Difference between revisions of "MGB-61"

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{{Specs-Card|code=uk_70ft_mgb}}
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{{Specs-Card
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|code=uk_70ft_mgb
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
<!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''-->
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<!-- ''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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
{{break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating|1}}. It was introduced in during the Closed Beta Test for Ground Forces before Update 1.41. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Talk about the vehicle’s armor. 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 maneuverability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the “Use in battle” section.
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{{Specs-Fleet-Armour}}
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<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
  
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armor.''-->
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[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.]]
  
MGB-61 has the following armour layout:  
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MGB-61 has the following armour layout:
  
* [[2pdr Rolls Royce (40 mm)|2pdr Rolls Royce]] gunshield: 12.7 mm hardened armour
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* [[2pdr Rolls Royce (40 mm)| 40 mm 2pdr Rolls Royce]] gun shield: 12.7 mm hardened armour
 
* Hull: 40 mm, wood
 
* Hull: 40 mm, wood
 
* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
[[File:MGB-61_internals.png|thumb|MGB-61 internals (starboard side). Note the ammo storages below the bridge and in front of the rear gun.]]
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Like most coastal vessels, MGB-61 has no practical armour. The gunshields are largely superficial; while they may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate them at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.
  
Any gun in the game will easily be able to penetrate anywhere on the boat, including the gunshield, at practically any range.  
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The hull is split into three compartments. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in front of the bridge; the second ends between the fuel tanks and the engines; the third ends at the stern.
  
MGB-61 can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. At MGB-61's battle rating, the only gun capable of hull-breaking her is the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, MGB-61 isn't better or worse than most other boats.
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MGB-61 can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MGB-61's own battle rating, there is only one gun capable of hull-breaking her:
  
MGB-61's hull is split into three compartments. The first compartment starts at the bow and ends just in front of the bridge. The second starts at the bridge and ends in front of the engines. The third starts at the engines and ends at the stern. Overall, with a crew complement of 12, survivability is average.
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* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
  
MGB-61 has 4 ammunition storages, one below each of the two [[Vickers Mk.V (12.7 mm)]] mounts and two in front of the rear [[2pdr Rolls Royce (40 mm)]] mount. Destroying these will also destroy the rest of the boat. In practice, though, this almost never happens, since they are relatively small targets and because most guns at this battle rating are either machine guns or low-calibre autocannons which require many hits to destroy ammo storages. It's often both quicker and easier to target the hull compartments and knock out the crew.
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There are two ammunition storages: the first, holding the ammunition for the primary armament, is located just above the waterline in front of the aft 40 mm 2pdr Rolls Royce cannon; the other ammunition storage, holding the ammunition for the secondary armament, is located just above the waterline directly underneath each of the two twin 12.7 mm Vickers Mk.V machine gun mounts. Destroying either will instantly destroy MGB-61.
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MGB-61 has a crew complement of 12. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8. Overall, the survivability is average.
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the ship’s mobility. Evaluate its power and maneuverability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''-->
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{{Specs-Fleet-Mobility}}
 +
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
  
{| class="wikitable" style="text-align:center"
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{{NavalMobility
! colspan="6" | '''Mobility Characteristics'''
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|SpeedForwardStockAB = 73
|-
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|SpeedBackStockAB = 20
! rowspan="2" | Game Mode
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|TurnTimeStockAB = 23.21
! rowspan="2" | Upgrade Status
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|TurnSpeedStockAB = 41
! colspan="2" | Maximum Speed (km/h)
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! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
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|TurnTimeSpadedAB = 15.41
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
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|TurnSpeedSpadedAB = 39
|-
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! rowspan="1" | Forward
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|SpeedForwardStockRB = 64
! rowspan="1" | Reverse
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|SpeedBackStockRB = 17
|-
+
|TurnTimeStockRB = 25.64
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
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|TurnSpeedStockRB = 42
| {{Annotation|Stock|All modifications removed}} || 73 || 20 || ~23.20 || ~42.05
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 100 || 27 || ~15.41 || ~26.57
 
|-
 
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 
| {{Annotation|Stock|All modifications removed}} || 64 || 17 || ~25.64 || ~47.61
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 74 || 20 || ~21.18 || ~38.39
 
|-
 
|}
 
  
When moving forwards at high speeds, the bow will lift out of the water. This creates a blind spot directly in front of the boat where the twin 12.7 mm Vickers Mk.V mounts can't depress far enough to engage surface targets.
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|TurnTimeSpadedRB = 21.18
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|TurnSpeedSpadedRB = 41
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}}
  
 
MGB-61 has a displacement of 34 tons.
 
MGB-61 has a displacement of 34 tons.
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 +
When moving forwards at high speeds, the bow will lift out of the water. This creates a blind spot at close ranges in front of the boat where, depending on the angle, one or both of the twin 12.7 mm Vickers Mk.V mounts are unable to depress far enough to get the guns on target.
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 +
=== Modifications and economy ===
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{{Specs-Economy}}
 +
 +
The recommended modification research order is:
 +
 +
# Tool Set
 +
# Fire Protection System
 +
# 12.7 mm I
 +
# Smokescreen
 +
# 40 mm AP
 +
# Rudder Replacement
 +
# Improved Rangefinder
 +
# Artillery
 +
 +
After that, research the rest of the seakeeping modifications, followed by the rest of the modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{Specs-Fleet-Primary}}
 +
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|Vickers Mk.V (12.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)}}
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells.
 
  
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
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The primary armament consists of four 12.7 mm Vickers Mk.V machine guns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a cyclic rate of fire of around 600 rounds/min, though the outboard guns on both mounts fire slightly faster, around 685 rounds/min. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.
  
In her primary armament group, MGB-61 has four 12.7 mm Vickers Mk.V guns in two twin mounts, mounted on either side of the bridge. Each mount as 4,000 rounds of ammunition available, 2,000 rounds per gun, for a total of 8,000 rounds. Each mount can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a belt capacity of 200 rounds with a stated rate of fire of 600 rounds/min, though in actuality, for both mounts, the gun on the gunner's left side fires faster, at around 685 rounds/min, firing all 200 of its rounds in the time it takes the right-side gun to fire about 175 rounds. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds. Their maximum range against surface targets is roughly 2 km.
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{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
  
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="50%"
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
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! colspan="8" | Primary armament guidance
 +
|-
 +
! colspan="2" rowspan="1" | No.1 Turret (starboard)
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! colspan="2" rowspan="1" | No.2 Turret (port)
 
|-
 
|-
! Horizontal !! Vertical
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! Horizontal !! Vertical !! Horizontal !! Vertical
 
|-
 
|-
| ±180° || -10°/+70°
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| ±180° || -10°/+70° || ±180° || -10°/+70°
 
|-
 
|-
 
|}
 
|}
  
There are three choices of ammunition available:
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There are three ammunition choices available:
 
 
* Universal: {{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|I|Incendiary}}
 
  
* 12.7 mm I: {{Annotation|T|Tracer}}/{{Annotation|I|Incendiary}}/{{Annotation|I|Incendiary}}/{{Annotation|I|Incendiary}}/{{Annotation|I|Incendiary}}
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* '''Universal:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}
 +
* '''12.7 mm I:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|I|M1 incendiary}}
 +
* '''12.7 mm API:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}
  
* 12.7 mm API: {{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|I|Incendiary}}/{{Annotation|AP|Armour-piercing}}
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{{:Vickers Mk.V (12.7 mm)/Ammunition|T, AP, I}}
  
{| class="wikitable sortable" style="text-align:center" width="100%"
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Of the belts, the I belt has a noticeably higher damage output than both the Universal and API belts, both of which are about the same in terms of damage. This is because it has the highest concentration of incendiary rounds, which are the only ones with any high-explosive filler. However, because it lacks any armour-piercing rounds, the I belt has slightly less armour penetration than the other two belts. In general, though, any armour that can stop the incendiary round will also be able to stop the armour-piercing round. For the most effectiveness, take only the I belt once unlocked, and switch the primary 20 mm/70 Oerlikon Mk.II cannon to deal with armoured targets.
! colspan="7" | '''Penetration Statistics'''
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| Universal || 27 || 26 || 23 || 20 || 18 || 16
 
|-
 
| 12.7 mm I || 22 || 21 || 18 || 16 || 14 || 12
 
|-
 
| 12.7 mm API || 27 || 26 || 23 || 20 || 18 || 16
 
|-
 
|}
 
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{Specs-Fleet-Secondary}}
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<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|2pdr Rolls Royce (40 mm)}}
 
{{main|2pdr Rolls Royce (40 mm)}}
<!--''Some ships are fitted with weapons of various calibers. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy caliber weapons, belong in the next section.''-->
 
  
In her secondary armament group, MGB-61 has one 40 mm 2pdr Rolls Royce semi-automatic cannon in a single mount, mounted centerline on the stern. It has 1,200 rounds of ammunition available. The mount can traverse horizontally at a rate of 45°/s and vertically at a rate of 55°/s. The gun has a magazine capacity of 4 rounds and has a rate of fire of 231 rounds/min. With a stock crew, it can be reloaded in 1.7 seconds; with an aced crew, it can be reloaded in 0.85 seconds. Its maximum range against surface targets is roughly 3 km.
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The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with a maximum of 1,200 rounds of ammunition. Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 2.21 seconds; with an aced crew, it can be reloaded in 1.7 seconds.
  
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
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! colspan="2" | Secondary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
Line 117: Line 124:
 
|}
 
|}
  
There are three choices of ammunition available:
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There are three ammunition choices available:
 +
 
 +
* '''Universal:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
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* '''40 mm HE:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''40 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}
 +
 
 +
{{:2pdr Rolls Royce (40 mm)/Ammunition|AP-T, HEF}}
  
* Universal: {{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}
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The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, take a substantial amount of the belt as well for use against armoured targets. Alternatively, take only Universal if you want to avoid the reload delay between switching ammunition types, though this comes at the cost of lesser damage efficiency.
  
* 40 mm HE: {{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}
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=== Additional armament ===
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{{Specs-Fleet-Additional}}
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<!-- ''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.'' -->
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{{main|Mk.VII depth charge}}
  
* 40 mm AP: {{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|HEF|High-explosive fragmentation}}
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{{PAGENAME}}
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has two possible loadouts:
  
{| class="wikitable sortable" style="text-align:center" width="100%"
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# 2 x Mk.VII depth charge
! colspan="7" | '''Penetration Statistics'''
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# Without load
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| Universal || 60 || 57 || 50 || 43 || 38 || 34
 
|-
 
| 40 mm HE || 60 || 57 || 50 || 43 || 38 || 34
 
|-
 
| 40 mm AP || 60 || 57 || 50 || 43 || 38 || 34
 
|-
 
|}
 
  
=== Special armament ===
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'''Depth Charges'''
{{main|Mk.VII depth charge}}
 
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''-->
 
  
[[File:MGB-61_DC_order.png|thumb|Mk.VII depth charges numbered 1-2 according to the order in which they're dropped (click to expand).]]
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[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order.]]
  
MGB-61 can carry two Mk.VII depth charges mounted amidships, one on each side facing outwards. The depth charges are dropped one at a time and drop in this order (see the image):
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The Mk.VII depth charges are carried amidships in front of the aft gun, one on each side. They are dropped one at a time in the following order:
  
# Starboard side
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# Starboard
# Portside
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# Port
  
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics'''
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! colspan="7" | Depth charge characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
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! Explosive type
! Explosive Mass (kg)
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! Explosive mass (kg)
! TNT Equivalent (kg)
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! TNT equivalent (kg)
 +
! HE armour penetration (mm)
 +
! Armoured vehicle destruction radius (m)
 +
! Fragment dispersion radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
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| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|}
 
|}
  
== Usage in battles ==
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There is almost no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.
<!--''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 get 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).''-->
 
  
MGB-61's primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts. With all four on target, they have a very good damage output, roughly comparable to the damage output of a twin 20 mm cannon mount. However, when moving at high speeds, the bow of the boat will lift out of the water by quite a bit. This creates a blind spot in front of the boat for several hundred meters where one or both of the Vickers Mk.V mounts won't be able to depress their guns far enough to get shots on target. When on the move, either keep the enemy at an angle in front of the boat or keep them directly behind the boat where there's no.
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Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.
  
The 12.7 mm Vickers Mk.V gun has a rather large belt capacity of 200 round, and, with a rate of fire of either 600 or 685 rounds per minute, it can fire for 20 or 17.5 seconds. Compared to her cannon-armed counterparts, MGB-61 can sustain fire for much longer, though this comes at the cost of a very long reload, between 13 and 10 seconds depending on the crew level. Running out of ammunition mid-engagement is almost always a death sentence due to the long reload. Because of this, always fire off any remaining ammunition after engagements if there are less than 300 or so rounds of ammunition between the four guns.  
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== Usage in battles ==
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<!-- ''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).'' -->
  
MGB-61's secondary gun, a 40 mm Rolls Royce cannon, hits harder than the 12.7 mm machine guns. It's particularly useful against larger boats with its powerful HE rounds and is practically a necessity against certain armoured targets, since the machine guns can only penetrate a maximum of 22 mm of armour; with an AP rounds capable of penetrating 60 mm of armour, it is more than enough to deal with any armoured targets MGB-61 might face. The 40 mm cannon is also useful for shooting at enemies outside of the machine guns' maximum range, roughly 2 km. All that said, the 40 mm cannon actually has a lower damage output against most targets than the four machine guns because of its lower rate of fire and because it has a ~1 second reload every four rounds. The gun also can't rotate a full 360°, making it less versatile than the machine guns. Outside of the cases mentioned above, the machine guns will generally do much better. Still, the 40 mm can be switched to in a pinch if really needed, for example, if the machine guns are reloading.
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As a motor gun boat, MGB-61's primary armament is actually quite good, unlike the previous vessels in its tech tree line. With four 12.7 mm Vickers Mk.V machine guns, the damage output is roughly comparable to two or three 20 mm cannons, and with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. While most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, making her well suited for aggressive playstyles. However, this firepower comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.
  
The 12.7 mm Vickers Mk.V mounts can fire in all directions except in a ~117° arc towards the opposite mount. There's also a blind spot for ~275 m directly behind the boat where both guns can't fire. When on the move, the rear blind spot is virtually eliminated, though a new blind spot in front of the boat is created. Overall, firing arcs are poor. The rear 40 mm Rolls Royce mount, on the other hand, has very good firing arcs, able to fire in all directions except for a ~62° arc centred towards the front of the boat.
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In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred metres where one or both of the mounts are unable to depress far enough to get guns on target.
  
;Ammunition Choices
+
With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns. Because of the long reload, be proactive with the reloads. Keep an eye on the ammunition counter and be sure to fire off any remaining ammo after engagements if there isn't much left in the belts, retreating to do so if necessary. A good time to start doing so is when there are around 250 rounds or less between all four guns. Additionally, because of the poor firing arcs, keep enemies either directly in front or directly behind you at all times so that all of the guns are able to fire, and be ready to speed up or slow down to eliminate the fore or aft blindspots as needed. MGB-61's survivability is rather average and is largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any reason will often result in your own destruction, especially while playing aggressively.
  
For the 12.7 mm Vickers Mk.V, the 12.7 mm I belt is slightly better against both aircraft and surface targets compared to the 12.7 mm API belt. Though the AP rounds penetrate 5 mm more armour at point-blank than the I rounds, with such a small difference, the AP rounds won't be able to penetrate any armour that the I rounds can't. That said, the damage output difference between the I and API belt is so little that it's largely down to preference which to use.
+
Lastly, if you come across any armoured targets that the 12.7 mm machine guns fail to penetrate — in particular, the {{Specs-Link|ussr_1124_art}}, {{Specs-Link|ussr_1124_ack}}, and {{Specs-Link|ussr_pr_191}} — switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, making it useful for long-range engagements. However, its damage output is noticeably lower than the four machine guns, so only switch to it when required, but always be ready to do so on a moment's notice.
 
 
For the 40 mm 2pdr Rolls Royce cannon, the best ammunition choice is the 40 mm HE because it has the highest ratio of HE rounds to AP rounds, meaning that it will be the most effective against both aircraft and surface targets. The 40 mm HE belt should be the main ammunition choice, but a few of the 40 mm AP belt should also be taken into battle for use against armoured targets. The AP belt is also useful against enemies heading directly bow-in. In this situation, HE rounds will only damage the bow compartment and, if that compartment is already destroyed, will deal only minimal damage. AP rounds can pass through the bow compartment and deal damage to the rest of the vessel.
 
 
 
;Depth Charges
 
 
 
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.
 
 
 
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.
 
 
 
=== Modules ===
 
 
 
{| class="wikitable" style="text-align:center"
 
! Tier
 
! colspan="1" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set ||
 
| 40 mm HE || 12.7 mm I ||
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System || Smokescreen
 
| 40 mm AP || 12.7 mm API || Auxiliary Armament Targeting
 
|-
 
| III
 
| Propeller Replacement
 
|  ||
 
| Improved Rangefinder || Depth Charges || {{Annotation|Primary Armament Targeting|Requires 'Auxiliary Armament Targeting'}}
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps ||
 
| Artillery Support || ||
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize 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 "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
+
<!-- ''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
* 12.7 mm Vickers Mk.V: high rate of fire, large belt capacity, good damage output, can rotate 360°
+
* Primary armament offers high rate-of-fire with a generous belt capacity for sustained firing.
* 40 mm 2pdr Rolls Royce: very quick reload, high penetration with AP rounds, good firing arcs
+
* Secondary armament has wide firing arcs for good coverage.
* Decent mobility
+
* Both armaments produce significant firepower output with available shells and burst mass.
 +
* Mobility enhances manoeuvrability and responsiveness, providing an advantage in more dynamic combat scenarios.
  
 
'''Cons:'''
 
'''Cons:'''
  
* Blind spot directly in front when moving at high speeds
+
* High-speed movement creates a small frontal blind spot, requiring careful positioning for situational awareness.
* 12.7 mm Vickers Mk.V: long reload, poor firing arcs
+
* Primary armament has a relatively longer reload time and limited firing arcs.
* 40 mm 2pdr Rolls Royce: cannot fire directly forwards, small magazine capacity, cannot rotate 360°
+
* Secondary armament cannot fire forward, cannot rotate 360° and has a smaller magazine capacity.
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
 
Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs which were essentially three differently sized versions of the same overall design, as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67). These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.
 
 
 
The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 feet (21.3 m), a beam of 16 feet 7 inches (5.05 m), and a draught of around 3 feet (~1 m) depending on the boat. The boats were powered as follows:
 
  
* MASBs 6-21: ordered by the Royal Navy as MASBs, all completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce petrol engines. However, these engines became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion petrol engines driving two shafts and could only achieve 23 knots. In 1942, they received stronger Packard petrol engines and could achieve 38 knots.
+
Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs — all three essentially being scaled-up versions of the same overall design — as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67. These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered instead as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.
  
* MASB 46: ordered by the Royal Netherlands Navy as an MTB. With the capitulation of the Netherlands in May 1940 before her completion, she was requisitioned by the Royal Navy in July 1940 and completed as a MASB on 13th July 1941. MASB 46 was powered by three Rolls Royce petrol engines driving three shafts and could achieve 42.5 knots.
+
The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 ft (21.3 m), a beam of 16 ft 7 in (5.05 m), and a draught of around 3 ft (~1 m) depending on the boat. They were powered as follows:
  
* MASBs 50-67: ordered by the French Navy as MTBs. With the capitulation of France in June 1940 before the completion of most of the boats, they were requisitioned by the Royal Navy in July 1940 and completed as a MASB throughout 1940 and 1941. MASBs 50-67 were powered by three Isotta-Fraschini engines driving three shafts and could achieve 40 knots.
+
* MASBs 6-21: Ordered by the Royal Navy as MASBs, all were completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce engines. However, these engines eventually became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion engines and could only achieve 23 knots. In 1942, they received stronger Packard engines, increasing their top speed to 38 knots.
 +
* MASB 46: Originally ordered by the Royal Netherlands Navy as an MTB, with the capitulation of the Netherlands before her completion in May 1940, she was requisitioned by the Royal Navy in July 1940 and completed as a MASB on 13th July 1941. MASB 46 was powered by three Rolls Royce petrol engines and could achieve a top speed of 42.5 knots.
 +
* MASBs 50-67: Originally ordered by the French Navy as MTBs, with the capitulation of France before the completion of most of the order in June 1940, they were requisitioned by the Royal Navy in July 1940 and completed as a MASB throughout 1940 and 1941. MASBs 50-67 were powered by three Isotta-Fraschini engines and could achieve a top speed of 40 knots.
  
Around 1941, to counter the more heavily armed German E-Boats, the Royal Navy converted most of their MASBs, including all of the BPB 70-foot MASBs, into motor gun boats (MGBs). During this time, the BPB 70-foot boats were redesignated MGBs 6-21, 46, and 50-67 and were refitted with a standardized armament consisting of 2-pdr aft gun and two twin .50 calibre machine gun mounts on either side of the bridge.
+
Around 1941, to counter the more heavily armed German E-Boats, the Royal Navy converted most of their MASBs, including all of the BPB 70-foot MASBs, into motor gun boats (MGBs). During this time, the BPB 70-foot boats were redesignated MGBs 6-21, 46, and 50-67 and were all refitted with a standardized armament consisting of 2-pdr aft gun and a twin .50 calibre machine gun mount on either side of the bridge.
  
MASB-61 was one of the ex-French BPB 70-foot boats. She was requisitioned by the Royal Navy in July 1940 and completed on 12th April 1941. In January 1940, she was refitted as a motor gun boat and redesignated as MGB-61. MGB-61 was commanded by the following:
+
MASB-61 was one of the ex-French BPB 70-foot boats. She was completed on 12th April 1941, but with the capitulation of France, she was requisitioned by the Royal Navy in July 1940 and converted into a MASB. In January 1941, she was refitted as a motor gun boat and redesignated as MGB-61. MGB-61 was commanded by the following:
  
 
* Lt. P.N. Howes, RN: December 1940 to August 1941
 
* Lt. P.N. Howes, RN: December 1940 to August 1941
 
 
* Lt. I.R. Griffiths, RN: August 1941 to December 1941
 
* Lt. I.R. Griffiths, RN: August 1941 to December 1941
 
 
* T/Lt. D.P. James, RNVR: December 1941 to July 1942
 
* T/Lt. D.P. James, RNVR: December 1941 to July 1942
 
 
* T/Lt. J. Collins, RNVR: July 1942 to August 1943
 
* T/Lt. J. Collins, RNVR: July 1942 to August 1943
  
MGB-61 served with the 6th MGB Flotilla with HMS Beehive at Felixstowe from 1941 to 1943. She was scrapped in February 1945.
+
MGB-61 served as part of the 6th MGB Flotilla with HMS Beehive at Felixstowe from 1941 to 1943. She was disposed of in February 1945.
  
 
== Media ==
 
== Media ==
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
  
<div class="portale" align="center">
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_70ft_mgb Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
{| class="catlist" frame="box" style="background: #efefef;" align="center"
 
|<span style="white-space:nowrap;">[[File:GEN_LIVE_WT_1_HPL.jpg|510px|link=https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=gun_boat&vehicle=uk_70ft_mgb|]]</span> ||
 
|-
 
|}
 
</div>
 
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
 
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
* ''links to approximate analogues of other nations and research trees.''-->
+
* ''links to approximate analogues of other nations and research trees.'' -->
  
 
* {{Specs-Link|uk_fairmile_a_ml100}}
 
* {{Specs-Link|uk_fairmile_a_ml100}}
 
* {{Specs-Link|uk_71ft_mgb}}
 
* {{Specs-Link|uk_71ft_mgb}}
* {{Specs-Link|uk_dark_class}}
+
* {{Specs-Link|uk_fairmile_b_ml345}}
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
<!-- ''Paste links to sources and external resources, such as:''
 
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on ship;''
+
* ''other literature.'' -->
* ''other literature.''-->
 
 
 
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
 
* [https://www.unithistories.com/units_british/RN_CoastalForces.html#MGB%20Boats unithistories.com - Royal Navy Coastal Forces 1940-1945]
 
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm naval-history.net - British vessels lost at sea in World War 2 - MGB, MTB, SGB, ML, etc] - originally published in British Vessels Lost at Sea, 1935-45, His Majesty's Stationary Office, 1947
 
* [http://www.navypedia.org/ships/uk/brit_c_f_mgb6.htm NAVYPEDIA - MGB6 motor gun boats (35, 1939 - 1941)]
 
* [https://uboat.net/allies/warships/class.html?ID=671&navy=HMS uboat.net - BPB 70 feet-type (ex: French) class]
 
* [https://d-dayrevisited.co.uk/projects/masb-27-restoration/ D-Day Revisited - MASB 27 Restoration]
 
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20Page%204,%20MGBs.html yalumba.co.uk - British Power Boat Co Page 4]
 
* [http://www.coastal-forces.org.uk/boats.html Coastal Forces Heritage Trust - Boats]
 
  
==References==
+
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
 +
* [https://www.unithistories.com/units_british/RN_CoastalForces.html#MGB%20Boats <nowiki>[Unit Histories]</nowiki> Royal Navy Coastal Forces 1940-1945]
 +
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm <nowiki>[naval-history.net]</nowiki> British vessels lost at sea in World War 2 - MGB, MTB, SGB, ML, etc] - originally published in ''British Vessels Lost at Sea, 1935-45'', His Majesty's Stationary Office, 1947
 +
* [http://www.navypedia.org/ships/uk/brit_c_f_mgb6.htm <nowiki>[NAVYPEDIA]</nowiki> MGB6 motor gun boats (35, 1939 - 1941)]
 +
* [https://uboat.net/allies/warships/class.html?ID=671&navy=HMS <nowiki>[uboat.net]</nowiki> BPB 70 feet-type (ex: French) class]
 +
* [https://d-dayrevisited.co.uk/projects/masb-27-restoration/ <nowiki>[D-Day Revisited]</nowiki> MASB 27 Restoration]
 +
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20Page%204,%20MGBs.html <nowiki>[yalumba.co.uk]</nowiki> British Power Boat Co Page 4]
 +
* [http://www.coastal-forces.org.uk/boats.html <nowiki>[Coastal Forces Heritage Trust]</nowiki> Boats]
  
===Bibliography===
+
===References===
  
 
* Konstam, Angus (2010). ''British Motor Gun Boat 1939–45''. Osprey Publishing Ltd. ISBN 978-1-84908-077-4.
 
* Konstam, Angus (2010). ''British Motor Gun Boat 1939–45''. Osprey Publishing Ltd. ISBN 978-1-84908-077-4.
  
 +
{{ShipManufacturer British Power Boat Company}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 04:20, 30 May 2023

Introducing Wiki 3.0

Description

The 70 ft MGB-61 is a rank I British motor gun boat with a battle rating of 1.7 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test. With the split of the naval tech trees in Update "New Power", MGB-61 was moved to the coastal fleet tech tree.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section3
Displacement34 t
Crew12 people
MGB-61 internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.

MGB-61 has the following armour layout:

Like most coastal vessels, MGB-61 has no practical armour. The gunshields are largely superficial; while they may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate them at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.

The hull is split into three compartments. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in front of the bridge; the second ends between the fuel tanks and the engines; the third ends at the stern.

MGB-61 can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MGB-61's own battle rating, there is only one gun capable of hull-breaking her:

There are two ammunition storages: the first, holding the ammunition for the primary armament, is located just above the waterline in front of the aft 40 mm 2pdr Rolls Royce cannon; the other ammunition storage, holding the ammunition for the secondary armament, is located just above the waterline directly underneath each of the two twin 12.7 mm Vickers Mk.V machine gun mounts. Destroying either will instantly destroy MGB-61.

MGB-61 has a crew complement of 12. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8. Overall, the survivability is average.

Mobility

Speedforward / back
AB99 / 27 km/h
RB74 / 20 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 20 ~23.21 ~42.07
Upgraded 99 27 ~15.41 ~26.57
RB/SB Stock 64 17 ~25.64 ~47.61
Upgraded 74 20 ~21.18 ~38.39

MGB-61 has a displacement of 34 tons.

When moving forwards at high speeds, the bow will lift out of the water. This creates a blind spot at close ranges in front of the boat where, depending on the angle, one or both of the twin 12.7 mm Vickers Mk.V mounts are unable to depress far enough to get the guns on target.

Modifications and economy

Repair costBasic → Reference
AB296 → 373 Sl icon.png
RB444 → 559 Sl icon.png
Total cost of modifications5 920 Rp icon.png
4 470 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 40 / 100 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_he_ammo_pack
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ammo.png
12.7 mm I
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_ap_ammo_pack
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods tank ammo.png
12.7 mm API
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png

The recommended modification research order is:

  1. Tool Set
  2. Fire Protection System
  3. 12.7 mm I
  4. Smokescreen
  5. 40 mm AP
  6. Rudder Replacement
  7. Improved Rangefinder
  8. Artillery

After that, research the rest of the seakeeping modifications, followed by the rest of the modifications in whatever order you prefer.

Armament

Primary armament

2 х Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
Vertical guidance-10° / 70°

The primary armament consists of four 12.7 mm Vickers Mk.V machine guns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a cyclic rate of fire of around 600 rounds/min, though the outboard guns on both mounts fire slightly faster, around 685 rounds/min. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Primary armament guidance
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
±180° -10°/+70° ±180° -10°/+70°

There are three ammunition choices available:

  • Universal: T · AP · I
  • 12.7 mm I: T · I · I · I
  • 12.7 mm API: T · AP · I · AP

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
T 20 19 16 13 10 8
AP 24 24 20 17 14 12
I 3 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
T 753 0.04 - - - 47° 56° 65°
AP 753 0.05 - - - 47° 56° 65°
I 753 0.04 0 0.1 1.8 47° 56° 65°

Of the belts, the I belt has a noticeably higher damage output than both the Universal and API belts, both of which are about the same in terms of damage. This is because it has the highest concentration of incendiary rounds, which are the only ones with any high-explosive filler. However, because it lacks any armour-piercing rounds, the I belt has slightly less armour penetration than the other two belts. In general, though, any armour that can stop the incendiary round will also be able to stop the armour-piercing round. For the most effectiveness, take only the I belt once unlocked, and switch the primary 20 mm/70 Oerlikon Mk.II cannon to deal with armoured targets.

Secondary armament

Turret40 mm 2pdr Rolls Royce semi-automatic cannon
Ammunition1200 rounds
Belt capacity4 rounds
Fire rate231 shots/min

The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with a maximum of 1,200 rounds of ammunition. Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 2.21 seconds; with an aced crew, it can be reloaded in 1.7 seconds.

Secondary armament guidance
Horizontal Vertical
±151° -12°/+60°

There are three ammunition choices available:

  • Universal: HEF · AP-T · HEF · AP-T
  • 40 mm HE: HEF · HEF · HEF · AP-T
  • 40 mm AP: AP-T · AP-T · AP-T · HEF

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP-T 60 57 48 39 32 26
HEF 3 3 3 3 3 3
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
AP-T 701 0.91 - - - 47° 60° 65°
HEF 701 0.82 0 0.1 71 79° 80° 81°

The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, take a substantial amount of the belt as well for use against armoured targets. Alternatively, take only Universal if you want to avoid the reload delay between switching ammunition types, though this comes at the cost of lesser damage efficiency.

Additional armament

Setup 12 x Mk.VII depth charge
Main article: Mk.VII depth charge

MGB-61

has two possible loadouts:
  1. 2 x Mk.VII depth charge
  2. Without load

Depth Charges

Mk.VII depth charges numbered according to their drop order.

The Mk.VII depth charges are carried amidships in front of the aft gun, one on each side. They are dropped one at a time in the following order:

  1. Starboard
  2. Port

Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.

Depth charge characteristics
Mass (kg) Explosive type Explosive mass (kg) TNT equivalent (kg) HE armour penetration (mm) Armoured vehicle destruction radius (m) Fragment dispersion radius (m)
196 TNT 130 130 101 8 122

There is almost no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.

Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.

Usage in battles

As a motor gun boat, MGB-61's primary armament is actually quite good, unlike the previous vessels in its tech tree line. With four 12.7 mm Vickers Mk.V machine guns, the damage output is roughly comparable to two or three 20 mm cannons, and with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. While most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, making her well suited for aggressive playstyles. However, this firepower comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.

In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred metres where one or both of the mounts are unable to depress far enough to get guns on target.

With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns. Because of the long reload, be proactive with the reloads. Keep an eye on the ammunition counter and be sure to fire off any remaining ammo after engagements if there isn't much left in the belts, retreating to do so if necessary. A good time to start doing so is when there are around 250 rounds or less between all four guns. Additionally, because of the poor firing arcs, keep enemies either directly in front or directly behind you at all times so that all of the guns are able to fire, and be ready to speed up or slow down to eliminate the fore or aft blindspots as needed. MGB-61's survivability is rather average and is largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any reason will often result in your own destruction, especially while playing aggressively.

Lastly, if you come across any armoured targets that the 12.7 mm machine guns fail to penetrate — in particular, the Pr.1124 early, Pr.1124 late, and Pr.191 — switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, making it useful for long-range engagements. However, its damage output is noticeably lower than the four machine guns, so only switch to it when required, but always be ready to do so on a moment's notice.

Pros and cons

Pros:

  • Primary armament offers high rate-of-fire with a generous belt capacity for sustained firing.
  • Secondary armament has wide firing arcs for good coverage.
  • Both armaments produce significant firepower output with available shells and burst mass.
  • Mobility enhances manoeuvrability and responsiveness, providing an advantage in more dynamic combat scenarios.

Cons:

  • High-speed movement creates a small frontal blind spot, requiring careful positioning for situational awareness.
  • Primary armament has a relatively longer reload time and limited firing arcs.
  • Secondary armament cannot fire forward, cannot rotate 360° and has a smaller magazine capacity.

History

Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs — all three essentially being scaled-up versions of the same overall design — as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67. These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered instead as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.

The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 ft (21.3 m), a beam of 16 ft 7 in (5.05 m), and a draught of around 3 ft (~1 m) depending on the boat. They were powered as follows:

  • MASBs 6-21: Ordered by the Royal Navy as MASBs, all were completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce engines. However, these engines eventually became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion engines and could only achieve 23 knots. In 1942, they received stronger Packard engines, increasing their top speed to 38 knots.
  • MASB 46: Originally ordered by the Royal Netherlands Navy as an MTB, with the capitulation of the Netherlands before her completion in May 1940, she was requisitioned by the Royal Navy in July 1940 and completed as a MASB on 13th July 1941. MASB 46 was powered by three Rolls Royce petrol engines and could achieve a top speed of 42.5 knots.
  • MASBs 50-67: Originally ordered by the French Navy as MTBs, with the capitulation of France before the completion of most of the order in June 1940, they were requisitioned by the Royal Navy in July 1940 and completed as a MASB throughout 1940 and 1941. MASBs 50-67 were powered by three Isotta-Fraschini engines and could achieve a top speed of 40 knots.

Around 1941, to counter the more heavily armed German E-Boats, the Royal Navy converted most of their MASBs, including all of the BPB 70-foot MASBs, into motor gun boats (MGBs). During this time, the BPB 70-foot boats were redesignated MGBs 6-21, 46, and 50-67 and were all refitted with a standardized armament consisting of 2-pdr aft gun and a twin .50 calibre machine gun mount on either side of the bridge.

MASB-61 was one of the ex-French BPB 70-foot boats. She was completed on 12th April 1941, but with the capitulation of France, she was requisitioned by the Royal Navy in July 1940 and converted into a MASB. In January 1941, she was refitted as a motor gun boat and redesignated as MGB-61. MGB-61 was commanded by the following:

  • Lt. P.N. Howes, RN: December 1940 to August 1941
  • Lt. I.R. Griffiths, RN: August 1941 to December 1941
  • T/Lt. D.P. James, RNVR: December 1941 to July 1942
  • T/Lt. J. Collins, RNVR: July 1942 to August 1943

MGB-61 served as part of the 6th MGB Flotilla with HMS Beehive at Felixstowe from 1941 to 1943. She was disposed of in February 1945.

Media

Skins

See also

External links

References

  • Konstam, Angus (2010). British Motor Gun Boat 1939–45. Osprey Publishing Ltd. ISBN 978-1-84908-077-4.


British Power Boat Company
Motor Torpedo Boat (MTB) 
60 ft British Power Boat MTB  MTB-1(1) · MTB-1(2)
Motor Gun Boat (MGB) 
70 ft British Power Boat MGB  MGB-61
71 ft British Power Boat MGB  MGB-75

Britain boats
Motor torpedo boats  Brave Borderer · Dark Aggressor · Dark Aggressor TD · Fairmile D (617) · Fairmile D (697) · Fairmile D (5001) · HMS Gay Archer
  MTB-1(1) · MTB-1(2) · MTB Vosper · MTB Vosper(2) · MTB-422
Motor gun boats  Dark Adventurer · Fairmile A (ML100) · Fairmile B (ML345) · Fairmile C (312) · Fairmile C (332) · Fairmile D (601) · Fairmile H LCS(L)(2)
  HMAS Arrow · HMAS Fremantle · MGB-61 · MGB-75 · ML 1383 · SGB Grey Fox · SGB Grey Goose
Gunboats  HMS Spey