Difference between revisions of "Fairmile H LCS(L)(2)"

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(Removed the guidelines for the primary armament article (as I had removed the guidelines for all other sections I edited once I was satisfied I had met the guideline requirements. Also added descriptions of secondary and AA armaments.)
(Description)
 
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{{Specs-Card
 
{{Specs-Card
 
|code=uk_fairmile_lcs_l_h_mk2
 
|code=uk_fairmile_lcs_l_h_mk2
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|GarageImage_{{PAGENAME}} (2).jpg}}
 
}}
 
}}
  
 
== 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}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update "Direct Hit"]].
+
Fairmile H LCS(L)(2) was a type of British Royal Navy [[Landing Craft Support (Family)|Landing Craft Support]] introduced in 1943. The ship was designed for continuous shelling of coastal positions during the advance of the landing force towards the coast. She featured anti-tank capability with the use of a 6-pounder QF gun turret, adopted from the [[Valentine (Family)|Valentine tank]]. A total of 10 vessels were built, 3 of which were destroyed during the first day of Operation Infatuate.
 +
 
 +
The '''{{Specs|name}}''' was introduced in [[Update "Direct Hit"]] as a British motor gun boat. The ship has numerous independent weapon systems, providing good anti-air and anti-boat cover, but struggling with heavier targets. She carries a unique tank turret with heavy armour, making her extremely unlikely to have her primary armament knocked out. She also has a trainable mortar, launching depth charges at a fixed range for rare kills of opportunity. Finally, much like other Landing Craft Support vessels, she's very slow, making her easier to knock out with bombs or torpedoes than other coastal vessels.
  
 
== General info ==
 
== General info ==
Line 12: Line 14:
 
{{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.'' -->
While the valentine turret itself is armored and that has some utility, the magazines beneath it are not, nor is anything else on the ship. Moderate size and amounts of open space have marginal utility, but other peers survive on mobility.
+
While the Valentine turret itself is armoured and that has some utility, the magazines beneath it are not, nor is anything else on the ship. Moderate size and amounts of open space have marginal utility, but other peers survive on mobility.
  
 
=== 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.'' -->
The boat's mobility is among the worst in the game, with such a low top speed, the mediocre acceleration (~19 seconds to top speed, ~16 seconds to stop, ~26 seconds to reverse from full speed) doesn't even allow a user of this boat to reverse out of danger quickly, nor does the turning radius. It is likely any positioning mistakes will be punished greatly. There isn't a saving grace but if there was one it would be relative stability at flank speed{{NavalMobility}}
+
The boat's mobility is very poor, with such a low top speed, the mediocre acceleration (~19 seconds to top speed, ~16 seconds to stop, ~26 seconds to reverse from full speed) doesn't even allow a user of this boat to reverse out of danger quickly, nor does the turning radius. It is likely any positioning mistakes will be punished greatly. There isn't a saving grace, but if there was one it would be relative stability at flank speed.
 +
 
 +
{{NavalMobility}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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{{main|6pdr QF Mk.V (57 mm)}}
 
{{main|6pdr QF Mk.V (57 mm)}}
  
The 6pdr gun has unique access in the coastal tree to armor-piercing rounds. While the HE rounds have minimal effectiveness mostly due to lack of fire rate (most other 6pdr guns in the coastal tree are semi-automatic), be sure to utilize the AP capability to the maximum, hitting vital modules and tougher targets.
+
The 6pdr gun has unique access in the coastal tree to armour-piercing rounds. While the HE rounds have minimal effectiveness, mostly due to the low rate of fire (most other 6pdr guns in the coastal tree are semi-automatic), be sure to utilize the AP capability to the maximum, hitting vital modules and tougher targets.
 +
 
 +
{{:6pdr QF Mk.V (57 mm)/Ammunition|Shell Mk.10, Shot Mk.8}}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{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.'' -->
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}The two 20mm cannons have limited utility against ships but are useful in an AA role.
+
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}
 +
The two 20 mm cannons have limited utility against ships, but are useful in an AA role.
 +
 
 +
* '''Universal:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''20 mm HE:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
 +
* '''20 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
 +
 
 +
{{:20 mm/70 Oerlikon Mark V (20 mm)/Ammunition|HEF-T, AP-T, HEF-I}}
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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<!-- ''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.'' -->
 
{{main|Vickers Mk.V (12.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)}}
 
+
The two .50 cal machine guns are almost no use on their own, but combined with the 20 mm cannons, they're useful in an AA role, though their range is minimal.
The two .50 cal machine guns are near useless on their own, but combined with the 20mm cannons, they're useful in an AA role, though its range is minimal.
 
  
 
=== Special armament ===
 
=== Special armament ===
Line 47: Line 59:
 
<!-- ''Mortars, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
 
<!-- ''Mortars, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
 
{{main|Ordnance ML 4.2-inch mortar}}
 
{{main|Ordnance ML 4.2-inch mortar}}
 
+
The 4.2-inch mortar is practically useless, stuck to a 1 km firing range, taking 15s to reach its target and an extra 1s to explode, and doing minimal damage when it arrives.
''Mortars, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.''
 
 
 
4.2 inch mortar is practically useless, stuck to a 1km firing range, taking forever to reach its target, and doing minimal damage when it arrives.
 
  
 
== 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).'' -->
Due to slow speed and armor, trying to stick with the team is important. If you're in trouble or make a positioning mistake, low speed will give opponents plenty of opportunity to punish users of this vehicle. Soviet armored boats can be tough for the rest of the team to deal with, having armor to stay protected with good enough mobility to avoid being hit by torpedoes, so be on the lookout for those. Also consider taking the role of an "AA barge," targeting aircraft outside 45° either side of the bow, even the 20mm turrets can have difficulty targeting aircraft in the forward arc. Dashing from cover to cover is key in any boat, but taking the most efficient path is necessary to survival in such a slow boat. Consider choosing the right moment with support before moving out of cover. Utilize sight lines to the maximum and consider going for close-range ambushes. The boat's effectiveness at close range but inability to close that range easily make it a tricky one to play well.
+
Due to the slow speed and armour, trying to stick with the team is important. If you're in trouble or make a positioning mistake, low speed will give opponents plenty of opportunity to punish users of this vehicle. Soviet armoured boats can be tough for the rest of the team to deal with, having armour to stay protected with good enough mobility to avoid being hit by torpedoes, so be on the lookout for those. Also consider taking the role of an "AA barge," targeting aircraft outside 45° either side of the bow, even the 20 mm turrets can have difficulty targeting aircraft in the forward arc. Dashing from cover to cover is key in any boat, but taking the most efficient path is necessary to survival in such a slow boat. Consider choosing the right moment with support before moving out of cover. Utilize sight lines to the maximum and consider going for close-range ambushes. The boat's effectiveness at close range but inability to close that range easily make it a tricky one to play well.
  
Against Soviet Armored Boats, the [[Pr.191]], [[Pr.191M]], and [[Pr.1124 early]], and [[Pr.1124 late]], knock out the turrets then proceed to the magazines or bridge. Against the [[MBK pr.186]] or [[MBK-161 late]] or similar heavier boats, you'll need a near enough point-blank and square shot on the side of the turrets to knock them out. Consider hitting the magazines, above the waterline but below the turrets.  
+
Against Soviet armoured boats, the [[Pr.191]], [[Pr.191M]], and [[Pr.1124 early]], and [[Pr.1124 late]], knock out the turrets then proceed to the magazines or bridge. Against the [[MBK pr.186]] or [[MBK-161 late]] or similar heavier boats, you'll need a near enough point-blank and square shot on the side of the turrets to knock them out. Consider hitting the magazines, above the waterline but below the turrets.
  
 
=== 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".'' -->'''Pros:'''
+
<!-- ''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:'''
* The primary armament, the fore Valentine turret is well armored
 
* The only British coastal craft equipped with them, the 6pdr armor-piercing round is effective against the Soviet Armored Boats,  especially at close-range. See Usage.
 
* the 6pdr AP shell is unique to this boat and has its niche, able to fire down the length of enemy boats or simply break them apart hitting both sides and going through components. Just be sure to hit vital components.
 
* 20mm mounts and the .50 cals can be surprisingly effective against aircraft especially outside the front 45 degree arc.
 
  
*
+
* The primary armament, the fore Valentine turret is well armoured
 +
* the 6pdr armour-piercing shell is unique to this boat and effective, able to fire down the length of enemy boats or simply break them apart hitting both sides and going through components, especially against Soviet armoured boats. Just be sure to hit vital components.
 +
* 20 mm mounts and the .50 cals can be surprisingly effective against aircraft, especially outside the front 45 degree arc
  
 
'''Cons:'''
 
'''Cons:'''
  
* Painfully slow 30 km/h or 16.4 knot speed, and its turning radius is mediocre.
+
* Painfully slow speed, and its turning radius is mediocre
* With no armor outside the Valentine turret, the magazines are somewhat vulnerable.
+
* With no armour outside the Valentine turret, the magazines are somewhat vulnerable
* 4.2 inch mortar is useless, stuck to a 1km range though potshots may yield minimal results.
+
* 4.2-inch mortar is useless, stuck to a 1 km range though potshots may yield minimal results
* Valentine turret slew speed is poor.
+
* Valentine turret traverse speed is poor
 
 
*
 
  
 
== History ==
 
== History ==
Line 83: Line 88:
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fairmile_lcs_l_h_mk2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
Line 98: Line 106:
 
* ''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:''
+
* [[wikipedia:Fairmile H landing craft|[Wikipedia] Fairmile H landing craft]]
 
+
* [https://www.navypedia.org/ships/uk/brit_aws_lcsl22.htm <nowiki>[NAVYPEDIA]</nowiki> "LCS(L)2"- (LCS(L)251) type support landing craft (1943)]
* ''topic on the official game forum;''
+
* [https://www.british-genealogy.com/forum/threads/89332-Combined-Operations-Landing-Craft-LCS-(L)-256 <nowiki>[British Genealogy]</nowiki> Combined Operations Landing Craft LCS (L) 256]
* ''other literature.''
+
* [https://ww2talk.com/index.php?threads/lcs-l-gunboats.49530/ <nowiki>[WW2Talk]</nowiki> LCS(L) gunboats]
  
 
{{ShipManufacturer Fairmile Marine Company}}
 
{{ShipManufacturer Fairmile Marine Company}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 18:53, 17 July 2024

Introducing Wiki 3.0
Fairmile H LCS(L)(2)
uk_fairmile_lcs_l_h_mk2.png
GarageImage Fairmile H LCS(L)(2).jpg
GarageImage Fairmile H LCS(L)(2) (2).jpg
Fairmile H LCS(L)(2)
AB RB SB
2.3 2.3 2.3
Research:36 000 Specs-Card-Exp.png
Purchase:115 000 Specs-Card-Lion.png

Description

Fairmile H LCS(L)(2) was a type of British Royal Navy Landing Craft Support introduced in 1943. The ship was designed for continuous shelling of coastal positions during the advance of the landing force towards the coast. She featured anti-tank capability with the use of a 6-pounder QF gun turret, adopted from the Valentine tank. A total of 10 vessels were built, 3 of which were destroyed during the first day of Operation Infatuate.

The Fairmile H LCS(L)(2) was introduced in Update "Direct Hit" as a British motor gun boat. The ship has numerous independent weapon systems, providing good anti-air and anti-boat cover, but struggling with heavier targets. She carries a unique tank turret with heavy armour, making her extremely unlikely to have her primary armament knocked out. She also has a trainable mortar, launching depth charges at a fixed range for rare kills of opportunity. Finally, much like other Landing Craft Support vessels, she's very slow, making her easier to knock out with bombs or torpedoes than other coastal vessels.

General info

Survivability and armour

Armourfront / side / back
Main fire tower65 / 60 / 65 mm
Hull6 mm (steel)
Superstructure6 mm (steel)
Number of section4
Displacement116 t
Crew25 people

While the Valentine turret itself is armoured and that has some utility, the magazines beneath it are not, nor is anything else on the ship. Moderate size and amounts of open space have marginal utility, but other peers survive on mobility.

Mobility

Speedforward / back
AB37 / 19 km/h
RB28 / 14 km/h

The boat's mobility is very poor, with such a low top speed, the mediocre acceleration (~19 seconds to top speed, ~16 seconds to stop, ~26 seconds to reverse from full speed) doesn't even allow a user of this boat to reverse out of danger quickly, nor does the turning radius. It is likely any positioning mistakes will be punished greatly. There isn't a saving grace, but if there was one it would be relative stability at flank speed.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 37 19
RB/SB Stock ___ ___
Upgraded 28 14

Modifications and economy

Repair costBasic → Reference
AB1 276 → 1 637 Sl icon.png
RB1 733 → 2 223 Sl icon.png
Total cost of modifications35 700 Rp icon.png
77 400 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
100 / 140 / 100 % Sl icon.png
148 / 148 / 148 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 800 Rp icon.png
Cost:
3 900 Sl icon.png
150 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
3 000 Rp icon.png
Cost:
6 500 Sl icon.png
250 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
3 900 Rp icon.png
Cost:
8 500 Sl icon.png
320 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 800 Rp icon.png
Cost:
3 900 Sl icon.png
150 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
3 900 Rp icon.png
Cost:
8 500 Sl icon.png
320 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
1 800 Rp icon.png
Cost:
3 900 Sl icon.png
150 Ge icon.png
Mods ammo.png
20 mm HE magazines
Research:
1 800 Rp icon.png
Cost:
3 900 Sl icon.png
150 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods ammo.png
20 mm AP magazines
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods tank ammo.png
Shot Mk.8
Research:
1 300 Rp icon.png
Cost:
2 800 Sl icon.png
105 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
3 000 Rp icon.png
Cost:
6 500 Sl icon.png
250 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
3 000 Rp icon.png
Cost:
6 500 Sl icon.png
250 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
3 900 Rp icon.png
Cost:
8 500 Sl icon.png
320 Ge icon.png

Armament

Primary armament

Turret57 mm 6pdr QF Mk.V cannon
Ammunition512 rounds
Vertical guidance-12° / 20°
Main article: 6pdr QF Mk.V (57 mm)

The 6pdr gun has unique access in the coastal tree to armour-piercing rounds. While the HE rounds have minimal effectiveness, mostly due to the low rate of fire (most other 6pdr guns in the coastal tree are semi-automatic), be sure to utilize the AP capability to the maximum, hitting vital modules and tougher targets.

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
Shell Mk.10 HE 9 9 9 9 9 9
Shot Mk.8 APC 114 37 11 6 6 6
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Shell Mk.10 HE 655 2.72 0 0.1 590 79° 80° 81°
Shot Mk.8 APC 883 2.87 - - - 48° 63° 71°

Secondary armament

2 х Turret20 mm/70 Oerlikon Mark V autocannon
Ammunition1800 rounds
Belt capacity60 rounds
Fire rate450 shots/min

The two 20 mm cannons have limited utility against ships, but are useful in an AA role.

  • Universal: HEF-T · HEF-I · AP-T
  • 20 mm HE: HEF-T · HEF-I · AP-T · HEF-I
  • 20 mm AP: AP-T · AP-T · AP-T · HEF-I

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-T 2 2 2 2 2 2
AP-T 34 32 24 17 12 8
HEF-I 2 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T 830 0.12 0 0.1 6.57 79° 80° 81°
AP-T 830 0.12 - - - 47° 60° 65°
HEF-I 830 0.12 0 0.1 11.17 79° 80° 81°

Anti-aircraft armament

Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min

The two .50 cal machine guns are almost no use on their own, but combined with the 20 mm cannons, they're useful in an AA role, though their range is minimal.

Special armament

TurretOrdnance ML 4.2-inch mortar
Ammunition110 rounds

The 4.2-inch mortar is practically useless, stuck to a 1 km firing range, taking 15s to reach its target and an extra 1s to explode, and doing minimal damage when it arrives.

Usage in battles

Due to the slow speed and armour, trying to stick with the team is important. If you're in trouble or make a positioning mistake, low speed will give opponents plenty of opportunity to punish users of this vehicle. Soviet armoured boats can be tough for the rest of the team to deal with, having armour to stay protected with good enough mobility to avoid being hit by torpedoes, so be on the lookout for those. Also consider taking the role of an "AA barge," targeting aircraft outside 45° either side of the bow, even the 20 mm turrets can have difficulty targeting aircraft in the forward arc. Dashing from cover to cover is key in any boat, but taking the most efficient path is necessary to survival in such a slow boat. Consider choosing the right moment with support before moving out of cover. Utilize sight lines to the maximum and consider going for close-range ambushes. The boat's effectiveness at close range but inability to close that range easily make it a tricky one to play well.

Against Soviet armoured boats, the Pr.191, Pr.191M, and Pr.1124 early, and Pr.1124 late, knock out the turrets then proceed to the magazines or bridge. Against the MBK pr.186 or MBK-161 late or similar heavier boats, you'll need a near enough point-blank and square shot on the side of the turrets to knock them out. Consider hitting the magazines, above the waterline but below the turrets.

Pros and cons

Pros:

  • The primary armament, the fore Valentine turret is well armoured
  • the 6pdr armour-piercing shell is unique to this boat and effective, able to fire down the length of enemy boats or simply break them apart hitting both sides and going through components, especially against Soviet armoured boats. Just be sure to hit vital components.
  • 20 mm mounts and the .50 cals can be surprisingly effective against aircraft, especially outside the front 45 degree arc

Cons:

  • Painfully slow speed, and its turning radius is mediocre
  • With no armour outside the Valentine turret, the magazines are somewhat vulnerable
  • 4.2-inch mortar is useless, stuck to a 1 km range though potshots may yield minimal results
  • Valentine turret traverse speed is poor

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

Skins

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


Fairmile Marine Company
Motor Launch (ML) 
Fairmile A  Fairmile A (ML100)
Fairmile B  Fairmile B (ML345)
Motor Torpedo/Gun Boat (MTB/MGB) 
Fairmile C  Fairmile C (312) · Fairmile C (332)
Fairmile D  Fairmile D (601) · Fairmile D (617) · Fairmile D (697) · Fairmile D (5001)
Landing Craft Support (LCS) 
Fairmile H  Fairmile H LCS(L)(2)

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