Difference between revisions of "Arras"

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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 identify the ship in question.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French sub-chaser {{Battle-rating}}. It was introduced in [[Update "Dance of Dragons"]].
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'''Arras''' was a French sloop of the Arras-class, built in 1917 and launched in July 1918, but did not see any combat before the end of the First World War just 4 months later. After the war, she served with the French Navy, spending time in reserve during the interwar period. Recommissioned for the Second World War, Arras took part in the defence of Dunkirk in 1940. Following the fall of France, she was captured by the British at Portsmouth on 3 July 1940 as part of Operation Catapult and transferred to the Free French Naval Forces, where she served as a barrack ship and a source of spare parts for her sister ship Amiens. After the war, Arras was decommissioned and scrapped in 1946.
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Introduced in [[Update "Dance of Dragons"]] along with the official release of the French coastal tree, '''{{Specs|name}}''' is a French sub-chaser capable of sinking most small coastal vessels with a single round, giving it unique gameplay. Other than her signature armament, she features excellent survivability and surprisingly good mobility for a ship made to look like a merchant vessel. Her biggest downside is the secondary and anti-air guns, both of which struggle to deal with either surface or aerial targets, making positioning and bringing the main guns to bear on surface targets an absolute necessity.
  
 
== General info ==
 
== General info ==
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{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-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 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.'' -->
 
<!-- ''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.'' -->
''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.''
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Despite lacking any hull armour and having a 16 mm steel hull, which is thinner than that of the [[L9059]], Arras has significantly better survivability. There are a few contributing factors to this: its much larger crew complement and a better distribution of said crew, fuel tanks protecting the boiler rooms, and multiple internal compartments, which together provide much better protection than would otherwise be expected.
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{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.'' -->
 
<!-- ''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.'' -->
''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.''
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Despite having the appearance of a slow cargo ship, this sloop is faster than many motor gun boats or even sub-chasers. This, combined with excellent manoeuvrability, makes Arras a surprisingly difficult target, being able to dodge torpedoes or bring its guns to bear on target much more quickly than would otherwise be expected.
 
 
 
{{NavalMobility}}
 
{{NavalMobility}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
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From Rank I, the 138.6 mm SAP shell is a very tempting choice, but in most encounters, regular HE does the job reasonably well, so a Damage Control Division might be a good first choice. In Rank II, the Rudder Replacement is the best first choice, with the Fire Division a close second, as you are likely to be set alight many times over the matches, either by cannons or near misses from bombs. Primary Armament Targeting is the best first choice for Rank III, with Shrapnel Protection being a second choice. Finally, Engine Maintenance should be your go-to in Rank IV. The least important modification is arguably the Improved Rangefinder, as you are unlikely ever to engage targets at such a long range that the +14% accuracy would make a perceivable difference.
  
 
== Armament ==
 
== Armament ==
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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.'' -->
 
<!-- ''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|138.6 mm/55 model 1910 (138.6 mm)}}
 
{{main|138.6 mm/55 model 1910 (138.6 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. 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.''
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The main armament of the vessel consists of two 138.6 mm guns, a calibre shared with the battleship secondaries and destroyer primaries.
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{{Annotation|HE|High-explosive}} shells will overpressure any wooden boat and will do significant damage to sub-chasers or large motor gun boats. The larger the vessel, the more hits along the length it may need to be destroyed. When possible, avoid hitting the same spot multiple times.
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{{Annotation|SAP|Semi-armour-piercing}} shells are best used against destroyers or heavily angled frigates. Against motor gunboats or submarine chasers in parallel, they are very likely to overpenetrate. They need at least 6 mm of steel to fuse, and unless a component is in the path of the projectile, it will travel nearly 42 metres before exploding. On the other hand, SAP shells can detonate magazines on enemy vessels, making them capable of one-shotting even much larger vessels, as long as they are protected by sufficiently thin armour.
  
 
{{:138.6 mm/55 model 1910 (138.6 mm)/Ammunition|138.6 mm OEA Mle 1919 HE, 138.6 mm OPF Mle 1910 SAP}}
 
{{:138.6 mm/55 model 1910 (138.6 mm)/Ammunition|138.6 mm OEA Mle 1919 HE, 138.6 mm OPF Mle 1910 SAP}}
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{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
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[[File:75 mm 35 model 1897 (75 mm) Arras amidship.jpg|thumb|''The 75'' is located amidships, in front of the main superstructure.]]
 
{{main|75 mm/35 model 1897 (75 mm)}}
 
{{main|75 mm/35 model 1897 (75 mm)}}
''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.''
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A single 75 mm gun on the bow of the vessel has a very limited arc of fire, both horizontally and vertically, making it useful only in the most desperate circumstances, when the main guns are disabled or otherwise incapable of reaching targets that the 75 mm can still aim at.
  
 +
The {{Annotation|HE-TF|High-explosive with time fuse}} shells, while an interesting option, are very unlikely to hit an aeroplane, given that the vertical guidance of the gun is limited to +30° and it fires just one round every 4 to 5 seconds.
 
{{:75 mm/35 model 1897 (75 mm)/Ammunition|75 mm OEA Mle 1917 HE, 75 mm OPF Mle 1917 SAP, 75 mm OEA Mle 1917 HE-TF}}
 
{{:75 mm/35 model 1897 (75 mm)/Ammunition|75 mm OEA Mle 1917 HE, 75 mm OPF Mle 1917 SAP, 75 mm OEA Mle 1917 HE-TF}}
  
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{{Specs-Fleet-AA}}
 
{{Specs-Fleet-AA}}
 
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
 
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
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[[File:Hotchkiss pattern 1914 (8 mm).jpg|thumb|Muzzle flash of the 7.95 mm Hotchkiss is difficult to spot, even when you know what you are looking for.]]
 
{{main|Hotchkiss pattern 1914 (8 mm)}}
 
{{main|Hotchkiss pattern 1914 (8 mm)}}
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''
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Three single 8 mm guns are, quite unusually, firing ammunition without tracers or other visible projectiles. Given the low calibre, the gun is fundamentally unlikely to score any easy kills with the use of AI gunners. But the lack of psychological effect or visual bullet tracers to lead the rounds on target during manual operation is the biggest issue of the gun.
  
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Neither you nor the enemies will know that the anti-air gunners are engaging a target, making you a tempting target for any enemy aeroplane in proximity, as the Arras will likely be the only large target not spraying the sky with visible anti-air gunfire.
 +
{{Clear}}
 
== 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 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).'' -->
 
<!-- ''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).'' -->
''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).''
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Owing to being one of the largest vessels in the boat spawn, Arras can bully most of the boats competing for the capture points. While the limited firing arcs and slow rotation speed of the main guns, along with significant heeling of the vessel when making tight turns, make it non-trivial to get shots on target, the good muzzle velocity and sheer explosive power of the rounds are likely to score a number of kills under the right circumstances.
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 +
; Specific enemies worth noting
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'''Aeroplanes''' are the biggest threat to the Arras, as there is no reliable way to counter them with your own armament.
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 +
'''Destroyers''' are best dealt with using SAP rounds, but generally should be avoided, as unless they are already damaged or struggle with accuracy, they can kill you much quicker than you can kill them.
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 +
'''Motor Torpedo Boats''' are mostly dangerous before the Rudder Replacement modification is installed, or if the bridge/steering gear is damaged, as torpedoes are extremely dangerous for a less manoeuvrable Arras. While those with a smaller explosive filler can be tanked directly into the bow or aft, any mistake that allows them to hit closer to the midsection is likely to end in instant death.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''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".'' -->
 
<!-- ''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".'' -->
''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:'''
*
+
* Equipped with potent 138.6 mm primary guns able to one-shot most vessels in this BR
 +
* Spawns next to other patrol boats rather than destroyers and frigates
 +
* Excellent survivability
  
 
'''Cons:'''
 
'''Cons:'''
*
+
* Lacks capable anti-air defence, and its large size makes it an attractive target for enemy aeroplanes
 +
* Before unlocking mobility modifications or after having the bridge destroyed, she suffers from poor mobility, making her an attractive target for enemy torpedoes
 +
* Gun placement and slow horizontal targeting speed make it difficult to switch between targets from multiple directions
  
 
== 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 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).'' -->
 
<!-- ''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).'' -->
''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).''
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[[File:Arras Historical Picture.jpg|thumb|Arras viewed from astern]]
 +
'''Arras''' was the lead ship of the French Arras-class sloops (also known as the Amiens class), which were designed during the First World War following the success of the British Q-ships, which were disguised as merchant vessels to deceive enemy submarines. She was intended to escort French convoys during the war, as they were harassed by submarines of the Imperial German Navy. Built at the Arsenal de Brest, laid down in 1917 and launched in July 1918, Arras was commissioned just 4 months before the signing of the Armistice on 11 November 1918, marking the end of her wartime career without any events of note.
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Following the end of the war, 13 vessels of her class were cancelled, while 29 others entered service between 1919 and 1924. During the interwar years, Arras was based in Toulon, along with other ships in her class. With the outbreak of World War Two, 19 vessels of her class were retired, and 11 were recommissioned, including Arras herself. In May 1940, she was stationed at Dunkirk, contributing to the port's anti-air defences during the German invasion, claiming to have damaged two enemy aircraft. As the city became surrounded by Germans, she evacuated British troops to Portsmouth.
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 +
After the fall of France in June 1940, Arras was among several French ships captured by British forces on 3 July 1940 as part of the larger Operation Catapult. She was subsequently transferred to the Free French Naval Forces, where she served in a more stationary role as a barrack ship. Disarmed and largely used for spare parts for her sister ship Amiens, her active service days were effectively over. After the war, Arras was returned to France but was not restored to active service. She was officially decommissioned and broken up for scrap on 25 February 1946.
  
 
== Media ==
 
== Media ==
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* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.'' -->
 
* ''other literature.'' -->
''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
  
 +
* [[wt:en/news/9050-development-french-coastal-fleet-closed-testing-begins-soon-en|[Devblog] French Coastal Fleet Closed Testing Begins Soon!]]
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{{ShipManufacturer Arsenal de Brest}}
 
{{France sub-chasers}}
 
{{France sub-chasers}}

Revision as of 17:35, 4 November 2024

Introducing Wiki 3.0
Arras
fr_arras_class_arras.png
GarageImage Arras.jpg
Arras
Research:36 000 Specs-Card-Exp.png
Purchase:115 000 Specs-Card-Lion.png

Description

Arras was a French sloop of the Arras-class, built in 1917 and launched in July 1918, but did not see any combat before the end of the First World War just 4 months later. After the war, she served with the French Navy, spending time in reserve during the interwar period. Recommissioned for the Second World War, Arras took part in the defence of Dunkirk in 1940. Following the fall of France, she was captured by the British at Portsmouth on 3 July 1940 as part of Operation Catapult and transferred to the Free French Naval Forces, where she served as a barrack ship and a source of spare parts for her sister ship Amiens. After the war, Arras was decommissioned and scrapped in 1946.

Introduced in Update "Dance of Dragons" along with the official release of the French coastal tree, Arras-class, Arras is a French sub-chaser capable of sinking most small coastal vessels with a single round, giving it unique gameplay. Other than her signature armament, she features excellent survivability and surprisingly good mobility for a ship made to look like a merchant vessel. Her biggest downside is the secondary and anti-air guns, both of which struggle to deal with either surface or aerial targets, making positioning and bringing the main guns to bear on surface targets an absolute necessity.

General info

Survivability and armour

Armourfront / side / back
Main fire tower5 / 5 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section6
Displacement850 t
Crew103 people

Despite lacking any hull armour and having a 16 mm steel hull, which is thinner than that of the L9059, Arras has significantly better survivability. There are a few contributing factors to this: its much larger crew complement and a better distribution of said crew, fuel tanks protecting the boiler rooms, and multiple internal compartments, which together provide much better protection than would otherwise be expected.

Mobility

Speedforward / back
AB62 / 13 km/h
RB41 / 8 km/h

Despite having the appearance of a slow cargo ship, this sloop is faster than many motor gun boats or even sub-chasers. This, combined with excellent manoeuvrability, makes Arras a surprisingly difficult target, being able to dodge torpedoes or bring its guns to bear on target much more quickly than would otherwise be expected.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 62 13
RB/SB Stock ___ ___
Upgraded 41 8

Modifications and economy

Repair costBasic → Reference
AB1 546 → 1 960 Sl icon.png
RB2 400 → 3 043 Sl icon.png
Total cost of modifications35 400 Rp icon.png
77 700 Sl icon.png
Talisman cost1 200 Ge icon.png
Crew training33 000 Sl icon.png
Experts115 000 Sl icon.png
Aces590 Ge icon.png
Research Aces360 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 130 / 100 % Sl icon.png
148 / 148 / 148 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 400 Rp icon.png
Cost:
3 000 Sl icon.png
115 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 600 Rp icon.png
Cost:
3 500 Sl icon.png
130 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
2 200 Rp icon.png
Cost:
4 800 Sl icon.png
180 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
5 800 Rp icon.png
Cost:
13 000 Sl icon.png
480 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 400 Rp icon.png
Cost:
3 000 Sl icon.png
115 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 600 Rp icon.png
Cost:
3 500 Sl icon.png
130 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 600 Rp icon.png
Cost:
3 500 Sl icon.png
130 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
2 200 Rp icon.png
Cost:
4 800 Sl icon.png
180 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
5 800 Rp icon.png
Cost:
13 000 Sl icon.png
480 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
1 400 Rp icon.png
Cost:
3 000 Sl icon.png
115 Ge icon.png
Mods he frag dist fuse ship.png
75mm_opf_mle1917_navy_sap_ammo_pack
Research:
1 400 Rp icon.png
Cost:
3 000 Sl icon.png
115 Ge icon.png
Mods tank ammo.png
138.6 mm 1910 SAP
Research:
1 400 Rp icon.png
Cost:
3 000 Sl icon.png
115 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 600 Rp icon.png
Cost:
3 500 Sl icon.png
130 Ge icon.png
Mods he frag dist fuse ship.png
75mm_oea_mle1917_navy_he_time_fuse_ammo_pack
Research:
1 600 Rp icon.png
Cost:
3 500 Sl icon.png
130 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
2 200 Rp icon.png
Cost:
4 800 Sl icon.png
180 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
2 200 Rp icon.png
Cost:
4 800 Sl icon.png
180 Ge icon.png

From Rank I, the 138.6 mm SAP shell is a very tempting choice, but in most encounters, regular HE does the job reasonably well, so a Damage Control Division might be a good first choice. In Rank II, the Rudder Replacement is the best first choice, with the Fire Division a close second, as you are likely to be set alight many times over the matches, either by cannons or near misses from bombs. Primary Armament Targeting is the best first choice for Rank III, with Shrapnel Protection being a second choice. Finally, Engine Maintenance should be your go-to in Rank IV. The least important modification is arguably the Improved Rangefinder, as you are unlikely ever to engage targets at such a long range that the +14% accuracy would make a perceivable difference.

Armament

Primary armament

2 х Turret138.6 mm/55 model 1910 gun
Ammunition100 rounds
Vertical guidance-7° / 25°

The main armament of the vessel consists of two 138.6 mm guns, a calibre shared with the battleship secondaries and destroyer primaries.

HE shells will overpressure any wooden boat and will do significant damage to sub-chasers or large motor gun boats. The larger the vessel, the more hits along the length it may need to be destroyed. When possible, avoid hitting the same spot multiple times.

SAP shells are best used against destroyers or heavily angled frigates. Against motor gunboats or submarine chasers in parallel, they are very likely to overpenetrate. They need at least 6 mm of steel to fuse, and unless a component is in the path of the projectile, it will travel nearly 42 metres before exploding. On the other hand, SAP shells can detonate magazines on enemy vessels, making them capable of one-shotting even much larger vessels, as long as they are protected by sufficiently thin armour.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
OEA Mle 1919 HE HE 36 36 36 36 36 36
OPF Mle 1910 SAP Common 67 49 34 34 34 34
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
OEA Mle 1919 HE HE 840 31.5 0 0.1 3.41 79° 80° 81°
OPF Mle 1910 SAP Common 830 36.5 0.05 6 2.93 47° 60° 65°

Secondary armament

Turret75 mm/35 model 1897
Ammunition100 rounds
The 75 is located amidships, in front of the main superstructure.

A single 75 mm gun on the bow of the vessel has a very limited arc of fire, both horizontally and vertically, making it useful only in the most desperate circumstances, when the main guns are disabled or otherwise incapable of reaching targets that the 75 mm can still aim at.

The HE-TF shells, while an interesting option, are very unlikely to hit an aeroplane, given that the vertical guidance of the gun is limited to +30° and it fires just one round every 4 to 5 seconds.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
OEA Mle 1917 HE HE 8 8 8 8 8 8
OPF Mle 1917 SAP SAP 30 27 23 20 18 16
OEA Mle 1917 HE-TF HE-TF 8 8 8 8 8 8
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
OEA Mle 1917 HE HE 570 6.18 0 0.1 450 79° 80° 81°
OPF Mle 1917 SAP SAP 505 7.92 0.01 4 990 47° 60° 65°
OEA Mle 1917 HE-TF HE-TF 570 6.18 0 0.1 450 79° 80° 81°

Anti-aircraft armament

3 х Turret8 mm Hotchkiss pattern 1914 machine gun
Ammunition1500 rounds
Belt capacity30 rounds
Fire rate600 shots/min
Muzzle flash of the 7.95 mm Hotchkiss is difficult to spot, even when you know what you are looking for.

Three single 8 mm guns are, quite unusually, firing ammunition without tracers or other visible projectiles. Given the low calibre, the gun is fundamentally unlikely to score any easy kills with the use of AI gunners. But the lack of psychological effect or visual bullet tracers to lead the rounds on target during manual operation is the biggest issue of the gun.

Neither you nor the enemies will know that the anti-air gunners are engaging a target, making you a tempting target for any enemy aeroplane in proximity, as the Arras will likely be the only large target not spraying the sky with visible anti-air gunfire.

Usage in battles

Owing to being one of the largest vessels in the boat spawn, Arras can bully most of the boats competing for the capture points. While the limited firing arcs and slow rotation speed of the main guns, along with significant heeling of the vessel when making tight turns, make it non-trivial to get shots on target, the good muzzle velocity and sheer explosive power of the rounds are likely to score a number of kills under the right circumstances.

Specific enemies worth noting

Aeroplanes are the biggest threat to the Arras, as there is no reliable way to counter them with your own armament.

Destroyers are best dealt with using SAP rounds, but generally should be avoided, as unless they are already damaged or struggle with accuracy, they can kill you much quicker than you can kill them.

Motor Torpedo Boats are mostly dangerous before the Rudder Replacement modification is installed, or if the bridge/steering gear is damaged, as torpedoes are extremely dangerous for a less manoeuvrable Arras. While those with a smaller explosive filler can be tanked directly into the bow or aft, any mistake that allows them to hit closer to the midsection is likely to end in instant death.

Pros and cons

Pros:

  • Equipped with potent 138.6 mm primary guns able to one-shot most vessels in this BR
  • Spawns next to other patrol boats rather than destroyers and frigates
  • Excellent survivability

Cons:

  • Lacks capable anti-air defence, and its large size makes it an attractive target for enemy aeroplanes
  • Before unlocking mobility modifications or after having the bridge destroyed, she suffers from poor mobility, making her an attractive target for enemy torpedoes
  • Gun placement and slow horizontal targeting speed make it difficult to switch between targets from multiple directions

History

Arras viewed from astern

Arras was the lead ship of the French Arras-class sloops (also known as the Amiens class), which were designed during the First World War following the success of the British Q-ships, which were disguised as merchant vessels to deceive enemy submarines. She was intended to escort French convoys during the war, as they were harassed by submarines of the Imperial German Navy. Built at the Arsenal de Brest, laid down in 1917 and launched in July 1918, Arras was commissioned just 4 months before the signing of the Armistice on 11 November 1918, marking the end of her wartime career without any events of note.

Following the end of the war, 13 vessels of her class were cancelled, while 29 others entered service between 1919 and 1924. During the interwar years, Arras was based in Toulon, along with other ships in her class. With the outbreak of World War Two, 19 vessels of her class were retired, and 11 were recommissioned, including Arras herself. In May 1940, she was stationed at Dunkirk, contributing to the port's anti-air defences during the German invasion, claiming to have damaged two enemy aircraft. As the city became surrounded by Germans, she evacuated British troops to Portsmouth.

After the fall of France in June 1940, Arras was among several French ships captured by British forces on 3 July 1940 as part of the larger Operation Catapult. She was subsequently transferred to the Free French Naval Forces, where she served in a more stationary role as a barrack ship. Disarmed and largely used for spare parts for her sister ship Amiens, her active service days were effectively over. After the war, Arras was returned to France but was not restored to active service. She was officially decommissioned and broken up for scrap on 25 February 1946.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

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;
  • links to approximate analogues of other nations and research trees.

External links


Arsenal de Brest
Avisos 
Arras-class  Arras
Light Cruisers 
Duguay-Trouin-class  Duguay-Trouin · Primauguet
Heavy Cruisers 
Suffren-class  Colbert · Dupleix
Battleships 
Bretagne-class  Bretagne
Dunkerque-class  Dunkerque

France sub-chasers
Arras