Difference between revisions of "Fairmile A (ML100)"

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(Re-added section comments; changed "Read also" to "See also", "Sources" to "External links"; corrected secondary Main link; completed: Survivability and armour, Mobility (table blank for now), Armament, Modules, Pros and con, See also)
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
The Fairmile A has little to no armour, therefore a few good shots to the engine and ammo rack will make quick work of the Fairmile A. The Fairmile A has a crew of 14, which is small compared to the Soviet [[OD-200]] and the German [[R-boot R-41]]. In terms of survivability, it is best to stay at a distance of about 1.40km from the enemy, so you're just out of reach. But you don't want to be too far otherwise you won't be able to hit the target with the 3 pdr armament.
+
<!--''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.''-->
 +
 
 +
Fairmile A (ML100) has the following armour layout:
 +
 
 +
* Hull: 28 mm, wood
 +
* Superstructure: 15 mm, wood
 +
 
 +
[[File:Fairmile_A_(ML100)_internals.png|thumb|Fairmile A (ML100) internals (starboard side).]]
 +
 
 +
Any gun in the game will easily be able to penetrate anywhere on the boat at practically any range.
 +
 
 +
Fairmile A (ML100) can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. Fairmile A (ML100)'s battle rating, the only gun capable of hull-breaking her is the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, Fairmile A (ML100) isn't better or worse than most other boats.
 +
 
 +
Fairmile A (ML100)'s hull is split into three compartments. The first compartment starts at the bow and ends just in the middle of the bridge, just in front of the pumps. The second starts at the pumps and ends between the radio station and the engines, around the area of the funnel. The third starts at the engines and ends at the fuel tanks, just in front of the aft [[3 pdr QF Hotchkiss (47 mm)|47 mm 3 pdr QF Hotchkiss]] mount. The fourth starts at the fuel tanks and ends at the stern. Overall, with a crew complement of 14, survivability is above-average.
 +
 
 +
Fairmile A (ML100) has two ammunition storages. One is located in the bow, below and a bit in front of the fore twin [[Lewis 1916 (7.72 mm)|7.72 mm Lewis machinegun 1916]] mount; it is emptied when the only ammunition left for that twin mount are in the guns themselves (the ammunition count for the other 7.72 mm machinegun mounts doesn't matter). The other ammunition storage is located in the aft behind the fuel tanks on the port side; it is emptied when there is only one round of ammunition left for the aft 47 mm gun. Destroying either ammunition storage will instantly destroy the rest of the boat.
  
 
=== Mobility ===
 
=== Mobility ===
The Fairmile A has a top speed of around 37 km/h. It is fairly slow at turning. Since the Fairmile A has a low top speed, it is hard to catch up to the more agile motor torpedo boats, but you should be able to catch up to similar ships such as the Soviet OD-200.
+
<!--''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''-->
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="6" | '''Mobility Characteristics'''
 +
|-
 +
! rowspan="2" | Game Mode
 +
! rowspan="2" | Upgrade Status
 +
! colspan="2" | Maximum Speed (km/h)
 +
! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
 +
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
 +
|-
 +
! rowspan="1" | Forward
 +
! rowspan="1" | Reverse
 +
|-
 +
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
 +
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
 +
|-
 +
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 +
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
 +
|-
 +
|}
 +
 
 +
Fairmile A (ML100) has a displacement of 57 tons.
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
 
{{main|3 pdr QF Hotchkiss (47 mm)}}
 
{{main|3 pdr QF Hotchkiss (47 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.''
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 +
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
  
The primary Gun is a 3 pdr QF Hotchkiss cannon. It is very slow at reloading and has a slow firing rate. It cannot fire towards the front of the ship, only from the sides or rear of the ship due to its positioning. However, the 3 pdr is capable of taking out motor torpedo boats and other ships. The 3 pdr has a high explosive (HE) shell, of which a single shot can destroy a motor torpedo boat at close range if you aim for the engine or ammo rack.
+
In her primary armament group, Fairmile A (ML100) has one 47 mm 3 pdr QF Hotchkiss cannon in a single mount, mounted centerline on the aft. It has 300 rounds of ammunition available for it. The mount can traverse horizontally at a rate of 40°/s and vertically at a rate of 25°/s. The gun is single-shot and has a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, they can be reloaded in 2 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | '''Guidance for the Primary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -5°/+25°
 +
|-
 +
|}
 +
 
 +
There is only one choice of ammunition available:
 +
 
 +
* 3 pdr Mk.2 HE
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | '''Penetration Statistics'''
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 100 m !! 1,000 !! 2,000 m !! 3,000 m !! 4,000 m !! 5,000 m
 +
|-
 +
| 3 pdr Mk.2 HE || {{Annotation|HE|High-explosive}} || 6 || 6 || 6 || 6 || 6 || 6
 +
|-
 +
|}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="12" | '''Shell Details'''
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type
 +
! rowspan="2" | Projectile Mass (kg)
 +
! rowspan="2" | Velocity (m/s)
 +
! rowspan="2" | Explosive Type
 +
! rowspan="2" | Explosive Mass (kg)
 +
! rowspan="2" | TNT Equivalent (kg)
 +
! rowspan="2" | Fuse Delay (m)
 +
! rowspan="2" | Fuse Sensitivity (mm)
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| 3 pdr Mk.2 HE || {{Annotation|HE|High-explosive}} || 1.5 || 517 || TNT || 0.217 || 0.217 || 0.15 || N/A || 79° || 80° || 81°
 +
|-
 +
|}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
{{main|Lewis (7.7 mm)}}
+
{{main|Lewis 1916 (7.72 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.''-->
 +
 
 +
In her secondary armament group, Fairmile A (ML100) has six 7.72 mm Lewis machinegun 1916's in three twin mounts, one in front of the bridge and one on either side amidships. For each mount, there are 3,880 rounds of ammunition available, 1,940 rounds per gun, for a total of 11,640 rounds. They can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 14 seconds; with an aced crew, they can be reloaded in 7 seconds. Their maximum range against surface targets is roughly 1.6 km.
 +
 
 +
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="65%"
 +
! colspan="8" | '''Guidance for the Secondary Gun Turrets'''
 +
|-
 +
! colspan="2" rowspan="1" | No.1 Turret
 +
! colspan="2" rowspan="1" | No.2 Turret
 +
! colspan="2" rowspan="1" | No.3 Turret
 +
|-
 +
! Horizontal !! Vertical !! Horizontal !! Vertical !! Horizontal !! Vertical
 +
|-
 +
| ±180° || -5°/+70° || ±80° || -5°/+70° || ±80° || -5°/+70°
 +
|-
 +
|}
 +
 
 +
There are three choices of ammunition available:
  
In addition to the 3 pdr QF Hotchkiss cannon, the Fairmile A (ML100) has three turrets with dual-mount 7.72mm Lewis machine guns. They are capable to destroy lightly armoured motor torpedo boats and enemy planes.
+
* Universal: {{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
 +
 
 +
* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
 +
 
 +
* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|AP|Armour-piercing}}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="7" | '''Penetration Statistics'''
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| Universal || 20 || 19 || 16 || 13 || 11 || 10
 +
|-
 +
| 7.7 mm AP belt || 20 || 19 || 16 || 13 || 11 || 10
 +
|-
 +
| 7.7 mm API belt || 20 || 19 || 16 || 13 || 11 || 10
 +
|-
 +
|}
  
 
=== Special armament ===
 
=== Special armament ===
 
{{main|Mk.VII depth charge}}
 
{{main|Mk.VII depth charge}}
 +
<!--''Depth charges, 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.''-->
  
12 x Mk.VII depth charge
+
[[File:Fairmile_A_(ML100)_DCs.png|thumb|Mk.VII depth charges numbered 1-2 according to their drop order (click to expand).]]
 +
 
 +
Fairmile A (ML100) can carry 12 Mk.VII depth charges mounted amidships, 6 on each side facing outwards. The depth charges are dropped one at a time in this order (see the image):
 +
 
 +
# Port side, foremost
 +
# Starboard side, foremost
 +
# Port side, 2nd foremost
 +
# Starboard side, 2nd foremost
 +
# Port side, 3rd foremost
 +
# Starboard side, 3rd foremost
 +
# Port side, 3rd aftmost
 +
# Starboard side, 3rd aftmost
 +
# Port side, 2nd aftmost
 +
# Starboard side, 2nd aftmost
 +
# Port side, aftmost
 +
# Starboard side, aftmost
 +
 
 +
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="4" | '''Depth Charge Characteristics'''
 +
|-
 +
! Mass (kg)
 +
! Explosive Type
 +
! Explosive Mass (kg)
 +
! TNT Equivalent (kg)
 +
|-
 +
| 196 || TNT || 130 || 130
 +
|}
  
 
== Usage in the battles ==
 
== Usage in the battles ==
The best way to use this ship is to take out other slow-moving ships with the 3 pdr gun. The main gun fires very slowly and is slow to reload, so its best to switch to the Lewis guns scattered around the ship to take out any approaching boats. Watch out for other motor torpedo boats that are approaching, as this boat is a bit slow so they will hit you with torpedoes if you don't shoot first.
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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).''-->
 +
 
 +
;Ammunition Choices
 +
 
 +
For the 7.72 mm Lewis machinegun 1916, the best ammunition choice is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds, the IT rounds are actually stopped by most wooden hulls more often than not and rarely start fires, if ever. This belt is technically the best to use against aircraft, though with such a long reload to switch to it and with such a minuscule difference in damage anyway, there isn't much of a point in using it for that role either.
 +
 
 +
;Depth Charges
 +
 
 +
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.
 +
 
 +
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.
 +
 
 +
=== Modules ===
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! Tier
 +
! colspan="1" | Seakeeping
 +
! colspan="2" | Unsinkability
 +
! colspan="3" | Firepower
 +
|-
 +
| I
 +
| Dry-Docking
 +
| Tool Set ||
 +
| 7.7 mm AP belt ||  ||
 +
|-
 +
| II
 +
| Rudder Replacement
 +
| Fire Protection System || Smokescreen
 +
| 7.7 mm API belt || Auxiliary Armament Targeting ||
 +
|-
 +
| III
 +
| Propeller Replacement
 +
|  ||
 +
| Depth Charges || {{Annotation|Primary Armament Targeting|Requires 'Auxiliary Armament Targeting'}} || Improved Rangefinder
 +
|-
 +
| IV
 +
| Engine Maintenance
 +
| New Pumps ||
 +
| Artillery Support || ||
 +
|-
 +
|}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Do not 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:'''
 
  
* Good 3pdr gun
+
'''Pros:'''
* Three turrets of dual-mounted Lewis guns
+
* Primary armament: can rotate 360°, good firing arcs
* Access to 12 depth chargers
+
* Large amount of depth charges
  
 
'''Cons:'''
 
'''Cons:'''
 
+
* Underwhelming firepower
* 3 pdr gun is slow to fire and reload
+
* Unable to deal with armoured targets
* 3 pdr shells have slow velocity
+
* Primary armament: relatively low muzzle velocity, low damage output, low muzzle velocity
* Boat is a bit slow
+
* Secondary armament: can only bring 4 guns on target at once, very low damage output
 +
* Poor top speed and manoeuvrability
  
 
== History ==
 
== History ==
 
<!--''Talk about the history of the creation and military application of the ship in greater detail than in the introduction. If there turns out to be too much historical information, put it in a separate article, taking the link to the vehicle article and adding the “/historical” block to it (e.g. https://wiki.warthunder.ru/Vehicle-name/historical) and add a link to it here using the main template. Links to sources must be provided at the end of the article.''-->
 
<!--''Talk about the history of the creation and military application of the ship in greater detail than in the introduction. If there turns out to be too much historical information, put it in a separate article, taking the link to the vehicle article and adding the “/historical” block to it (e.g. https://wiki.warthunder.ru/Vehicle-name/historical) and add a link to it here using the main template. Links to sources must be provided at the end of the article.''-->
 +
 
The Fairmile A was a series of 12 ships designed prior to the start of WWII, with the British Admiralty purchasing all 12 at the start of hostilities. Intended to serve as a light coastal patrol craft the had a unique modular design that could be manufactured by light industry prior to final assembly at a second line port, such as the ones that fabricated pleasure craft.
 
The Fairmile A was a series of 12 ships designed prior to the start of WWII, with the British Admiralty purchasing all 12 at the start of hostilities. Intended to serve as a light coastal patrol craft the had a unique modular design that could be manufactured by light industry prior to final assembly at a second line port, such as the ones that fabricated pleasure craft.
  
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== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
  
== Read also ==
+
<div class="portale" align="center">
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
{| class="catlist" frame="box" style="background: #efefef;" align="center"
 +
|<span style="white-space:nowrap;">[[File:GEN_LIVE_WT_1_HPL.jpg|510px|link=https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=gun_boat&vehicle=uk_fairmile_a_ml100|]]</span> ||
 +
|-
 +
|}
 +
</div>
  
 +
== 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;''
 
* ''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.''-->
  
''ETC.''
+
* {{Specs-Link|uk_fairmile_b_ml345}}
 +
* {{Specs-Link|uk_70ft_mgb}}
  
== Sources ==
+
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on ship encyclopedia;''
+
* ''encyclopedia page on the ship;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Britain boats}}
 
{{Britain boats}}

Revision as of 05:37, 13 May 2020

Introducing Wiki 3.0
Fairmile A (ML100)
uk_fairmile_a_ml100.png
Fairmile A (ML100)
AB RB SB
1.0 1.0 1.0
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png

Description

GarageImage Fairmile A (ML100).jpg


The Fairmile A (ML100) is a rank I British motor gun boat with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" along with the British fleet.

General info

Survivability and armour

Fairmile A (ML100) has the following armour layout:

  • Hull: 28 mm, wood
  • Superstructure: 15 mm, wood
Fairmile A (ML100) internals (starboard side).

Any gun in the game will easily be able to penetrate anywhere on the boat at practically any range.

Fairmile A (ML100) can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. Fairmile A (ML100)'s battle rating, the only gun capable of hull-breaking her is the 8cwt QF Mk I, found on Dark Adventurer. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, Fairmile A (ML100) isn't better or worse than most other boats.

Fairmile A (ML100)'s hull is split into three compartments. The first compartment starts at the bow and ends just in the middle of the bridge, just in front of the pumps. The second starts at the pumps and ends between the radio station and the engines, around the area of the funnel. The third starts at the engines and ends at the fuel tanks, just in front of the aft 47 mm 3 pdr QF Hotchkiss mount. The fourth starts at the fuel tanks and ends at the stern. Overall, with a crew complement of 14, survivability is above-average.

Fairmile A (ML100) has two ammunition storages. One is located in the bow, below and a bit in front of the fore twin 7.72 mm Lewis machinegun 1916 mount; it is emptied when the only ammunition left for that twin mount are in the guns themselves (the ammunition count for the other 7.72 mm machinegun mounts doesn't matter). The other ammunition storage is located in the aft behind the fuel tanks on the port side; it is emptied when there is only one round of ammunition left for the aft 47 mm gun. Destroying either ammunition storage will instantly destroy the rest of the boat.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_
RB/SB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_

Fairmile A (ML100) has a displacement of 57 tons.

Armament

Primary armament

In her primary armament group, Fairmile A (ML100) has one 47 mm 3 pdr QF Hotchkiss cannon in a single mount, mounted centerline on the aft. It has 300 rounds of ammunition available for it. The mount can traverse horizontally at a rate of 40°/s and vertically at a rate of 25°/s. The gun is single-shot and has a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, they can be reloaded in 2 seconds.

Guidance for the Primary Gun Turret
Horizontal Vertical
±180° -5°/+25°

There is only one choice of ammunition available:

  • 3 pdr Mk.2 HE
Penetration Statistics
Ammunition Type Penetration @ 0° Angle of Attack (mm)
100 m 1,000 2,000 m 3,000 m 4,000 m 5,000 m
3 pdr Mk.2 HE HE 6 6 6 6 6 6
Shell Details
Ammunition Type Projectile Mass (kg) Velocity (m/s) Explosive Type Explosive Mass (kg) TNT Equivalent (kg) Fuse Delay (m) Fuse Sensitivity (mm) Ricochet
0% 50% 100%
3 pdr Mk.2 HE HE 1.5 517 TNT 0.217 0.217 0.15 N/A 79° 80° 81°

Secondary armament

Main article: Lewis 1916 (7.72 mm)

In her secondary armament group, Fairmile A (ML100) has six 7.72 mm Lewis machinegun 1916's in three twin mounts, one in front of the bridge and one on either side amidships. For each mount, there are 3,880 rounds of ammunition available, 1,940 rounds per gun, for a total of 11,640 rounds. They can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 14 seconds; with an aced crew, they can be reloaded in 7 seconds. Their maximum range against surface targets is roughly 1.6 km.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Guidance for the Secondary Gun Turrets
No.1 Turret No.2 Turret No.3 Turret
Horizontal Vertical Horizontal Vertical Horizontal Vertical
±180° -5°/+70° ±80° -5°/+70° ±80° -5°/+70°

There are three choices of ammunition available:

  • Universal: AP/T/AP/T
  • 7.7 mm AP belt: AP/AP/AP/T
  • 7.7 mm API belt: IT/IT/IT/AP
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Universal 20 19 16 13 11 10
7.7 mm AP belt 20 19 16 13 11 10
7.7 mm API belt 20 19 16 13 11 10

Special armament

Main article: Mk.VII depth charge
Mk.VII depth charges numbered 1-2 according to their drop order (click to expand).

Fairmile A (ML100) can carry 12 Mk.VII depth charges mounted amidships, 6 on each side facing outwards. The depth charges are dropped one at a time in this order (see the image):

  1. Port side, foremost
  2. Starboard side, foremost
  3. Port side, 2nd foremost
  4. Starboard side, 2nd foremost
  5. Port side, 3rd foremost
  6. Starboard side, 3rd foremost
  7. Port side, 3rd aftmost
  8. Starboard side, 3rd aftmost
  9. Port side, 2nd aftmost
  10. Starboard side, 2nd aftmost
  11. Port side, aftmost
  12. Starboard side, aftmost

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)
196 TNT 130 130

Usage in the battles

Ammunition Choices

For the 7.72 mm Lewis machinegun 1916, the best ammunition choice is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds, the IT rounds are actually stopped by most wooden hulls more often than not and rarely start fires, if ever. This belt is technically the best to use against aircraft, though with such a long reload to switch to it and with such a minuscule difference in damage anyway, there isn't much of a point in using it for that role either.

Depth Charges

Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.

There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 7.7 mm AP belt
II Rudder Replacement Fire Protection System Smokescreen 7.7 mm API belt Auxiliary Armament Targeting
III Propeller Replacement Depth Charges Primary Armament Targeting Improved Rangefinder
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • Primary armament: can rotate 360°, good firing arcs
  • Large amount of depth charges

Cons:

  • Underwhelming firepower
  • Unable to deal with armoured targets
  • Primary armament: relatively low muzzle velocity, low damage output, low muzzle velocity
  • Secondary armament: can only bring 4 guns on target at once, very low damage output
  • Poor top speed and manoeuvrability

History

The Fairmile A was a series of 12 ships designed prior to the start of WWII, with the British Admiralty purchasing all 12 at the start of hostilities. Intended to serve as a light coastal patrol craft the had a unique modular design that could be manufactured by light industry prior to final assembly at a second line port, such as the ones that fabricated pleasure craft.

The ships were originally intended for coastal escort duties, being rigged with sonar and depth charges. However, as the war progressed and due to the lightweight design of the Fairmile A, the ships would see selective service restricted to British coastal waters much more so than the later variations of the same vessel.

Media

GEN LIVE WT 1 HPL.jpg

See also

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the ship;
  • other literature.


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