Difference between revisions of "HMS Eskimo"

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(Usage in battles)
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== 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).''
+
While the Tribal can fill numerous roles (and works well as a general all-rounder destroyer), it excels best as a gunnery ship. Thanks to the hefty calibre of its shells, as well as the accuracy of the guns, the Tribal can give other destroyers a good beating, even from distance. In addition, the concentration of 2/3rds of your guns at the front of the ship means you can still pump out a good amount of damage while keeping a small profile. Still, if you know you won't get shot at, don't be afraid to swing the rear turret around and let rip. While the RoF of the guns is nothing special compared to some of the 4.7+ destroyers, it's more than enough for 4.3
 +
 
 +
The Tribal does also boast a hefty secondary armament for a destroyer. The 4-inch dual-mounted gun located towards the aft of the ship can also damage enemy destroyers, and can be a nasty surprise for coastal ships trying to get the jump on you. In addition, the Tribal is littered with AA guns, that can make short work of both aircraft big and small, and torpedo boats. Combined with the Tribal's fast speed, this can make the Tribal an excellent support/escort ship if brought into higher tier games, where the ship's 4.7-inch guns will begin to struggle against cruisers.
 +
 
 +
The main downside to the Tribal is its vulnerability. Not only is it far from the smallest destroyer, making it a big target, but it's also built out of ammo racks. The ready-use ammo located on the deck, as well as the thousands of shells under the turrets, can cause very unwelcome detonations from well-aimed enemy fire. The Tribal also suffers at close quarters, due to the mediocre traverse speed of the main turrets, and its lackluster torpedoes, which are few in number and lack the speed of contemporary torpedoes (though they do pack a big punch if they hit). Keep the Tribal away from close quarters fighting however, and you'll out-gun your opponents at long range comfortably.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 76: Line 80:
 
== See also ==
 
== See also ==
 
''Links to 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.''

Revision as of 14:23, 5 February 2021

This page is about the British Destroyer HMS Eskimo. For other ships of her class, see Tribal (Family).
HMS Eskimo
uk_destroyer_tribal.png
GarageImage HMS Eskimo.jpg
HMS Eskimo
AB RB SB
4.3 4.3 4.3
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

The Tribal-class, HMS Eskimo (F75), 1941 is a rank II British destroyer with a battle rating of 4.3 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test.

General info

Survivability and armour

Armourfront / side / back
Main fire tower3 / 3 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement2 519 t
Crew260 people

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.

Mobility

Speedforward / back
AB82 / 31 km/h
RB67 / 25 km/h

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.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 82 31
RB/SB Stock ___ ___
Upgraded 67 25

Modifications and economy

Repair costBasic → Reference
AB1 194 → 1 553 Sl icon.png
RB1 870 → 2 432 Sl icon.png
Total cost of modifications8 830 Rp icon.png
9 980 Sl icon.png
Talisman cost640 Ge icon.png
Crew training4 500 Sl icon.png
Experts16 000 Sl icon.png
Aces180 Ge icon.png
Research Aces190 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 240 / 100 % Sl icon.png
118 / 118 / 118 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
100 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
100 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods ship venting.png
Ventilation
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png
Mods tank ammo.png
120mm_uk_navy_AP_ammo_pack
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
100 Ge icon.png
Mods tank ammo.png
102mm_uk_mkxvi_navy_SAP_ammo_pack
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
100 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
100 Ge icon.png
Mods he frag dist fuse ship.png
120mm_uk_navy_dist_fuse_he_ammo_pack
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods he frag dist fuse ship.png
102mm_uk_mkxvi_navy_he_dist_fuse_ammo_pack
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
320 Rp icon.png
Cost:
360 Sl icon.png
95 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods he frag dist fuse ship.png
102mm_uk_mkxvi_navy_he_radio_fuse_ammo_pack
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
350 Rp icon.png
Cost:
400 Sl icon.png
100 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png
Mods he frag proxi fuze ship.png
120mm_uk_navy_radio_fuse_he_ammo_pack
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
460 Rp icon.png
Cost:
520 Sl icon.png
135 Ge icon.png

Armament

Primary armament

3 х Turret2 x 4.7 inch/45 Mk.XII cannon, CPXIX mounting
Ammunition400 rounds
Vertical guidance-10° / 40°

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: {{main|Weapon name (calibre)}}. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.

Secondary armament

Turret2 x 4 inch/45 Mark XVI cannon
Ammunition400 rounds

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. 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.

Anti-aircraft armament

Turret4 x 40 mm 2pdr QF Mk.IIc automatic cannon
Ammunition8960 rounds
Belt capacity56 rounds
Fire rate200 shots/min
2 х Turret20 mm/70 Oerlikon Mk.II autocannon
Ammunition1800 rounds
Belt capacity60 rounds
Fire rate450 shots/min
2 х Turret4 x 12.7 mm Vickers Mk.V machine gun
Ammunition8000 rounds
Belt capacity200 rounds
Fire rate600 shots/min

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. 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.

Additional armament

Setup 14 x 533 mm Mk.IX** torpedo
Setup 22 x Y-gun Mk.VII depth charge
Setup 34 x 533 mm Mk.IX** torpedo
2 x Y-gun Mk.VII depth charge

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.

Usage in battles

While the Tribal can fill numerous roles (and works well as a general all-rounder destroyer), it excels best as a gunnery ship. Thanks to the hefty calibre of its shells, as well as the accuracy of the guns, the Tribal can give other destroyers a good beating, even from distance. In addition, the concentration of 2/3rds of your guns at the front of the ship means you can still pump out a good amount of damage while keeping a small profile. Still, if you know you won't get shot at, don't be afraid to swing the rear turret around and let rip. While the RoF of the guns is nothing special compared to some of the 4.7+ destroyers, it's more than enough for 4.3

The Tribal does also boast a hefty secondary armament for a destroyer. The 4-inch dual-mounted gun located towards the aft of the ship can also damage enemy destroyers, and can be a nasty surprise for coastal ships trying to get the jump on you. In addition, the Tribal is littered with AA guns, that can make short work of both aircraft big and small, and torpedo boats. Combined with the Tribal's fast speed, this can make the Tribal an excellent support/escort ship if brought into higher tier games, where the ship's 4.7-inch guns will begin to struggle against cruisers.

The main downside to the Tribal is its vulnerability. Not only is it far from the smallest destroyer, making it a big target, but it's also built out of ammo racks. The ready-use ammo located on the deck, as well as the thousands of shells under the turrets, can cause very unwelcome detonations from well-aimed enemy fire. The Tribal also suffers at close quarters, due to the mediocre traverse speed of the main turrets, and its lackluster torpedoes, which are few in number and lack the speed of contemporary torpedoes (though they do pack a big punch if they hit). Keep the Tribal away from close quarters fighting however, and you'll out-gun your opponents at long range comfortably.

Pros and cons

Pros:

  • Has a lot of secondary and tertiary weapons which can create a dense wall of bullets against enemy planes and small boats
  • Primary guns have great precision even at long ranges (~10 km)
  • Time-fused shells for both primary and secondary guns makes it easier to destroy aircraft and light vessels

Cons:

  • Ammo racks are easily detonated by armour-piercing shells

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: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

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


Britain destroyers
Town-class  HMS Churchill · HMS Montgomery
V-class  HMS Valhalla · HMS Vega · HMS Verdun
G-class  HMS Grafton · ORP Garland
Hunt-class  HMS Calpe · HMS Brissenden
Tribal-class  HMCS Haida · HMS Eskimo · HMS Mohawk
J-class  HMS Jervis
K-class  HMS Kelvin
N-class  HMAS Nepal
Battle-class  HMS Armada · HMS Cadiz · HMAS Tobruk
Daring-class  HMS Daring · HMS Diamond · HMS Diana