Difference between revisions of "Dark Aggressor"

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{{Specs-Card|code=uk_dark_class_mtb}}
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{{About
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| about = British motor gun boat '''{{PAGENAME}}'''
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| usage = the Twitch Drop version
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| link = Dark Aggressor TD
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}}
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{{Specs-Card
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|code=uk_dark_class_mtb
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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 '''Dark Aggressor (FPB 1102)''' was a Dark-class fast patrol boat built for the Royal Navy in the mid-1950s. The boats featured alloy framing and wooden decks and skin. 27 were ordered in 1954 but nine were cancelled a year later. The ships featured interchangeable armament which meant they could serve in both motor gun boat and motor torpedo boat roles, depending on their task. They were also the only diesel engine-powered fast patrol boats in the entire Royal Navy. Dark Aggressor was launched on 9th December 1954 and sold on 3rd October 1961.
{{Break}}
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The '''{{specs|name}}''' is a rank {{specs|rank}} British motor torpedo boats {{Battle-rating|1}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
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The Dark Aggressor 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. Unlike her sister Dark Adventurer which is depicted in the motor gun boat configuration featuring a single 114 mm gun on the bow and 40 mm Bofors autocannon on the stern with no torpedo launchers, the Dark Aggressor is depicted in the motor torpedo boat configuration with four 533 mm torpedo tubes and 40 mm autocannon on the bow.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''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 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}}
Being a light Torpedo boat, the Dark class is an entirely unarmoured vessel, lacking even a gun shield for the 40 mm cannon. That being said, survivability is somewhat surprisingly good for an MTB, having an above-average number of crewmen, 15 members are spaced in both the hull and superstructure will give you enough time to respond to immediate danger should you come across it. This does not mean that you can afford to take fire in the Dark Class, just that you might have time to escape or kill the enemy ship before it gets you. It compares favourably with American and Russian MTBs, however, lacks the sheer numbers of crew members which the S-boat series has. Take this into consideration if you are starting from one of these countries.''
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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.'' -->
 +
 
 +
The {{PAGENAME}} has the following armour layout:
 +
 
 +
* Hull: 40 mm, wood
 +
* Superstructure: 15 mm, wood
 +
 
 +
[[File:{{PAGENAME}}_internals.png|thumb|Dark Aggressor internals (starboard side).]]
 +
 
 +
Like most coastal vessels, the Dark Aggressor has no practical armour. The hull and superstructure are unarmoured and will not stop any sort of gunfire.
 +
 
 +
The hull is split into four hull sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends just in front of the gun; the second ends after the bridge; the third ends where the fuel tanks end, just in front of the engines; and the fourth ends at the stern. Any round with a large enough diameter and explosive mass can hull break the Dark Aggressor. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) and with an explosive mass greater than 1.5 kg. At the Dark Aggressor's battle rating, the only guns that can hull break her are:
 +
 
 +
* the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]], found on {{Specs-Link|germ_escort_typem1943}} and {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}; and
 +
* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
 +
 
 +
There is one ammunition storage located directly underneath the gun turret just above the waterline. Destroying it will instantly destroy the boat.
 +
 
 +
The Dark Aggressor has a crew complement of 15. With a stock crew, the Dark Aggressor is knocked out when 10 crew are lost; with an aced crew, this is increased to 11. Overall, the survivability is average.
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''-->
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{{Specs-Fleet-Mobility}}
The Dark Class maintains excellent manoeuvrability with high top speed and a small turn radius. Acceleration and Deceleration are both very impressive and contribute to the all-round good mobility of this vehicle. Once again the similarity to American MTBs comes into play, meaning players coming from the US tree will feel right at home with the Dark class. This isn't so much the case for Russian and German players as the Dark class has much lower and higher performance than their counterparts respectively.  
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<!-- ''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.'' -->
 +
 
 +
{{NavalMobility
 +
|SpeedForwardStockAB = 73
 +
|SpeedBackStockAB = 27
 +
|TurnTimeStockAB = 26.18
 +
|TurnSpeedStockAB = 43.98
 +
 
 +
|TurnTimeSpadedAB = 17.38
 +
|TurnSpeedSpadedAB = 27.66
 +
 
 +
|SpeedForwardStockRB = 64
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|SpeedBackStockRB = 24
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|TurnTimeStockRB = 29.02
 +
|TurnSpeedStockRB = 50.04
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 +
|TurnTimeSpadedRB = 23.83
 +
|TurnSpeedSpadedRB = 40.03
 +
}}
 +
 
 +
The Dark Aggressor has a displacement of 64 tons.
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
 +
The recommended modification research order is:
 +
 
 +
# Tool Set
 +
# Fire Protection System
 +
# 40 mm HE clips
 +
# 40 mm AP clips
 +
# Propeller Replacement
 +
# Primary Armament Targeting
 +
# Artillery Support
 +
 
 +
After that, prioritize the rest of the seakeeping modifications first, then finish researching the remaining modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
<!--''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|2pdr QF Mk.VII (40 mm)}}</nowiki></code>.
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{{Specs-Fleet-Primary}}
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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<!-- ''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|QF Mark VII (40 mm)}}
 
{{main|QF Mark VII (40 mm)}}
  
Despite what the name might make players assume, the QF Mk.VII is in fact a Bofors 40 mm gun. Easily being one of the greatest weapons captains of War Thunder can use. The Bofors cannon combines fire rate, accuracy and power into a single incredible weapon. It's high reloading speed allows for a near-constant stream of fire as you pump shells into your enemies. The shells themselves are devastating against small boats with the Universal and AP belts allowing for an excellent combination of penetration against components and HE to start fires or deal damage to deck mounts. Attention must be paid to overheat, however, as jamming does occur if sustained fire (usually against large gunboats or early destroyers) is prolonged.
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The primary armament consists of a single 40 mm QF Mk VII cannon mounted forward with a maximum ammunition load of 1,500 rounds. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 29°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 34°/s respectively. The gun has a magazine capacity of 4 rounds and a cycle rate of fire of 160 rounds/min. With a stock crew, it can be reloaded in 0.49 seconds; with an aced crew, this is decreased to 0.38 seconds. The reload is short enough that there is a seamless transition between magazines, although continuously firing for too long will cause the gun to overheat and jam. This happens after continuously firing for about 1.25 min, or about 200 rounds. There is no noticeable drop in accuracy as the gun overheats.
  
=== Torpedo armament ===
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{| class="wikitable" style="text-align:center" width="25%"
<!--''Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.''-->
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! colspan="2" | Primary armament guidance
The Dark class is equipped with four torpedoes in an angled forward mounting setup, akin to many American or Soviet MTBs. Their placement allows for releasing torpedoes with relatively little adjustment and captains can become extremely proficient in the wiggling pattern necessary to drop multiple torpedoes should they use the Dark Class. The torpedoes themselves are quite average with high speed and relatively short-range when stock level and becoming very average in these metrics with the torpedo mode upgrade installed. the 327 kg warhead of TNT is quite effective at dealing with anything short of a cruiser and able to hull break ships with one torpedo which might not be possible with American or Soviet-style torpedoes.
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|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -10°/+89°
 +
|-
 +
|}
  
=== Special armament ===
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There are three ammunition types available:
<!--''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.''-->
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The Dark Class is equipped with two standard depth charges with each of which containing 130 kg of explosives. Should captains of the Dark Class manage to close the distance on a destroyer, they can guarantee a kill by dropping them directly next to the turrets of their target (within 5 meters of the hull preferably).  
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* '''Universal:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}
 +
* '''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}}
 +
* '''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}}
 +
 
 +
{{:QF Mark VII (40 mm)/Ammunition|HEFI-T, AP-T}}
 +
 
 +
The best ammunition is the 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds. Take mostly 40 mm HE clips along with several 40 mm AP clips for armoured targets. Because of the gun's seamless reload, there is no reason to use the Universal belt once the others are unlocked.
 +
 
 +
=== Additional armament ===
 +
{{Specs-Fleet-Additional}}
 +
<!-- ''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.'' -->
 +
{{main|Mk.VIII (533 mm)|Mk.VII depth charge}}
 +
 
 +
The {{PAGENAME}} has two possible loadouts:
 +
 
 +
# 4 x Mk.VIII torpedo
 +
# 2 x Mk.VII depth charge
 +
# 4 x Mk.VIII torpedo; 2 x Mk.VII depth charge
 +
# Without load
 +
 
 +
'''Torpedoes'''
 +
 
 +
The Dark Aggressor can carry four 533 mm Mk.VIII torpedoes. The torpedo tubes are located on either side of the bridge, pointing forwards with the nose angled outwards.
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 +
! colspan="9" | Torpedo characteristics
 +
|-
 +
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 +
|-
 +
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 1,566 || 84 || 4.57 || 1 || 50 || TNT || 327 || 327
 +
|-
 +
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 1,566 || 76 || 6.40 || 1 || 50 || TNT || 327 || 327
 +
|}
 +
 
 +
The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | Torpedo mode specification changes
 +
|-
 +
! Max Distance (m)
 +
! Max Speed (m/s)
 +
|-
 +
| +1,830 || -2
 +
|-
 +
|}
 +
 
 +
It's best to always keep Torpedo Mode uninstalled. The maximum speed of a torpedo is much more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue.
 +
 
 +
In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that the Dark Aggressor can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.
 +
 
 +
When using torpedoes, be aware that unless they are already launched, the torpedoes have a very high chance to detonate when shot at, instantly destroying the boat. To avoid this, fire the torpedoes immediately after spawning in—as well as after any subsequent reloads in AB—or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.
 +
 
 +
'''Depth charges'''
 +
 
 +
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 +
 
 +
The Mk.VII depth charges are carried on the stern, one on each side. They are dropped one at a time in the following order:
 +
 
 +
# Starboard
 +
# Port
 +
 
 +
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="7" | 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. Like torpedoes, 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 ==
 
== Usage in battles ==
''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).''
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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).'' -->
 +
Compared to the  sister gunboat [[Dark Adventurer]], the {{PAGENAME}} is a traditional PT boats and plays like one, with some slight caveat. The boat features four powerful torpedoes and frontal-mounted Bofors autocannons in exchange of the 114 mm cannons. Due to the lack of rear coverage, however, the boat is highly vulnerable against flankers or enemy aircraft approaching the stern. Because of this, let your bow face the enemy as much as possible to minimize the chance of ammo rack detonation.
  
With the Dark Aggressor class, the tactics are in the name. Use the ship's high mobility to reach capture points quickly, subduing any targets on the way with the Bofors 40 mm, and then continue to advance either into their spawn, cargo ship area (on encounter mode) or into channels where Destroyers will enter the small boat areas. Torpedo and depth charge these ships from the safety of cover to secure victory. Pushing into open water is possible, however not recommended due to the accuracy of secondary armament gunners and the poor survivability to high calibre HE fire.
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As the Bofors have a higher effective range than most of the ~20 mm autocannons that were quite common at this BR, the {{PAGENAME}} can also be used to provide fire support at longer ranges (~2.5 km) and outrange most of the PT boats. As the Bofors can seamlessly switch between each ammo belt, the AP belt is recommended for long range engagements, though the "Universal" belt can also do its job quite well at range.
  
 
=== 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".''
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<!-- ''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:'''
* Fast firing 40 mm cannon
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* Features a frontal-mounted Bofors autocannons with good frontal coverage
* 4 x torpedoes
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* 40 mm Bofors offer great damage output against surface and aerial targets
* Fast speed for a water vehicle
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* Fast and manoeuvrable
 +
* Armed with four torpedoes with good speed and filler
  
 
'''Cons:'''
 
'''Cons:'''
* Low survivability compared to German and Japanese motor torpedo boats of the same tier
+
* Mediocre survivability, especially from the sides
* Torpedoes are average once upgraded and suffer from short range stock
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* Somewhat tall, unarmoured hull profile with a highly vulnerable ammo racks
 
+
* Main armament is easily knocked out
 +
* No secondary or anti-aircraft armament, the stern is effectively a huge blind spot
  
 
== 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.''
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<!-- ''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).'' -->
 +
{{:Dark_Aggressor/History}}
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;'''Skins'''
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* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_dark_class_mtb Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Images
 +
<gallery mode="packed" heights="200">
 +
File:Events_Festive2019_Wallpaper.jpg|{{PAGENAME}} wallpaper, from [[wt:en/news/6547-event-festive-events-en|[Event] Festive events!]].
 +
</gallery>
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''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.'' -->
  
* [[Dark class (FPB 1101)]] - Sister motor gun boat.
+
;[[Dark (Family)|Related development]]
 +
* {{Specs-Link|uk_dark_class}}
 +
* {{Specs-Link|uk_brave_borderer}}
  
 
== 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;''
 +
* ''other literature.'' -->
  
* ''topic on the official game forum;''
+
* [https://cfv.org.uk/forum/viewtopic.php?t=215 <nowiki>[Coastal Forces Veterans Forum]</nowiki> The British "Dark" Class]
* ''encyclopedia page on ship;''
+
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
* ''other literature.''
+
* [http://www.bmpt.org.uk/boat%20histories/Dark%20Class/index.htm <nowiki>[British Military Powerboat Team]</nowiki> Dark Class Boats]
 +
* [http://dave-mills.yolasite.com/saro-dark-class-mtbs.php <nowiki>[mprints.co.uk]</nowiki> SARO Dark Class MTBs]
 +
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
  
 +
{{ShipManufacturer Saunders-Roe}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 12:14, 8 January 2024

Introducing Wiki 3.0
This page is about the British motor gun boat Dark Aggressor. For the Twitch Drop version, see Dark Aggressor TD.
uk_dark_class_mtb.png
GarageImage Dark Aggressor.jpg
Dark Aggressor
Research:18 000 Specs-Card-Exp.png
Purchase:47 000 Specs-Card-Lion.png

Description

The Dark Aggressor (FPB 1102) was a Dark-class fast patrol boat built for the Royal Navy in the mid-1950s. The boats featured alloy framing and wooden decks and skin. 27 were ordered in 1954 but nine were cancelled a year later. The ships featured interchangeable armament which meant they could serve in both motor gun boat and motor torpedo boat roles, depending on their task. They were also the only diesel engine-powered fast patrol boats in the entire Royal Navy. Dark Aggressor was launched on 9th December 1954 and sold on 3rd October 1961.

The Dark Aggressor 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", Dark Aggressor was moved to the coastal fleet tech tree. Unlike her sister Dark Adventurer which is depicted in the motor gun boat configuration featuring a single 114 mm gun on the bow and 40 mm Bofors autocannon on the stern with no torpedo launchers, the Dark Aggressor is depicted in the motor torpedo boat configuration with four 533 mm torpedo tubes and 40 mm autocannon on the bow.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement64 t
Crew15 people

The Dark Aggressor has the following armour layout:

  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood
Dark Aggressor internals (starboard side).

Like most coastal vessels, the Dark Aggressor has no practical armour. The hull and superstructure are unarmoured and will not stop any sort of gunfire.

The hull is split into four hull sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends just in front of the gun; the second ends after the bridge; the third ends where the fuel tanks end, just in front of the engines; and the fourth ends at the stern. Any round with a large enough diameter and explosive mass can hull break the Dark Aggressor. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) and with an explosive mass greater than 1.5 kg. At the Dark Aggressor's battle rating, the only guns that can hull break her are:

There is one ammunition storage located directly underneath the gun turret just above the waterline. Destroying it will instantly destroy the boat.

The Dark Aggressor has a crew complement of 15. With a stock crew, the Dark Aggressor is knocked out when 10 crew are lost; with an aced crew, this is increased to 11. Overall, the survivability is average.

Mobility

Speedforward / back
AB104 / 38 km/h
RB74 / 27 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 27 ~26.18 ~50.9
Upgraded 104 38 ~17.38 ~21.25
RB/SB Stock 64 24 ~29.02 ~64.2
Upgraded 74 27 ~23.83 ~42.17

The Dark Aggressor has a displacement of 64 tons.

Modifications and economy

Repair costBasic → Reference
AB925 → 1 151 Sl icon.png
RB1 267 → 1 577 Sl icon.png
Total cost of modifications19 500 Rp icon.png
31 900 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces400 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 130 / 100 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ammo.png
40 mm HE clips
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ammo.png
40 mm AP clips
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png

The recommended modification research order is:

  1. Tool Set
  2. Fire Protection System
  3. 40 mm HE clips
  4. 40 mm AP clips
  5. Propeller Replacement
  6. Primary Armament Targeting
  7. Artillery Support

After that, prioritize the rest of the seakeeping modifications first, then finish researching the remaining modifications in whatever order you prefer.

Armament

Primary armament

Turret40 mm QF Mark VII gun
Ammunition2000 rounds
Belt capacity4 rounds
Fire rate160 shots/min
Vertical guidance-10° / 89°
Main article: QF Mark VII (40 mm)

The primary armament consists of a single 40 mm QF Mk VII cannon mounted forward with a maximum ammunition load of 1,500 rounds. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 29°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 34°/s respectively. The gun has a magazine capacity of 4 rounds and a cycle rate of fire of 160 rounds/min. With a stock crew, it can be reloaded in 0.49 seconds; with an aced crew, this is decreased to 0.38 seconds. The reload is short enough that there is a seamless transition between magazines, although continuously firing for too long will cause the gun to overheat and jam. This happens after continuously firing for about 1.25 min, or about 200 rounds. There is no noticeable drop in accuracy as the gun overheats.

Primary armament guidance
Horizontal Vertical
±180° -10°/+89°

There are three ammunition types available:

  • Universal: AP-T · HEFI-T
  • 40 mm HE clips: HEFI-T · HEFI-T · HEFI-T · AP-T
  • 40 mm AP clips: AP-T · AP-T · AP-T · HEFI-T

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEFI-T 3 3 3 3 3 3
AP-T 81 78 68 58 49 41
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEFI-T 874 0.9 0 0.1 67.13 79° 80° 81°
AP-T 874 0.89 - - - 47° 60° 65°

The best ammunition is the 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds. Take mostly 40 mm HE clips along with several 40 mm AP clips for armoured targets. Because of the gun's seamless reload, there is no reason to use the Universal belt once the others are unlocked.

Additional armament

Setup 14 x 533 mm Mk.VIII torpedo
Setup 22 x Mk.VII depth charge
Setup 34 x 533 mm Mk.VIII torpedo
2 x Mk.VII depth charge

The Dark Aggressor has two possible loadouts:

  1. 4 x Mk.VIII torpedo
  2. 2 x Mk.VII depth charge
  3. 4 x Mk.VIII torpedo; 2 x Mk.VII depth charge
  4. Without load

Torpedoes

The Dark Aggressor can carry four 533 mm Mk.VIII torpedoes. The torpedo tubes are located on either side of the bridge, pointing forwards with the nose angled outwards.

Torpedo characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 1,566 84 4.57 1 50 TNT 327 327
Yes 1,566 76 6.40 1 50 TNT 327 327

The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:

Torpedo mode specification changes
Max Distance (m) Max Speed (m/s)
+1,830 -2

It's best to always keep Torpedo Mode uninstalled. The maximum speed of a torpedo is much more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue.

In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that the Dark Aggressor can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.

When using torpedoes, be aware that unless they are already launched, the torpedoes have a very high chance to detonate when shot at, instantly destroying the boat. To avoid this, fire the torpedoes immediately after spawning in—as well as after any subsequent reloads in AB—or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.

Depth charges

Mk.VII depth charges numbered according to their drop order (click to view a larger image).

The Mk.VII depth charges are carried on the stern, 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. Like torpedoes, 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

Compared to the sister gunboat Dark Adventurer, the Dark Aggressor is a traditional PT boats and plays like one, with some slight caveat. The boat features four powerful torpedoes and frontal-mounted Bofors autocannons in exchange of the 114 mm cannons. Due to the lack of rear coverage, however, the boat is highly vulnerable against flankers or enemy aircraft approaching the stern. Because of this, let your bow face the enemy as much as possible to minimize the chance of ammo rack detonation.

As the Bofors have a higher effective range than most of the ~20 mm autocannons that were quite common at this BR, the Dark Aggressor can also be used to provide fire support at longer ranges (~2.5 km) and outrange most of the PT boats. As the Bofors can seamlessly switch between each ammo belt, the AP belt is recommended for long range engagements, though the "Universal" belt can also do its job quite well at range.

Pros and cons

Pros:

  • Features a frontal-mounted Bofors autocannons with good frontal coverage
  • 40 mm Bofors offer great damage output against surface and aerial targets
  • Fast and manoeuvrable
  • Armed with four torpedoes with good speed and filler

Cons:

  • Mediocre survivability, especially from the sides
  • Somewhat tall, unarmoured hull profile with a highly vulnerable ammo racks
  • Main armament is easily knocked out
  • No secondary or anti-aircraft armament, the stern is effectively a huge blind spot

History

The Dark-class fast patrol boats, also known as the Admiralty Type "A" Fast Patrol Boat (FPB), were 18 patrol boats used by the Royal Navy, with another 8 built for export. The class was originally ordered in the late 1940s, calling for a new diesel-powered FPB, with Saunders-Roe eventually winning the design contract in early 1952. The Dark class was built between 1954 and 1958 primarily by Saunders-Roe alongside several other British shipbuilding companies. The Dark class had interchangeable armaments and could be configured as motor torpedo boats, as motor gun boats, or as minelayers. These armaments include:

  • 4 x 21-inch torpedoes
  • 1 x 40 mm Bofors gun (forward), 2 x 21-inch torpedoes
  • 1 x 40 mm Bofors gun (aft), 1 x 4.5-inch cannon (forward)
  • 16 x mines

The Dark class boats had a length of 71 ft. 8 in., a beam of 19 ft. 5 in., a draught of 6 ft. 1 in, and a standard displacement of 50 long tons and were the first of their kind in Royal Navy service to use diesel engines. Each boat was powered by two 18 cylinder Napier Deltic diesel engines, each producing 2,500 bhp and driving a single shaft, with an exhaust port on the port side hull. The first few Dark class boats were painted entirely in standard grey. However, the port side of the hulls would quickly become stained by the diesel exhaust fumes, even after only a short period of use. Initially, an experimental paint scheme was tried on HMS Dark Biter (P1104) around March 1956 that had the rear hull painted in black with the front hull still in grey. This, too, was found to be unsatisfactory, and eventually, it was decided that the entire hull of the Dark class boats was to be painted in black.

Eighteen Dark class boats served with the Royal Navy. All of these were built with wooden hulls and aluminium decks on aluminium hull frames with the exception of the final boat, the unique HMS Dark Scout (P1116), which had an all-aluminium welded construction, a redesigned bridge, and transom exhaust ports. In addition to these, eight more Dark class boats were also built for export, all built by Saunders-Roe: two standard boats to Finland; five riveted, all-aluminium boats with an additional electric drive system to Burma; and one standard boat to Japan. A further nine Dark class boats were planned to be built as well for Royal Navy service, but these were all cancelled in 1955. During the 1960s and 1970s, of the 18 Dark class boats in Royal Navy service, two were used as target practice with one being sunk. The surviving 17 were sold to various places, including several to Italian law enforcement in the late 1960s.

HMS Dark Adventurer, pennant number P1101, was the first of the Dark-class boats. She was built by Saunders-Roe in Beaumaris and was completed on 28th October 1954. She was sold in early 1970.

Media

Skins
Images

See also

Related development

External links


Saunders-Roe Limited
Fast Patrol Boats 
Dark-class  Dark Adventurer · Dark Aggressor

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