side of the vessel, those found on VTB-14 drop perfectly in line with the keel, requiring less course adjustment to achieve a firing solution, but slightly increasing their travel time. It is best to use the M1909R in close-range ambushes from behind cover. Targets should mostly consist of other coastal vessels and destroyers due to the torpedo's small payload which can be entirely absorbed by battleship torpedo protection systems rated to withstand 250 kg of TNT.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fast and agile&lt;br /&gt;
* Stable gunnery platform at high speeds&lt;br /&gt;
* 360° arc of fire for both guns, with very good vertical guidance&lt;br /&gt;
* Good survivability for the BR&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Tiny steering gear is very unlikely to suffer critical damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor firepower&lt;br /&gt;
* Limited selection of ammunition&lt;br /&gt;
* Very short range of the torpedoes, making them extremely situational&lt;br /&gt;
* Torpedoes dropped from the aft of the vessel take longer to reach the target, but this additional distance increases the likelihood that the torpedo will arm itself before hitting the target at point-blank range.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Ateliers et Chantiers de la Loire}}&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-14&amp;diff=193005</id>
		<title>VTB-14</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-14&amp;diff=193005"/>
				<updated>2024-09-25T03:47:23Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added primary and additional armament section, copy/paste + wording changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb14&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
When looking at 7.7mm guns in naval forces, it's common sense to compare the Darne M1922 with the 1916 Lewis gun found on the British MTB-1 and MTB Vosper series boats at the same battle rating. In fact, the ballistics between these two guns are very close, as the bullets share the same mass. The Darne M1922 has a somewhat slower muzzle velocity but a much higher rate of fire, more bullets per magazine, and can reload almost three times faster. This makes it a superior weapon to use on the fly. However, its overall damage per second is lower due to having only two barrels vs the 4-8 per British vessel.&lt;br /&gt;
&lt;br /&gt;
While weapons of this calibre work well against open-topped tanks, they struggle to do meaningful damage through the hull of a boat. As such, they're complemented best by quick movement, extraordinary volume of fire, and ambush tactics. For maximum effect, captains will want to get close to retain as much shot velocity as possible and target vulnerable areas. This is particularly important if the opponent's hull is angled. Precise fire into flat sides of the hull will allow you to pick off crew compartments, since the bullets struggle to reach vital components like the engines. Raking the opponent's gun positions may help you approach in one piece, but only if there are no gunshields present to stop your shot.&lt;br /&gt;
&lt;br /&gt;
The difference in belts relates to their ratio of AP and API rounds. The damaging effects of these two bullet types are nearly identical, so the choice of belt isn't particularly important. However, the solid AP shot is slightly heavier and thus is listed as having slightly increased penetration under certain circumstances. The incendiary filler in the API rounds appears to have negligible effect on surface targets, if any can be observed at all, but incendiary rounds are theoretically better against aircraft. The choice of which type of belt to take is up to personal preference.&lt;br /&gt;
&lt;br /&gt;
While the gun mount on the VTB-11 and VTB-14 differ from those on the VTB-8 and VTB-9, the performance is the same. The only difference is that they're mounted slightly higher in the superstructure which negligibly increases the zone around the boat in which the gun can't reach.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
The M1909R is the same torpedo carried on the reserve VTB-8 that captains should already be familiar with. Being a pre-WW1 torpedo, the M1909R has the shortest range of any torpedo carried on a reserve coastal vessel (2 km), along with an average speed (61 km/h) and payload (144 kg). Suffice to say, the user will need to get as close as possible to the enemy before launching, provided 50 meters of distance is left between launcher and target for the torpedo to arm. Released by a center-line chute on the stern, captains don't need to worry about angling boat to aim the launchers. Unlike the torpedoes found on the VTB-8 which drop over the side of the vessel, those found on VTB-14 drop perfectly in line with the keel, requiring less course adjustment to achieve a firing solution, but slightly increasing their travel time. It is best to use the M1909R in close-range ambushes from behind cover. Targets should mostly consist of other coastal vessels and destroyers due to the torpedo's small payload which can be entirely absorbed by battleship torpedo protection systems rated to withstand 250 kg of TNT.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fast and agile&lt;br /&gt;
* Stable gunnery platform at high speeds&lt;br /&gt;
* 360° arc of fire for both guns, with very good vertical guidance&lt;br /&gt;
* Good survivability for the BR&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Tiny steering gear is very unlikely to suffer critical damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor firepower&lt;br /&gt;
* Limited selection of ammunition&lt;br /&gt;
* Very short range of the torpedoes, making them extremely situational&lt;br /&gt;
* Torpedoes dropped from the aft of the vessel take longer to reach the target, but this additional distance increases the likelihood that the torpedo will arm itself before hitting the target at point-blank range.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Ateliers et Chantiers de la Loire}}&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=193004</id>
		<title>VTB-8</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=193004"/>
				<updated>2024-09-25T03:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added section on usage of M1909R torpedo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb8&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
As with all reserve torpedo boats, there is no real armour to speak of. VTB-8's 40mm thick wooden hull and 15mm thick wooden superstructure is typical of early torpedo boats and is shared with the MAS-561, PT-6, and Type T-14. The radio station and pilothouse are relatively small and set roughly amidships, which reduces the size of the target the enemy needs to hit to damage the craft's steering. The single gun mount is very small and therefore hard to disable, which will allow you to keep firing in desperate situations. If it is somehow destroyed, it won't affect your overall crew count. In total, the boat can hold ten crew members, with three in each hull section and one in the pilothouse, needing a minimum of three crew to operate.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The boat is surprisingly agile, but it's primary asset is its speed. Being faster than any reserve boat other than the Russian G-5, you can beat the competition to the capture point, escape from big ships, and close the distance with the enemy as needed.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
Being a pre-WW1 torpedo, the M1909R has the shortest range of any torpedo carried on a reserve coastal vessel (2 km), along with an average speed (61 km/h) and payload (144 kg). Suffice to say, the user will need to get as close as possible to the enemy before launching, provided 50 meters of distance is left between launcher and target for the torpedo to arm. Released by a unique animated Loire &amp;quot;claw&amp;quot; deployment system off either side of the boat, captains must take care to angle the hull so that the launchers are pointing directly at the target's path. This is unlike the VTB-14 which drops the torpedoes off the stern, requiring less angling of the hull, but increasing their travel time. It is best to use the M1909R in close-range ambushes from behind cover. Targets should mostly consist of other coastal vessels and destroyers due to the torpedo's small payload which can be entirely absorbed by battleship torpedo protection systems rated to withstand 250 kg of TNT.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The boat is very fast for a reserve vessel, beating out all but the sleek duralumin G-5 for top speed. This can be used to your advantage when attacking capture points or for closing the distance with your enemy - something you will need to do regularly to achieve any sort of lethality from your small calibre weapons. The tripod gun mount provides an excellent 360 degree firing arc as well as between -10 and 80 degrees of elevation for use against aircraft. Keeping this in mind, it's best to attack all targets &amp;quot;bow-in&amp;quot; to expose as little of your hull as possible. Given the wooden construction, it's not the best boat for &amp;quot;bow-tanking&amp;quot; but that is by far your best hope for survival against aware enemies. As with all belt-fed weapons, managing your reloads is key. However, with a weapon of this low calibre, you need as many bullets as possible to be ready before you hit that several second reload downtime. If you believe an engagement is coming up or lack visibility on the threats ahead, make sure to empty your magazine and get a fresh one.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fast and agile&lt;br /&gt;
* Stable gunnery platform at high speeds&lt;br /&gt;
* 360° arc of fire for both guns, with very good vertical guidance&lt;br /&gt;
* Good survivability for the BR&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Tiny steering gear is very unlikely to suffer critical damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor firepower&lt;br /&gt;
* Limited selection of ammunition&lt;br /&gt;
* Very short range of the torpedoes, making them extremely situational&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Ateliers et Chantiers de la Loire}}&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192994</id>
		<title>VTB-8</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192994"/>
				<updated>2024-09-24T22:03:49Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added history section for VTB-8.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb8&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
As with all reserve torpedo boats, there is no real armour to speak of. VTB-8's 40mm thick wooden hull and 15mm thick wooden superstructure is typical of early torpedo boats and is shared with the MAS-561, PT-6, and Type T-14. The radio station and pilothouse are relatively small and set roughly amidships, which reduces the size of the target the enemy needs to hit to damage the craft's steering. The single gun mount is very small and therefore hard to disable, which will allow you to keep firing in desperate situations. If it is somehow destroyed, it won't affect your overall crew count. In total, the boat can hold ten crew members, with three in each hull section and one in the pilothouse, needing a minimum of three crew to operate.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The boat is surprisingly agile, but it's primary asset is its speed. Being faster than any reserve boat other than the Russian G-5, you can beat the competition to the capture point, escape from big ships, and close the distance with the enemy as needed.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The boat is very fast for a reserve vessel, beating out all but the sleek duralumin G-5 for top speed. This can be used to your advantage when attacking capture points or for closing the distance with your enemy - something you will need to do regularly to achieve any sort of lethality from your small calibre weapons. The tripod gun mount provides an excellent 360 degree firing arc as well as between -10 and 80 degrees of elevation for use against aircraft. Keeping this in mind, it's best to attack all targets &amp;quot;bow-in&amp;quot; to expose as little of your hull as possible. Given the wooden construction, it's not the best boat for &amp;quot;bow-tanking&amp;quot; but that is by far your best hope for survival against aware enemies. As with all belt-fed weapons, managing your reloads is key. However, with a weapon of this low calibre, you need as many bullets as possible to be ready before you hit that several second reload downtime. If you believe an engagement is coming up or lack visibility on the threats ahead, make sure to empty your magazine and get a fresh one.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fast and agile&lt;br /&gt;
* Stable gunnery platform at high speeds&lt;br /&gt;
* 360° arc of fire for both guns, with very good vertical guidance&lt;br /&gt;
* Good survivability for the BR&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Tiny steering gear is very unlikely to suffer critical damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor firepower&lt;br /&gt;
* Limited selection of ammunition&lt;br /&gt;
* Very short range of the torpedoes, making them extremely situational&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Impressed by the success of the British and Italian torpedo boat fleets during WW1, the French navy bought two boats from the British company Thornycroft in 1921 for use as testbeds. These boats were given the designation VTA-1 and VTB-1, shorthand for &amp;quot;vedette torpilleur&amp;quot; with an A appended for small boats, and B appended for boats carrying two or more torpedoes. A handful of experimental boats followed, leading to the construction of VTB-8 and VTB-9 in 1935 - a series of two craft, and the first to be designed and built entirely by the French. Powered by two marine petrol engines with a combined 2,200 horsepower, the boat was designed to run at 46 knots (85.2 km/h) with a maximum laden speed of 48 knots (88.9 km/h). If unladen with equipment, however, VTB-8 proved that speeds of nearly 52 knots (96.3 km/h) were possible. This emphasis on speed was questioned, however, when VTB-9 broke apart and sank at top speed near Barfleur on the 9th of August, 1939. More difficulties arose when it was found that the Loire claw system responsible for suspending and dropping the 45 cm torpedoes into the water, suffered from fragility and a lack of precision. For these reasons, no other boats of the class were constructed. VTB-8 continued to serve in some capacity during WW2, being transferred to Britain under the name B063 shortly before the surrender of France, and was present at the evacuation of Dunkirk. In 1941, it was transferred back into the service of the free French forces, before being decommissioned in January of 1944, a few months before the war ended.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
[[File:Vtb-8-fnfl-1.jpg|thumb|VTB-8 undergoing testing at Cherbourg in 1933.]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]&lt;br /&gt;
* https://forum.warthunder.com/t/vtb-8-the-first-operational-motor-boat-of-the-french-navy/28626&lt;br /&gt;
* http://www.ww2ships.com/france/f-sc-001-b.shtml&lt;br /&gt;
* http://www.navypedia.org/ships/france/fr_cf_vtb8.htm&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Ateliers et Chantiers de la Loire}}&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Vtb-8-fnfl-1.jpg&amp;diff=192993</id>
		<title>File:Vtb-8-fnfl-1.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Vtb-8-fnfl-1.jpg&amp;diff=192993"/>
				<updated>2024-09-24T22:01:10Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VTB-8 during trials in 1933 before entering into service.&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192971</id>
		<title>VTB-8</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192971"/>
				<updated>2024-09-24T04:09:15Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Added section on Darne M1922 machine gun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb8&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
As with all reserve torpedo boats, there is no real armour to speak of. VTB-8's 40mm thick wooden hull and 15mm thick wooden superstructure is typical of early torpedo boats and is shared with the MAS-561, PT-6, and Type T-14. The radio station and pilothouse are relatively small and set roughly amidships, which reduces the size of the target the enemy needs to hit to damage the craft's steering. The single gun mount is very small and therefore hard to disable, which will allow you to keep firing in desperate situations. If it is somehow destroyed, it won't affect your overall crew count. In total, the boat can hold ten crew members, with three in each hull section and one in the pilothouse, needing a minimum of three crew to operate.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The boat is surprisingly agile, but it's primary asset is its speed. Being faster than any reserve boat other than the Russian G-5, you can beat the competition to the capture point, escape from big ships, and close the distance with the enemy as needed.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
When looking at 7.7mm guns in naval forces, it's common sense to compare the Darne M1922 with the 1916 Lewis gun found on the British MTB-1 and MTB Vosper series boats at the same battle rating. In fact, the ballistics between these two guns are very close, as the bullets share the same mass. The Darne M1922 has a somewhat slower muzzle velocity but a much higher rate of fire, more bullets per magazine, and can reload almost three times faster. This makes it a superior weapon to use on the fly. However, its overall damage per second is lower due to having only two barrels vs the 4-8 per British vessel.&lt;br /&gt;
&lt;br /&gt;
While weapons of this calibre work well against open-topped tanks, they struggle to do meaningful damage through the hull of a boat. As such, they're complemented best by quick movement, extraordinary volume of fire, and ambush tactics. For maximum effect, captains will want to get close to retain as much shot velocity as possible and target vulnerable areas. This is particularly important if the opponent's hull is angled. Precise fire into flat sides of the hull will allow you to pick off crew compartments, since the bullets struggle to reach vital components like the engines. Raking the opponent's gun positions may help you approach in one piece, but only if there are no gunshields present to stop your shot.&lt;br /&gt;
&lt;br /&gt;
The difference in belts relates to their ratio of AP and API rounds. The damaging effects of these two bullet types are nearly identical, so the choice of belt isn't particularly important. However, the solid AP shot is slightly heavier and thus is listed as having slightly increased penetration under certain circumstances. The incendiary filler in the API rounds appears to have negligible effect on surface targets, if any can be observed at all, but incendiary rounds are theoretically better against aircraft. The choice of which type of belt to take is up to personal preference.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The boat is very fast for a reserve vessel, beating out all but the sleek duralumin G-5 for top speed. This can be used to your advantage when attacking capture points or for closing the distance with your enemy - something you will need to do regularly to achieve any sort of lethality from your small calibre weapons. The tripod gun mount provides an excellent 360 degree firing arc as well as between -10 and 80 degrees of elevation for use against aircraft. Keeping this in mind, it's best to attack all targets &amp;quot;bow-in&amp;quot; to expose as little of your hull as possible. Given the wooden construction, it's not the best boat for &amp;quot;bow-tanking&amp;quot; but that is by far your best hope for survival against aware enemies. As with all belt-fed weapons, managing your reloads is key. However, with a weapon of this low calibre, you need as many bullets as possible to be ready before you hit that several second reload downtime. If you believe an engagement is coming up or lack visibility on the threats ahead, make sure to empty your magazine and get a fresh one.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fast and agile&lt;br /&gt;
* Stable gunnery platform at high speeds&lt;br /&gt;
* 360° arc of fire for both guns, with very good vertical guidance&lt;br /&gt;
* Good survivability for the BR&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Tiny steering gear is very unlikely to suffer critical damage&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor firepower&lt;br /&gt;
* Limited selection of ammunition&lt;br /&gt;
* Very short range of the torpedoes, making them extremely situational&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Ateliers et Chantiers de la Loire}}&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192312</id>
		<title>VTB-8</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VTB-8&amp;diff=192312"/>
				<updated>2024-09-12T03:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Filled out survivability, mobility, and usage in battles section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_vtb8&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Dance of Dragons&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
As with all reserve torpedo boats, there is no real armour to speak of. VTB-8's 40mm thick wooden hull and 15mm thick wooden superstructure is typical of early torpedo boats and is shared with the MAS-561, PT-6, and Type T-14. The radio station and pilothouse are relatively small and set roughly amidships, which reduces the size of the target the enemy needs to hit to damage the craft's steering. The single gun mount is very small and therefore hard to disable, which will allow you to keep firing in desperate situations. If it is somehow destroyed, it won't affect your overall crew count. In total, the boat can hold ten crew members, with three in each hull section and one in the pilothouse, needing a minimum of three crew to operate.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The boat is surprisingly agile, but it's primary asset is its speed. Being faster than any reserve boat other than the Russian G-5, you can beat the competition to the capture point, escape from big ships, and close the distance with the enemy as needed.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Darne M1922 (7.7 mm)}}&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}&lt;br /&gt;
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Darne M1922 (7.7 mm)/Ammunition|T, AP, IT}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|1909R (450 mm)}}&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The boat is very fast for a reserve vessel, beating out all but the sleek duralumin G-5 for top speed. This can be used to your advantage when attacking capture points or for closing the distance with your enemy - something you will need to do regularly to achieve any sort of lethality from your small calibre weapons. The tripod gun mount provides an excellent 360 degree firing arc as well as between -10 and 80 degrees of elevation for use against aircraft. Keeping this in mind, it's best to attack all targets &amp;quot;bow-in&amp;quot; to expose as little of your hull as possible. Given the wooden construction, it's not the best boat for &amp;quot;bow-tanking&amp;quot; but that is by far your best hope for survival against aware enemies. As with all belt-fed weapons, managing your reloads is key. However, with a weapon of this low calibre, you need as many bullets as possible to be ready before you hit that several second reload downtime. If you believe an engagement is coming up or lack visibility on the threats ahead, make sure to empty your magazine and get a fresh one.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{France boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bliss-Leavitt_Mk.1_(533_mm)&amp;diff=191923</id>
		<title>Bliss-Leavitt Mk.1 (533 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bliss-Leavitt_Mk.1_(533_mm)&amp;diff=191923"/>
				<updated>2024-09-05T03:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Bliss-Leavitt Mk.1 is a pre-WW1 torpedo developed by the United States for use against surface targets. Largely obsolete by the service dates of most US battleships present in War Thunder, it's only present on the earliest dreadnought hulls for use in underwater launchers.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|us_battleship_north_dakota}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
The Mk.1 only contains around 91 kg of TNT equivalent, making it the fifth smallest torpedo warhead in the game, and the smallest designed for use against surface targets. Very little damage will likely be dealt upon detonation, with the most damage occurring to smaller vessels which can experience unrepairable breaches from the explosion. Capital ships are mostly immune, due to their thick belts. The best chance for damage to occur is if the torpedo hits an unprotected magazine or engine room on a ship with little standoff distance, such as a destroyer.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
Most torpedoes you come into contact with on the seas of War Thunder will be stronger, faster, and have a longer range. Torpedoes of a similar era, such as those found on the SMS Helgoland and HMS Dreadnought, run at similar speeds but contain slightly more explosive and can operate at much further ranges. The Mk. 1 does out-range early Russian dreadnought-launched torpedoes, but suffers in terms of speed.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The rather limited range of this torpedo combined with its small payload makes it largely unsuitable for capital ship combat in War Thunder. The fixed underwater launchers found on early dreadnought hulls mean that the user's hull has to be almost perpendicular to the enemy to get a firing solution. Should you find yourself within a couple kilometers of an enemy ship, you may want to wait for the enemy's course to intersect with the firing angle of your launcher, rather than turn the entire hull and expose your broadside just to fire your torpedo. Only one can be loaded on each side of the ship at a time, and it takes time to reload.&lt;br /&gt;
&lt;br /&gt;
If you are able to obtain an acceptable firing angle on an enemy ship, he may be surprised to find that you've fired a torpedo at all. Many early battleship captains opt not to carry them to reduce their explosion risk, and the underwater launchers don't create a visible plume of steam when fired, allowing them to be deployed with relative stealth.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Can cause lethal flooding against smaller targets&lt;br /&gt;
* Large enough to reach unprotected magazines&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow&lt;br /&gt;
* Warhead is smaller than its contemporaries&lt;br /&gt;
* Requires very close range to use&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Developed in 1904, the name Bliss-Leavitt combines the last name of its inventor, Frank McDowell Leavitt, with that of his employer, the E. W. Bliss Co. The Mk 1 was propelled by a single-stage vertical turbine engine, and powered by an alcohol-fired dry heater tied to a 2,250 psi air flask. The original development models of the torpedo ran cold - that is they fed compressed air into the engine without the use of any heating mechanisms. Once the torpedo went into production, however, a &amp;quot;combustion pot&amp;quot; or &amp;quot;superheater&amp;quot; was added between the air flask and engine. By heating the air prior to its introduction to the engine's combustion chamber, higher efficiency was achieved. This allowed the production version to sustain travel at 27 knots (50 km/h) for 4,000 yards (3,660 m), far surpassing the range of the preceding Whitehead torpedoes.&lt;br /&gt;
&lt;br /&gt;
However, the Mk 1 variants suffered from stability issues due to its vertical compression turbine being tied to a single four-bladed propeller. The torque of the engine would often cause the torpedo to roll off course, an issue which was corrected in subsequent versions of the Bliss-Leavitt which used a two-stage engine with contra-rotating props.&lt;br /&gt;
&lt;br /&gt;
As was often the case with torpedoes around this time, the Bliss Leavitt Mk. 1 carried wet gun cotton (nitrocellulose) and a percussion detonator, opting for a payload of 200 lbs (90 kg).&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[[File:WTUS PreWWII Whipple pic.jpg|thumb|Twin 18&amp;quot; (45 cm) torpedo tubes on USS Whipple (D-15) in June 1918. Note 6-pdr gun in the background. U.S. Naval Historical Center Photograph # NH 41761]]&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[R.G.F. Mark VI** (450 mm)]]&lt;br /&gt;
&lt;br /&gt;
[[G6c (500 mm)]]&lt;br /&gt;
&lt;br /&gt;
[[Pattern 1912 (450 mm)]]&lt;br /&gt;
&lt;br /&gt;
OP353W - ''A Brief History of U.S. Navy Torpedo Development (1978)''&lt;br /&gt;
== External links ==&lt;br /&gt;
http://www.navweaps.com/Weapons/WTUS_PreWWII.php#Bliss-Leavitt_21%22_%2853.3_cm%29_Mark_1&lt;br /&gt;
&lt;br /&gt;
https://maritime.org/doc/jolie/part1.php#page022&amp;lt;nowiki/&amp;gt;{{Torpedoes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naval special armaments]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bliss-Leavitt_Mk.1_(533_mm)&amp;diff=191922</id>
		<title>Bliss-Leavitt Mk.1 (533 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bliss-Leavitt_Mk.1_(533_mm)&amp;diff=191922"/>
				<updated>2024-09-05T03:45:51Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Filled out all sections for this article. Included analysis and history of weapon and historical photograph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Bliss-Leavitt Mk.1 is a pre-WW1 torpedo developed by the United States for use against surface targets. Largely obsolete by the service dates of most US battleships present in War Thunder, it's only present on the earliest dreadnought hulls for use in underwater launchers.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|us_battleship_north_dakota}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
The Mk.1 only contains around 91 kg of TNT equivalent, making it the fifth smallest torpedo warhead in the game, and the smallest designed for use against surface targets. Very little damage will likely be dealt upon detonation, with the most damage occurring to smaller vessels which can experience unrepairable breaches from the explosion. Capital ships are mostly immune, due to their thick belts. The best chance for damage to occur is if the torpedo hits an unprotected magazine or engine room on a ship with little standoff distance, such as a destroyer.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
Most torpedoes you come into contact with on the seas of War Thunder will be stronger, faster, and have a longer range. Torpedoes of a similar era, such as those found on the SMS Helgoland and HMS Dreadnought, run at similar speeds but contain slightly more explosive and can operate at much further ranges. The Mk. 1 does out-range early Russian dreadnought-launched torpedoes, but suffers in terms of speed.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The rather limited range of this torpedo combined with its small payload makes it largely unsuitable for capital ship combat in War Thunder. The fixed underwater launchers found on early dreadnought hulls mean that the user's hull has to be almost perpendicular to the enemy to get a firing solution. Should you find yourself within a couple kilometers of an enemy ship, you may want to wait for the enemy's course to intersect with the firing angle of your launcher, rather than turn the entire hull and expose your broadside just to fire your torpedo. Only one can be loaded on each side of the ship at a time, and it takes time to reload.&lt;br /&gt;
&lt;br /&gt;
If you are able to obtain an acceptable firing angle on an enemy ship, he may be surprised to find that you've fired a torpedo at all. Many early battleship captains opt not to carry them to reduce their explosion risk, and the underwater launchers don't create a visible plume of steam when fired, allowing them to be deployed with relative stealth.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Can cause lethal flooding against smaller targets&lt;br /&gt;
* Large enough to reach unprotected magazines&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow&lt;br /&gt;
* Warhead is smaller than its contemporaries&lt;br /&gt;
* Requires very close range to use&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Developed in 1904, the name Bliss-Leavitt combines the last name of its inventor, Frank McDowell Leavitt, with that of his employer, the E. W. Bliss Co. The Mk 1 was propelled by a single-stage vertical turbine engine, and powered by an alcohol-fired dry heater tied to a 2,250 psi air flask. The original development models of the torpedo ran cold - that is they fed compressed air into the engine without the use of any heating mechanisms. Once the torpedo went into production, however, a &amp;quot;combustion pot&amp;quot; or &amp;quot;superheater&amp;quot; was added between the air flask and engine. By heating the air prior to its introduction to the engine's combustion chamber, higher efficiency was achieved. This allowed the production version to sustain travel at 27 knots (50 km/h) for 4,000 yards (3,660 m), far surpassing the range of the preceding Whitehead torpedoes.&lt;br /&gt;
&lt;br /&gt;
However, the Mk 1 variants suffered from stability issues due to its vertical compression turbine being tied to a single four-bladed propeller. The torque of the engine would often cause the torpedo to roll off course, an issue which was corrected in subsequent versions of the Bliss-Leavitt which used a two-stage engine with contra-rotating props.&lt;br /&gt;
&lt;br /&gt;
As was often the case with torpedoes around this time, the Bliss Leavitt Mk. 1 carried wet gun cotton (nitrocellulose) and a percussion detonator, opting for a payload of 200 lbs (90 kg).&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[[File:WTUS PreWWII Whipple pic.jpg|thumb|Twin 18&amp;quot; (45 cm) torpedo tubes on USS Whipple (D-15) in June 1918. Note 6-pdr gun in the background. U.S. Naval Historical Center Photograph # NH 41761]]&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[R.G.F. Mark VI** (450 mm)]]&lt;br /&gt;
&lt;br /&gt;
[[G6c (500 mm)]]&lt;br /&gt;
&lt;br /&gt;
[[Pattern 1912 (450 mm)]]&lt;br /&gt;
&lt;br /&gt;
OP353W - ''A Brief History of U.S. Navy Torpedo Development (1978)''&lt;br /&gt;
== External links ==&lt;br /&gt;
http://www.navweaps.com/Weapons/WTUS_PreWWII.php#Bliss-Leavitt_21%22_%2853.3_cm%29_Mark_1&lt;br /&gt;
&lt;br /&gt;
https://maritime.org/doc/jolie/part1.php#page022&amp;lt;nowiki/&amp;gt;{{Torpedoes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naval special armaments]]&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:WTUS_PreWWII_Whipple_pic.jpg&amp;diff=191921</id>
		<title>File:WTUS PreWWII Whipple pic.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:WTUS_PreWWII_Whipple_pic.jpg&amp;diff=191921"/>
				<updated>2024-09-05T03:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twin 18&amp;quot; (45 cm) torpedo tubes on USS Whipple (D-15) in June 1918. Note 6-pdr gun in the background. U.S. Naval Historical Center Photograph # NH 41761&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=PT-59&amp;diff=186365</id>
		<title>PT-59</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=PT-59&amp;diff=186365"/>
				<updated>2024-05-15T04:35:09Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Updated guidance and train for primary armament.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_elco_77ft_pt59&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.79 &amp;quot;Project X&amp;quot;]] as part of the fleet closed beta test. This was President John F. Kennedy's second boat he commanded.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The boat's hull and superstructure are made of wood (40 mm and 15 mm respectively), the Bofors L/60 Mk 3 cannons have a 9.52 mm shield and the hull-mounted AN-M2 machine guns have a 12.7 mm shield, the elevated AN-M2s don't have any gun shield.&lt;br /&gt;
&lt;br /&gt;
Despite this lack of armour, the PT-59 has enough firepower to outmatch most boats at its battle rating, however engaging more than 2 boats at once without having friendly support isn't recommended, you should also be careful when going against armoured gunboats and boats with much bigger crews.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The PT-59 is powered by 3 Packard V12 M2500 engines, It takes around 14 seconds to reach full speed (AB: 97 km/h, 60 mph) (RB: 72 km/h, 45 mph) and 18 seconds to stop, it takes 10 seconds to reach full speed in reverse (AB: -34 km/h, -21 mph) (RB -25 km/h, -16 mph), and a full 360 turn takes around 18 seconds in AB (around 24 seconds in RB).&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Bofors cannons take approximately 10 seconds to do a full 360-degree turn, The bow cannon is limited to a 190-degree range and the cannon at the aft is limited to 280 degrees, the cannons overheat after firing for 15 to 17 second consecutively, the cannons become almost ineffective at ranges above 2 km (1.25 mi, 6,560 ft).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |[[Bofors L/60 Mark 3 (40 mm)|40 mm Bofors L/60 Mark 3]] (x2)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |x2 turrets&lt;br /&gt;
|-&lt;br /&gt;
!||Fore Turret||Aft Turret&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Horizontal guidance&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |±180°&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Vertical guidance&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | -7°/+80°&lt;br /&gt;
|-&lt;br /&gt;
!Horizontal Train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |30°/s&lt;br /&gt;
|-&lt;br /&gt;
!Vertical Train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |24°/s&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Ammo capacity&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Rounds per gun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Bofors L/60 Mark 3 (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The AN- M2 machine guns can fire until they run out of ammo, overall these are mostly used against smaller boats and planes, mostly ineffective at ranges above 1 km (0.62 mi, 3,280 ft).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |[[AN-M2 (12.7 mm)|12.7 mm AN-M2]] (x14)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |x10 turrets&lt;br /&gt;
|-&lt;br /&gt;
!||Hull dual mounts||Superstructure dual mounts&lt;br /&gt;
!Single mounts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Horizontal guidance&lt;br /&gt;
| -70°/+100°||±180°&lt;br /&gt;
|±70°&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Vertical guidance&lt;br /&gt;
| -10°/+60°||-8°/+60°&lt;br /&gt;
| -10°/+45°&lt;br /&gt;
|-&lt;br /&gt;
!Horizontal train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |60°/s&lt;br /&gt;
|75°/s&lt;br /&gt;
|-&lt;br /&gt;
!Vertical train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |55°/s&lt;br /&gt;
|65°/s&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Ammo capacity&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |28,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Rounds per gun&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|I|M1 incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|AP, I, API-T}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to play this vehicle&lt;br /&gt;
&lt;br /&gt;
'''Ambush tactics'''&lt;br /&gt;
&lt;br /&gt;
The strategy requires the player to use the mobility of the boat to get to a strategic position of the map before other enemies are able to reach that place. Typically this would be hiding behind an island or a static objects on the map. Position the boat perpendicular to the object in front of you. This allows you to have the full broadside of you 40 mm Bofors cannons and if needed, your .50 calibre machine guns. This takes advantage of your excellent speed and negates the lack of armour and poor survivability. Lots of unsuspecting players will not be able to outgun you, allowing for easy pickings.&lt;br /&gt;
&lt;br /&gt;
'''Speedy attacks'''&lt;br /&gt;
&lt;br /&gt;
This tactic is able to be employed by should only be used if needed, e.g. capturing a zone or harassing larger vessels. You will want to accelerate to full speed and zigzag your way through enemy fire, it is paramount that you do not slow down. When close to an enemy ship you can deploy your smoke, open your full broadside and fire into the enemy ship, then making a hasty retreat. When capturing a zone (this is not advisable) you want to deploy your smoke and try to conceal yourself, as soon as the zone is captured, like above making a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
'''Destroyer's pet'''&lt;br /&gt;
&lt;br /&gt;
While it can be risky, you may be able to benefit from teaming up with a lower tier destroyer. Many of the rank I destroyers have extremely limited amounts of weapons ideal for dealing with fast moving vessels or small aircraft at shorter range. Between this and their physical size it means that under the wrong circumstances these vessels can find themselves vulnerable to a quick dash by a dive bomber, small torpedo bomber, or fast torpedo boat when the distances are short. Lightly armoured fast torpedo boats in particular can be fairly quickly taken out by your 40 mm and .50cal fire and with some well placed shooting your weapons provide some protection against aircraft. Meanwhile the destroyer often can perform well against more difficult match ups for you, well-armoured gun boats and the longer-range opponents.&lt;br /&gt;
&lt;br /&gt;
There is of course danger in the attention brought by being too close to a destroyer and it may still be hard to avoid being exposed to fire.&lt;br /&gt;
&lt;br /&gt;
'''Threats against this ship'''&lt;br /&gt;
&lt;br /&gt;
'''SF 40 Leichte'''&lt;br /&gt;
&lt;br /&gt;
The SF 40 Leichte is one of the most dangerous enemies against you. Armed with four 4 x 20 mm turrets and having very good survivability with spaced turrets. One salvo from this vessel and you will be sent back to the hangar. At its BR, it will be quite common to see these and most of the times you will be engaging this vessel at long range due to its poor speed. To combat this. There are 2 options: run or push with friendlies.&lt;br /&gt;
&lt;br /&gt;
Due to its poor speed, you can easily disengage or relocate to a better position to snipe at it with you 40 mm as your guns have better range and the SF 40 Leichte is quite a late target.&lt;br /&gt;
&lt;br /&gt;
The second option is to push with friendlies. This option is riskier but is a quick and effective way to do deal with it. If you are able to surprise it and catch it between reloads and disable the turrets or can be dispatched quickly. However, its superior firepower at close range will knock you out with one salvo.&lt;br /&gt;
&lt;br /&gt;
'''Kanonenboot K-2 (German) / Syonan (Japanese)'''&lt;br /&gt;
&lt;br /&gt;
These 2 vessels are quite similar, having two 120 mm cannons and multiple smaller calibre guns, it can quickly dispatch you. Lacking torpedoes and your HE rounds having trouble penetrating the hull, this vessel can become quite a pain. Most of the time you friendlies will see this large vessel and may be able to damage it enough for you to get the final blow or for you to relocate to a new position. However, is the case that you are faced in a 1v1. Your best option is to try to outflank it. Running away will most likely result in your death as its two 120 mm guns will easily catch you, even at long distances. The first module to aim for when outflanking or the engine or the turrets, thus making it easier to outflank.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* The ships 12.7 mm machine guns can easily destroy lightly armoured ships, and works as a great anti-aircraft armament for low flying aircraft&lt;br /&gt;
* The 2 x 40 mm Bofors guns are great for taking out other ships and can act as decent anti-aircraft guns as well&lt;br /&gt;
* Its speed allows it to quickly move from one area of the map to another, making it a great vehicle for ambushing larger, less nimble ships&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No armour leads to frequent incapacitations of modules and crew&lt;br /&gt;
* A smaller crew in combination with a small size leads to a lower survivability&lt;br /&gt;
* Threatened by dive-bombing aircraft&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ship was planned to be Motor Boat Submarine Chaser PTC-27, but it was reclassified as Motor Torpedo Boat PT-59 in June 1941. PT-59 was laid down by the Electric Launch Company (Elco) on 26 July 1941, as an Elco 77-foot PT. It was reclassified as BPT-11 for transfer to the Royal Navy but was reclassified as PT-59 and was retained in the US. PT-59 was launched on 8 October 1941 and completed on 5 March 1942.&lt;br /&gt;
&lt;br /&gt;
PT-59 was an Elco 77-foot class Motor Torpedo Boat of the US Navy. It had a length of 77 feet, a beam of 19 feet 11 inches, and a draft of 4 feet 6 inches. The displacement was 40 tons, and it was manned by a crew of 15. The ship was powered by three 1,500 shp Packard M2500 gasoline engines, turning three shafts. The armament consisted of two twin Dewandre .50 cal (12.7 mm) M2 Browning machine gun turrets (total of four machine guns) and four 21-inch torpedo tubes.&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
&lt;br /&gt;
==== MTBRon 4 ====&lt;br /&gt;
PT-59's first assignment was to Motor Torpedo Boat Squadron Four (MTBRon 4), based at the MTB Squadrons Training Center, Melville, RI. On 9 April 1942, PT-59 was involved in an incident in which a 21&amp;quot; torpedo was accidentally fired, hitting the supply ship USS Capella (AK-13). As the Capella was sinking, the PT-59 came alongside and helped to pull the Capella onto the shoals, grounding her. Eight sailors from the Capella were injured, but no one died.&lt;br /&gt;
&lt;br /&gt;
==== MTBRon 2 ====&lt;br /&gt;
PT-59 was transferred to MTBRon 2 on 7 May 1942. The squadron was sent to Panama in the same month with the mission of guarding the Panama Canal and the coasts of Central and South America.&lt;br /&gt;
&lt;br /&gt;
MTBRon 2 shipped out to the South Pacific in late 1942, seeing combat in the Solomons campaign in which the ships saw action against the Tokyo Express in the defence of the Marines on Guadalcanal. During this time the squadron was based at Sesapi on the island of Tulagi. On 9 December 1942, PT-59 was on a patrol with PT-44 in Kamimbo Bay when lookouts on the PT-59 spotted the Japanese submarine IJN I-3 on the surface of the water while it was deploying its Daihatsu-class landing craft. PT-59 launched two torpedoes at 400 m of distance. One torpedo slammed into the stern of I-3, sending a water spout into the air followed by a massive explosion. The second torpedo passed underneath PT-44 without hitting it. It was later confirmed that PT-59 had indeed sunk the I-3.&lt;br /&gt;
&lt;br /&gt;
The squadron moved to the Russell Islands in March 1943.&lt;br /&gt;
&lt;br /&gt;
====MTBron 3(2) - Under Kennedy's Command ====&lt;br /&gt;
PT-59 was transferred to MBTRon 3(2) on 11 November 1943, and its new commanding officer (CO) was LTJG John F. &amp;quot;Jack&amp;quot; Kennedy. Kennedy was assigned to the PT-59 after his second command - the PT-109 - was sunk by a Japanese destroyer. After that action, Kennedy had elected to remain in the theatre, rather than to be sent home, and was given command of PT-59.&lt;br /&gt;
&lt;br /&gt;
PT-59 was converted to a PT gunboat while Kennedy was the CO. The original armament had been two twin .50 cal mounts and four 21&amp;quot; torpedoes. The gunboat conversion removed the torpedoes and added two 40 mm gun mounts and six .50 cal machine gun mounts, three on each side of the superstructure; the total armament was two 40 mm guns and ten .50 cal machine guns. In order to man the new guns, the crew had to be expanded.&lt;br /&gt;
&lt;br /&gt;
===== Operation Blissful =====&lt;br /&gt;
Operation Blissful was a raid by US Marine Corps ground forces on Choiseul Island, led by Lt. Col. Victor H. Krulak on 28 October 1943. The point of the raid was to try to convince the Japanese to send more troops from Bougainville to Choiseul since Bougainville was the real target of the Allies.&lt;br /&gt;
&lt;br /&gt;
American Marine paratroopers first landed on Choiseul Island on 18 October 1943. PT-59 was ordered to transfer from Tulagi to Lambu Lambu Cove on Vella Lavella Island. For the next month, PT-59 took part in patrols against Japanese barge traffic to the north of Choiseul. During that period, PT-59 was often tracked by Japanese aircraft, with some bombs being dropped as close as 150 yards away.&lt;br /&gt;
&lt;br /&gt;
'''Rescue Operation'''&lt;br /&gt;
&lt;br /&gt;
Kennedy was asked by Lt. Arthur Berndsten on 1 November 1943, if he would take PT-59 to a rescue operation about 65 miles north near the Warrior River of Choiseul Island. This came after Lt. Col. Krulak had informed Berndsten of the necessity for an evacuation.&lt;br /&gt;
&lt;br /&gt;
Because of the time-sensitive nature of the mission, Kennedy was not allowed to refuel PT-59, with his gas tanks being only one-third full. As PT-59 would be unable to make the return journey, two more PTs were assigned to the mission.&lt;br /&gt;
&lt;br /&gt;
PT-59 picked up Lt. Richard Keresey and Lt. Col. Victor Krulak near the Marine outpost at Voza Village; they were picked up from an off-shore landing craft. Krulak and Keresey acted as guides as PT-59 moved further northwest up the coast. They arrived at the base of the Warrior River at approximately 18:00 on 1 November. They assisted in the evacuation of Major Warren T. Bigger's company of up to 50 Marines into LCVP landing craft.&lt;br /&gt;
&lt;br /&gt;
Marines from the 2nd Parachute Battalion of the 1st Marine Parachute Regiment had become trapped in the jungle by Japanese shore fire. Afraid to hit American Marines, Kennedy chose not to fire on the shoreline, instead of using the PT-59 as a diversion and shield. He positioned the PT-59 between the Japanese shore fire and the evacuating Marines. 250 yards off-shore, a landing craft had run aground on the coral reef. PT-59 took aboard 10 Marines from the craft. Three of them were wounded, including Corporal Schnell - he would die that night aboard PT-59.&lt;br /&gt;
&lt;br /&gt;
The PTs escorted the landing craft back to Voza for a time but turned to return to Lambu Lambu when it was clear the craft would make it safely to the base. Halfway back to Lambu Lambu, PT-59 ran out of fuel at 03:00 on 2nd November, having to be towed by PT-236. In order to cover the ships while they were towing, RAAF P-40s were called for air support, but they were all shot down.&lt;br /&gt;
&lt;br /&gt;
PT-59 returned to Choiseul on 3 November, heading back to Voza Village. Arriving at about 23:30, PT-59 covered the process of loading Marines onto the landing craft for withdrawal and escorted the craft to Vella Lavella Island.&lt;br /&gt;
&lt;br /&gt;
Overall, the Choiseul raid of Operation Blissful had been successful, with the Japanese sending reinforcements to the island from Bougainville. Japanese shipping had also been significantly disrupted during the campaign.&lt;br /&gt;
&lt;br /&gt;
===== Post-Operation Blissful Action =====&lt;br /&gt;
PT-59, along with two other PTs, located and sank three Japanese barges they had found beached on Moli Island on 5 November 1943, at approximately 05:30. PT-59 also engaged two barges on 11 November as they were exiting the Warrior River; the barges fled.&lt;br /&gt;
&lt;br /&gt;
PT-59 shelled Sipassa and Guppy Island on 13 November. During that action, the muzzle flashes of shore fire were spotted and targeted, likely resulting in their destruction. After the successful actions, Kennedy made plans for a daylight raid up the Warrior River, but it was rejected by his superiors because it was too dangerous.&lt;br /&gt;
&lt;br /&gt;
Kennedy was removed from command after a patrol on 18 November 1943, due to a number of medical issues; he had lost too much weight and had chronic back problems.&lt;br /&gt;
&lt;br /&gt;
==== Back With MTBron 4 ====&lt;br /&gt;
PT-59 remained in the Solomon's after Kennedy was relieved of command until it was transferred back to MTBRon 4 in Melville, RI, on 7 August 1944.&lt;br /&gt;
&lt;br /&gt;
=== Fate ===&lt;br /&gt;
It was reclassified as Small Boat C102584 on 14 October 1944 and was transferred to Naval Station Philadelphia, PA, for use in dehydration and preservation tests, on 15 December 1944.&lt;br /&gt;
&lt;br /&gt;
She was surveyed and sold on 21 March 1947, and then underwent civil operations as a fishing boat until eventually catching fire and burning up due to an electrical failure.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_elco_77ft_pt59 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PT-565]]&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Elco}}&lt;br /&gt;
{{USA boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=PT-20&amp;diff=186364</id>
		<title>PT-20</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=PT-20&amp;diff=186364"/>
				<updated>2024-05-15T04:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Updated guidance and train for primary armament.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_elco_77ft_pt20&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.79 &amp;quot;Project X&amp;quot;]] as part of the fleet closed beta test.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The PT-20 has no areas with serious amounts of armour protection. The hull of the vessel consists of 40 mm thick ship wood and the bridge on top is made of 15 mm ship wood. Any projectile that hits will penetrate and deal damage, including fragmentation and splash damage from nearby shells. The crew is 15 people, which is about average for the PT-20's BR, although any prolonged engagement will likely end in destruction through the loss of the crew. The PT-20 has a total of 4 compartments, 3 for the hull and one for the bridge. The second section of the hull houses the fuel tanks, and the third contains the three engines. Damage to the middle of the ship will often set fires or disable the mobility of the PT-20.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The PT-20 is a very quick and agile vessel and is able to reach its top speed in under 15 seconds from a stopped position. A 180° turn can be performed in about 10 seconds when started at full speed, and a complete loop can be made in under 20 seconds. Half rudder deflection is achieved in 2 seconds and maximum deflection in around 10 seconds.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[AN-M2 (12.7 mm)|12.7 mm AN-M2]] (x4)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | x2 turrets&lt;br /&gt;
|-&lt;br /&gt;
!  || Port turret || Starboard turret&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Horizontal guidance&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ±180° &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Vertical guidance&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | -5°/+65° &lt;br /&gt;
|-&lt;br /&gt;
!Horizontal Train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |60°/s&lt;br /&gt;
|-&lt;br /&gt;
!Vertical Train&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |55°/s&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ammo capacity&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Rounds per gun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note is the fact that the main armament is unable to aim at targets on the water directly ahead due to the turrets being located just behind the bridge. Off to the side of the vessel, it is possible to aim one or both of the turrets and directly astern it is possible to use both.&lt;br /&gt;
&lt;br /&gt;
===== Ammunition =====&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|I|M1 incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|AP, I, API-T}}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.8-3 C/D (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | [[Mk.8-3 C/D (533 mm)|533 mm Mk.8-3 C/D torpedo]]&lt;br /&gt;
|-&lt;br /&gt;
! # on ship !! Mass (kg) !! Maximum speed &amp;lt;br&amp;gt; in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming&amp;lt;br&amp;gt;distance (m) !! Explosive type !! Explosive mass (kg of TNT equivalent)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1379 || 54 || 3.65 || 1.0 || 50 || Torpex || 435&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
This boat is difficult to play. The optimal position to maximize your survivability is to have your bow pointing directly at your enemy, however that also means you have no guns to fire at them. The optimal position for your guns is to have your rear point at the enemy, but it exposes 3 of the 4 sections of the boat(particularly when driving forward at a high speed).&lt;br /&gt;
&lt;br /&gt;
It is recommended you engage enemies by driving directly at them, releasing your torpedoes, then do a 180 and either use your machine guns to fight or smokes to run away.&lt;br /&gt;
&lt;br /&gt;
Other players that prefer to play less aggressively just play the boat constantly in reverse, so they can always have guns to fire 'forwards'. Another variant of this playstyle is camping behind an island with all four guns pointed at a high traffic area.&lt;br /&gt;
&lt;br /&gt;
Some players attempt to play the boat as an AA gun, but it lacks the vertical elevation to engage planes directly above it and the survivability to take on strafing fighters.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* .50 calibre machine guns can effectively deal with just about any opponent it faces&lt;br /&gt;
* The 21-inch torpedoes can instantly obliterate an enemy ship, given they hit their mark&lt;br /&gt;
* Decent top speed and acceleration&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* .50 cal turrets cannot face forward&lt;br /&gt;
* The arrangement of the torpedoes requires firing from an angle against an enemy&lt;br /&gt;
* Wooden ship with no armour&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 77 ft '''PT-20''' was a follow-on to the first serial production PT boats in the United States, the Elco 70 ft PT-10 series. The PT-20 series were longer and heavier than their predecessors, which caused a reduction in speed, although they were given additional torpedo tubes in an effort to increase the firepower. The change to 21 inch (53.3 cm) torpedo tubes up from 18 inch (45.7 cm) was a large addition to weight, and the earlier 70 ft PT boats could not carry the desired amount of torpedo tubes. In late 1941 and early 1942 a total of around 50 of these 77 ft Elco PT boats were produced and these would form the basis for the other widely produced versions such as the Elco 80 ft [[PT-103]].&lt;br /&gt;
&lt;br /&gt;
The ship was laid down on October 14, 1940 by the Electric Boat Co., Elco Works, in Bayonne, New Jersey. It was launched on March 14, 1940, and was completed on June 9, 1941.&lt;br /&gt;
&lt;br /&gt;
It was commissioned on June 20, 1941, and was assigned to Motor Torpedo Boat Squadron TWO (MTBRon 2), as the USS PT-20. MTBRon 2, under the command of Lt. Comdr. Earl S. Caldwell, USN, tested the first 70 ft Elco boats between 1940 and 1941, in the Caribbean. In December 1941 the squadron received eleven new 77 ft Elco boats, and was moved to the Panama Sea Frontier. On August 13, 1941 the PT-20 was transferred to Motor Torpedo Boat Squadron ONE (MTBRon 1). MTBRon 1, under the command of Lt. William C. Specht, USN, was the first squadron of its kind commissioned, and was originally used for the testing of experimental boats. It was later moved to Hawaii, and it was composed of 77 ft Elco boats. It participated in the Battle of Midway and the Aleutian Campaign.&lt;br /&gt;
&lt;br /&gt;
The USS PT-20 was struck from the Naval Register on December 22, 1944. It is unknown what happened to the ship afterwards.&lt;br /&gt;
&lt;br /&gt;
It had a displacement of 40 t, a length of 77 ft, a beam of 19 ft 11 in, and a draft of 4 ft 6 in. It was powered by three 1,500 shp Packard V12 M2500 gasoline engines, and it had three shafts.The armament consisted of two twin .50 cal. Browning M2 machine guns in Dewandre turrets, two .303 cal Lewis machine guns and four 21&amp;quot; torpedoes. The crew complement was 15 sailors and officers, and the ship had a maximum speed of 41 knots.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_elco_77ft_pt20 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|LPFzWLprS_A|'''The Shooting Range #8''' - ''Pages of History'' section at 03:12 discusses Bulkeley's Devil Boats.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|us_elco_80ft_pt_boat}}: Elco's successor to the 77 ft PT-20 series, and one of the most widely produced versions of the PT boats in World War II&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
;Bibliography&lt;br /&gt;
&lt;br /&gt;
* Radigan, Joseph M. PT-20. NavSource Naval History. http://www.navsource.org/archives/12/05020.htm&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Elco}}&lt;br /&gt;
{{USA boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=LCM(6)_Zippo&amp;diff=186315</id>
		<title>LCM(6) Zippo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=LCM(6)_Zippo&amp;diff=186315"/>
				<updated>2024-05-14T02:52:39Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Filled out survivability and mobility sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_lcm_zippo&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} American armoured gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Fire and Ice&amp;quot;]] as a reward for [[Battle Pass: Season IX, &amp;quot;Smell of Victory&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Steel screens and armoured plates cover the side of the Zippo's 6 mm steel hull. The superstructure and turrets are covered in plating equivalent to or better than the famed USSR gunboats at the same battle rating. These plates will protect the turrets and bridge crew against machine guns and light auto-cannons, but will offer little resistance against AP shells from heavy cannons. However, the screens do act as a sort of spaced armour, detonating HE shells and even stopping 40 mm explosive rounds from breaching the hull behind them. The wide and unprotected bow often makes for a good target, with the associated compartment extending nearly half the length of the boat and housing a third of her crew. Given the location of her main gun and the location of her ammo racks, as well as her obvious lack of mobility, it is advised to attack enemies while facing them bow-on.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The Zippo is easily a contender for the slowest boat in the game, only capable of an agonizing 16 km/h in RB - even slower than the infamously sluggish German flak barges. In some cases, it can take nearly the entire match to reach a capture point! For this reason, you're going to want to find a spot with solid land cover and good visibility so that you can support your team with ranged fire or pick off flankers trying to stall their advance. While the flamethrowers are very deadly, their short range and your slow speed prevents you from using them in most circumstances.&lt;br /&gt;
&lt;br /&gt;
Like Soviet riverboats, the shallow draft of the vessel contributes to poor stability on the waves. It's advised to move across the waves rather than over them, since her wide hull can somewhat reduce the roll imparted as they impact the vessel. Her incredibly low top speed and rapid-fire armament are also beneficial in compensating for inaccuracy should you be forced into poor weather or open seas.&lt;br /&gt;
&lt;br /&gt;
Finally, this boat is very sluggish in turns, but can slow or stop quickly should that be required. The hull produces substantial drag while turning, which can be used to rapidly bleed off the little speed you have and assist the engines as you go full astern.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Bofors L/60 Mark 3 (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/70 Oerlikon Mk.II (20 mm)|AN-M2 (12.7 mm)|M73 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''20 mm HE:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}&lt;br /&gt;
* '''20 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:20 mm/70 Oerlikon Mk.II (20 mm)/Ammunition|HEF-T, AP-T, HEF-I}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Flamethrower}}&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are a very unique weapon in naval battles and can even burn on the ocean's surface. The system mounted to the LCM(6) Zippo has long range for a flamethrower, but it is very short-ranged in terms of naval weapons - typically only able to hit targets out to 200 metres.&lt;br /&gt;
&lt;br /&gt;
Like the [[Churchill Crocodile]], one of this weapon system's disadvantages is being mounted to a vehicle that cannot quickly close the gap between it and the enemy to get within range. If they do, however, the flamethrower can make quick work of small vessels with open gun positions. Larger vessels hit by the flamethrowers can be distracted by the fires, as they can be deadly if left uncontrolled.&lt;br /&gt;
&lt;br /&gt;
Though the system is bound to the anti-aircraft suite, the flamethrowers unfortunately do not have the traverse speed or range to effectively combat enemy aircraft. Like other naval weapons, flamethrowers will elevate so that they can reach their effective ranges but with the dual mount, the M73 machine guns will be elevated the same. This means that while the flamethrowers can get on target, the machine guns will be elevated to such a degree that they become virtually unusable since bullet drop differs significantly from the fire arc.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 40 mm Bofors and several 20 mm Oerlikon auto-cannons&lt;br /&gt;
* Features two flamethrowers as a deadly close-range weapon&lt;br /&gt;
* Napalm fuel can light the water surface on fire for a brief moment, causing any boats that pass on it to catch fire&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Abysmal top speed and mobility&lt;br /&gt;
* Rather poor survivability due to low crew count&lt;br /&gt;
* Shallow draught cause the boat to be constantly rocking around even in calm sea, hampering the accuracy&lt;br /&gt;
* Careless discharge of napalm fuel on the water surface may cause damage to the friendly vessels and even your own boat&lt;br /&gt;
* The 40 mm Bofors is housed in a turret with poor elevation, leaving the boat vulnerable to aircraft attacks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:LCM(6)(F) &amp;quot;Zippo&amp;quot; using flamethrower in Vietnam.jpg|thumb|right|400px|LCM(6)(F) &amp;quot;Zippo&amp;quot; using its flamethrower in Vietnam]]&lt;br /&gt;
Many WWII-surplus LCMs (Landing Craft, Mechanized) were modified by the Mobile Riverine Force in Vietnam as &amp;quot;monitor&amp;quot; patrol craft.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers were added to the LCM(6) which increased the offensive capabilities of the vessel, giving it the ability to clear vegetation and burn out enemy positions by the riverside. These flamethrowers gave the vessel the &amp;quot;Zippo&amp;quot; nickname, after a popular brand of cigarette lighters.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|NxhYLDgeMOE|'''Battle Pass: Smell of Victory''' discusses the {{PAGENAME}} at 00:45 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7923-development-battle-pass-vehicles-lcm-6-f-zippo-en|[Devblog] Battle Pass vehicles: LCM(6)(F) &amp;quot;Zippo&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{USA boats}}&lt;br /&gt;
{{USA premium ships}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Douglas&amp;diff=186310</id>
		<title>USS Douglas</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Douglas&amp;diff=186310"/>
				<updated>2024-05-14T01:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Expanded survivability similar to Asheville.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_ashville_class_douglas&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} American motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Danger Zone&amp;quot;]]. It has access to guided missiles and a dedicated surface-to-air missile. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The USS Douglas suffers from the same survivability issues present on the USS Asheville, including a severe lack of armour, even against small arms fire. As a light coastal vessel, it does not have access to anti-fragmentation armour with a hull thickness barely surpassing 8 mm. This lack of armour is compensated for by impressive engines, allowing the vessel to reach speeds far higher than any other US ship of its size.,&lt;br /&gt;
&lt;br /&gt;
Weighing in at 245 tonnes, the Asheville's damage model relies on hull sections to determine crew damage, rather than the internal compartments modeled on larger frigates. This means that any projectile capable of penetrating her hull has the potential to eliminate crew. For this reason, you should avoid showing your broadside to anyone with a rapid-fire auto-cannon.&lt;br /&gt;
&lt;br /&gt;
With only a single main gun located on the bow, there's no substantial loss in firepower if you face the enemy bow-on. The long bow can also provide a short stand-off distance between light auto-cannons and the main magazine, but will not protect against AP rounds from anything larger. While her 3-inch mount is enclosed, it sports no anti-fragmentation armour commonly seen on some other frigates with the same weapon, such as USS Dealey or Japan's Chikugo. This means nearly any hit at its BR will completely disable your only primary weapon and is highly likely to start a fire.&lt;br /&gt;
&lt;br /&gt;
Due to the bridge module spanning the entire length of the superstructure, it's easy for most weapons to tear it apart and leave the ship with no helm control until it is repaired. If the gun and bridge weren't big enough targets, there's also 200 ready-use shells stored on the deck between them, capable of causing substantial damage if hit.&lt;br /&gt;
&lt;br /&gt;
Truly, the best armour she has is to remain unseen and hidden, primarily close to rocky locations or against any environmental cover that is big enough to conceal her.&lt;br /&gt;
&lt;br /&gt;
A recommendation is to play close to or inside of cap points, as the RIM-24A Tartar has to be reloaded after both missiles are spent. Staying inside cap points is a high-risk/high-reward tactic. You are able to have a reduced repair time as well as the ability to reload all your weapons, but depending on the map, you are a primary target for enemies, especially aircraft. The lack of cover in some maps for specific cap points leaves much to be desired. However, as the Douglas is a coastal vessel, it has quick and easy access to at least one cap point inside a better covered area.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The Asheville is a pretty agile vessel, featuring a CODOG (Combined Diesel Or Gas) propulsion system, allowing it to reach high speeds quickly. It has a pretty responsive rudder even at low speeds. However, sometimes the rudder tends to &amp;quot;stick&amp;quot; when going backwards, making relatively hard to keep a constant heading while going on reverse. While it is not faster than many of the rest of coastal vessels seen in game, it certainly has a high endurance and speed for a vessel its size. &lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch Mk.34 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like the USS Asheville, the Douglas has access to a 76 mm Mk.34 3-inch autocannon. While it remains uncomparable to better weapon systems like the [[76 mm/62 OTO-Melara Compact (76 mm)|76 mm/62 OTO-Melara Compact]] or the [[76 mm/60 AK-176M (76 mm)|76 mm/60 AK-176M]], it is still a very capable weapon against a wide variety of targets. As it is obvious, the Mk.34 is not meant to be used against heavily-armoured vessels such as destroyers and cruisers. It has very good capabilities to fight off light- to medium-armoured targets, as well as engage all sorts of airborne threats from an effective range of close to 3 km. The rate of fire of the Mk.34 leaves much to expect, but is still a very potent gun. It has 200 ready-rack ammo which can be surprisingly burnt in a fast manner. Targeting speeds are average, crew upgrades are able to significantly increase the traverse of the weapon as well as the elevation.&lt;br /&gt;
&lt;br /&gt;
{{:3-inch Mk.34 (76 mm)/Ammunition|76 mm HC Mk.27, 76 mm APHE, 76 mm HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The USS Douglas has access to two twin AN-M2 12.7 mm heavy machine guns. They are useful against lightly-armoured vessels and low flying aircraft, but have little use outside those two target groups.&lt;br /&gt;
&lt;br /&gt;
* '''Universal:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 AP belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}&lt;br /&gt;
* '''.50 APIT belt:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|I|M1 incendiary}}&lt;br /&gt;
&lt;br /&gt;
{{:AN-M2 (12.7 mm)/Ammunition|AP, I, API-T}}&lt;br /&gt;
&lt;br /&gt;
=== Special armament ===&lt;br /&gt;
{{Specs-Fleet-Special}}&lt;br /&gt;
&amp;lt;!-- ''Mortars, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|RIM-24A}}&lt;br /&gt;
&lt;br /&gt;
The USS Douglas has access to the RIM-24A Tartar surface-to-air missile, a beam-riding guided missile. It is the first dedicated ship-launched SAM seen in-game. It has a warhead equivalent to ~50 kg of TNT explosive mass. It is a very powerful missile, capable of destroying any airborne threat with ease and able to destroy even surface combatants. With a speed of 620 m/s and a range of 14 km, it is a fast surface-launched missile with such range, being followed behind by the VT-1 SAM with 1,250 m/s and 12 km range; and Nettuno AShM with 280 m/s and 10 km range. This missile is useful to engage all sorts of airborne threats at stand-off distance, being particularily useful in Naval Enduring Confrontation battles, where fighting enemy aircraft is seen most of the time. The lack of a dedicated search radar makes anti-air duties harder as detection is solely based upon visual contact, but the use of the tracking radar can significantly help with the guidance. As the Tartar is beam-rider (mouse controlled), it can be slaved to the radar track and 'target selection' feature with keybinds, making it very simple to engage all sorts of targets: from small and manoeuvrable to big and sluggish. Despite having a relatively small G-Force limit, since it will be launched at range, the corrections needed to reach a manoeuvring target are minuscule. However, if the target manoeuvres at close range from the missile, it might be hard to successfully hit the target. Since for the targets faced at its battle rating, the awareness and expectations to fight a SAM system is null, this will make it substantially easier to hit targets.&lt;br /&gt;
&lt;br /&gt;
The Tartar can also be used as an anti-ship missile (AShM) if required. The huge explosive mass is more than enough to ammo rack almost any surface vessel, but battleships and specific cruisers. It should be aimed at the waterline, close to a known ammo rack. Most of the time, it is easier to engage the stern ammo racks, as sometimes they are slightly more elevated than bow ones. This is applicable to all US, German and Soviet destroyers, with occasional cases for British and Italians.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The Douglas is able to fight off coastal vessels at range thanks to the Mk.34 and the RIM-24A, but it is unable to defend itself at close ranges as it lacks the 40 mm turret the USS Asheville has. However, it is more than capable of keeping up a fight even with the strongest of enemies.&lt;br /&gt;
&lt;br /&gt;
'''When in normal battles:'''&lt;br /&gt;
&lt;br /&gt;
The USS Douglas is a support vessel most of the time with slight frontline capabilities. However, it shines as a full support vessel for both medium and long ranges. The good firepower and access to the incredible RIM-24A combined with the good mobility makes it a very good flanker and support vessel. At all costs close combat should be avoided as all coastal vessels are able to chew through the Douglas with ease due to the increased rate of fire of their armament, something not seen as much with its counterpart USS Asheville as it has the 40 mm turret. The Tartar has the possibility of killing surface vessels under a minimum range of ~2-2.5 km, depending on the terrain. &lt;br /&gt;
&lt;br /&gt;
'''When in Enduring Confrontation battles:'''&lt;br /&gt;
&lt;br /&gt;
This is where the use of RIM-24A tends to shine much more than in normal battles, mostly because of the variety of targets, tasks and long ranges. The Douglas is very capable of taking out a maximum of two convoy vessels with the Tartar, with possibilities of heavily damaging the enemy carrier if well-placed hits are made. The lack of surface search radar makes it harder to spot and designate enemy aerial targets, but thanks to the tracking radar, once a target is spotted it can be engaged right away. It is particularily useful against long range and high altitude bombers when they are on a run to engage a friendly carrier. These include but are not restricted to: Pe-8, He-117, Yer-2, B-17, He-111, PB4Y-2, etc. The Tartar is also able to be used as a missile defense system. It is able to engage other missiles and dropped ordnance in a similar manner to the AK-630, but at longer ranges with higher efficiency.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Manoeuvrable&lt;br /&gt;
* Access to tracking radar&lt;br /&gt;
* Access to RIM-24A Tartar Surface-to-Air Missile&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Insignificant armour&lt;br /&gt;
* Lack of firepower for close combat&lt;br /&gt;
* Large profile&lt;br /&gt;
* No access to surface search radar&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_ashville_class_douglas Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Template:ShipManufacturer Tacoma Boatbuilding Co.}}&lt;br /&gt;
{{USA boats}}&lt;br /&gt;
{{USA premium ships}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Asheville&amp;diff=186309</id>
		<title>USS Asheville</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Asheville&amp;diff=186309"/>
				<updated>2024-05-14T01:34:41Z</updated>
		
		<summary type="html">&lt;p&gt;U41331469: Expanded on survivability of vessel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_ashville_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&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 identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.79 &amp;quot;Project X&amp;quot;]] as part of the fleet closed beta test.&lt;br /&gt;
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Being near the end of the coastal line, the armament and utility of the Asheville is greatly improved over previous gun boats, such as a rapid firing 3&amp;quot; gun and access to radar targeting module. Serving in the Vietnam war, Asheville excels in harassment tactics by destroying gun mounts of light bluewater ships and sinking coastal ships alike, then vacating the area before return fire can be sent.&lt;br /&gt;
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== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The USS Asheville suffers from a severe lack of armour, even against small arms fire. As a light coastal vessel, it does not have access to anti-fragmentation armour with a hull thickness barely surpassing 8 mm. This lack of armour is compensated for by impressive engines, allowing the vessel to reach speeds far higher than any other US ship of its size.,&lt;br /&gt;
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Weighing in at 245 tonnes, the Asheville's damage model relies on hull sections to determine crew damage, rather than the internal compartments modeled on larger frigates. This means that any projectile capable of penetrating her hull has the potential to eliminate crew. For this reason, you should avoid showing your broadside to anyone with a rapid-fire auto-cannon.&lt;br /&gt;
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With only a single main gun located on the bow, there's no substantial loss in firepower if you face the enemy bow-on. The long bow can also provide a short stand-off distance between light auto-cannons and the main magazine, but will not protect against AP rounds from anything larger. While her 3-inch mount is enclosed, it sports no anti-fragmentation armour commonly seen on some other frigates with the same weapon, such as USS Dealey or Japan's Chikugo. This means nearly any hit at its BR will completely disable your only primary weapon and is highly likely to start a fire.&lt;br /&gt;
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Due to the bridge module spanning the entire length of the superstructure, it's easy for most weapons to tear it apart and leave the ship with no helm control until it is repaired. If the gun and bridge weren't big enough targets, there's also 200 ready-use shells stored on the deck between them, capable of causing substantial damage if hit.&lt;br /&gt;
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Truly, the best armour she has is to remain unseen and hidden, primarily close to rocky locations or against any environmental cover that is big enough to conceal her.&lt;br /&gt;
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=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The Asheville is a pretty agile vessel, featuring a CODOG (Combined Diesel Or Gas) propulsion system, allowing it to reach high speeds quickly. It has a pretty responsive rudder even at low speeds. However, sometimes the rudder tends to &amp;quot;stick&amp;quot; when going backwards, making relatively hard to keep a constant heading while going on reverse. While it is not faster than many of the rest of coastal vessels seen in game, it certainly has a high endurance and speed for a vessel its size.&lt;br /&gt;
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{{NavalMobility}}&lt;br /&gt;
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=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
After researching the tool set and the fire protection system, you can either select the APHE shell for anti-ship duty or the HE-VT shell to combat enemy aircraft. Then, you can either focus on improving the mobility or the gunnery. The 40 mm additional belts can be left aside, as the default universal belt is already effective against both surface and air targets.&lt;br /&gt;
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== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch Mk.34 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament is the 76 mm Mk.34 gun located on the bow. It has an excellent rate of fire and elevation angles. It has access to HE, APHE, and HE-VT rounds. At its battle rating, HE rounds vary in effectiveness against lightly-armoured PT boats, and it currently takes multiple direct strikes to knock out even the most lightly-crewed of boats. APHE shells are of great use versus more armoured gun boats allowing you to deal with them way faster. HE-VT rounds combined with excellent gun elevation angles and radar allow you to deal with planes from a safe distance, compensating for the lacking dedicated anti-air armament (it should be noted that the Asheville only has a tracking radar onboard and not a search radar as well, so aerial target acquisition must still be done manually). Switching ammo type can take around 10 seconds. The gun also overheats quickly and it can take some time to bring it back online, which should be taken into account when engaging bigger or more numerous targets.&lt;br /&gt;
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{{:3-inch Mk.34 (76 mm)/Ammunition|76 mm HC Mk.27, 76 mm APHE, 76 mm HE-VT}}&lt;br /&gt;
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=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
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The Asheville has a single 40 mm L/60 Mark 3 Bofors cannon located on the stern. While it might not seem extremely useful in combat, in practice it helps mitigate weaknesses of the primary armament. It provides a fast way to deal with threats directly behind the ship where the main gun can't cover or it can even be used to replace the main cannon during repairs. Its good damage output combined with a very short reload time allows you to shred any lighter enemy vessels. Overall, it's a great secondary to have for close quarters situations the main battery won't be able to handle.&lt;br /&gt;
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* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''40 mm HE clips:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}&lt;br /&gt;
* '''40 mm AP clips:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
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{{:Bofors L/60 Mark 3 (40 mm)/Ammunition|HEFI-T, AP-T}}&lt;br /&gt;
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=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M2 (12.7 mm)}}&lt;br /&gt;
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The Asheville has access to two twin AN-M2 12.7 mm heavy machine guns. They are effective against lightly armoured vessels such as the German LS3 and Soviet G-5, as well as low- or slow-flying aircraft such as floatplanes. When confronting aircraft, keep in mind that the general range that 12.7 mounts will accurately engage aircraft is about 500 m, giving limited coverage from incoming CAS. because of the 12.7 mm MG's limited range, its is advised to instead use the 3&amp;quot; inch HE-VT shells for defense, or to use the rear mounted 40 mm, as both of these weapons have a much more comfortable engagement distance.&lt;br /&gt;
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== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The Asheville currently has a peculiar playstyle compared to other coastal vessels due to updated damage modules and changes to 3&amp;quot; shells, Asheville is a glass cannon that can no longer hull break light PT boats as was possible in previous updates, nor survive for an extended period of time since the majority of crew is found in the bridge which can be easily knocked out. Because of this, positioning is the most important skill for a captain of an Asheville if they wish to produce results. Finding firing angles that apposing ships don't expect and hitting them in rapid succession until they die is the bread and butter of Asheville's gameplay. If the target fails to die after the fourth or fifth shot, get out. Any retaliation the Asheville faces is likely to end in her demise, so don't let the enemy even get a glance of Asheville and captains will do much better playing her. &lt;br /&gt;
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=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''--&amp;gt;&lt;br /&gt;
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'''Pros:'''&lt;br /&gt;
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* 3-inch mount with good rate of fire, access to radar tracking&lt;br /&gt;
* Access to 3-inch HE, APHE and HE-VT rounds allow USS Asheville to deal with a large array of targets&lt;br /&gt;
* Nimble and quick, allowing Asheville to quickly get into position and reposition when spotted&lt;br /&gt;
* 40 mm mount in the back can deal with offending aircraft or PT boats if 3-inch gun is knocked out&lt;br /&gt;
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'''Cons:'''&lt;br /&gt;
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* Sparse and unprotected crew results in immediate knock-outs, even rifle-calibre machine guns are a threat&lt;br /&gt;
* Main armament, single 3-inch gun, will quickly overheat&lt;br /&gt;
* Large ship for crew size, likely to be spotted, leading to quick demise&lt;br /&gt;
* Exposed ready rack behind 3-inch -gun mount, easy to hit and detonate&lt;br /&gt;
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== History ==&lt;br /&gt;
&amp;lt;!-- ''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 long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
USS Asheville (PGM-84) was the lead ship of the Asheville class, a series of seventeen patrol gunboats built for the US Navy. Completed in 1967, she saw service in the Vietnam War as a blockade ship and patrol vessel. Following the end of hostilities in Vietnam, Asheville returned to the United States as a training vessel; she would eventually serve as a training ship in the Great Lakes, and was transferred in 1977 to the Massachusetts Maritime Academy.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;Ashe, W., &amp;amp; Holland, R. (2006)&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Priolo, G. (1996)&amp;lt;/ref&amp;gt;&lt;br /&gt;
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=== Design and construction ===&lt;br /&gt;
The Asheville was designed as a small gunboat, and thus displaced 240 tons. She carried an armament of a single 3-inch (76 mm) gun at the bow, a 40 mm Bofors gun at the rear and two 12.7 mm heavy machine guns.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; Being a patrol boat, she had a small crew complement of just 37. Equipped with a CODOG (combined gas and diesel propulsion) system, she could make a top speed of 40 knots (74 km/h).&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; Asheville was laid down on April 15th 1964 by the Tacoma boat-building company. She was launched on May 1st 1965, and commissioned on April 1st 1967.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Operational History ===&lt;br /&gt;
[[File:USS Asheville (PG-84).jpg|thumb|350px|USS Asheville underway in 1966.]]&lt;br /&gt;
Following her commissioning and shakedown cruise, the Asheville was homeported at San Diego, California. She departed the port in April and sailed to Hawaii, then Guam, then her final destination of South Vietnam to serve in the Vietnam War.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; She saw eight years of service in the Asian and Pacific theatre, though large parts were spent in port due to a shortage of men and engine parts to service her rather unreliable propulsion system. She frequently conducted blockade missions off of the Vietnamese coast, in an effort to prevent the flow of arms and supplies to the communist rebels in South Vietnam.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
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In December of 1972, the United States stopped its military involvement in Vietnam; this halted Asheville's combat activities. She remained in the Western Pacific for an additional two years, visiting a variety of Pacific ports. She then sailed for Chicago via the Panama canal, and arrived at her final destination in December of 1974. She served as a training vessel on the Great lakes between 1974 and 1977;&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; she was decommissioned on January 31st 1977 and simultaneously stricken from the navy list. She was then given to the Maine Maritime academy as a training vessel; her name is now taken by USS Asheville (SSN-758), a Los Angeles-class nuclear submarine.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
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== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
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;Skins&lt;br /&gt;
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* [https://live.warthunder.com/feed/camouflages/?vehicle=us_ashville_class Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
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== See also ==&lt;br /&gt;
''Links to 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;
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== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
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=== References ===&lt;br /&gt;
&lt;br /&gt;
;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography&lt;br /&gt;
&lt;br /&gt;
* Ashe, W., &amp;amp; Holland, R. (2006). Asheville, USS. Retrieved November 19, 2020, from &amp;lt;nowiki&amp;gt;https://ncpedia.org/asheville-uss&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Priolo, G. (1996). NavSource Online:Motor Gunboat/Patrol Gunboat Photo Archive. Retrieved November 19, 2020, from &amp;lt;nowiki&amp;gt;http://www.navsource.org/archives/12/11084.htm&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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{{ShipManufacturer Tacoma Boatbuilding Co.}}&lt;br /&gt;
{{USA boats}}&lt;/div&gt;</summary>
		<author><name>U41331469</name></author>	</entry>

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