Difference between revisions of "Dark Adventurer"

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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.''
+
<!--''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.''
  
''If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.''
+
''If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.''-->
 +
 
 +
Dark Adventurer has the following armour layout:
 +
 
 +
* [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]] gunshield: 12.7 mm, hardened armour
 +
* Hull: 40 mm, wood
 +
* Superstructure: 15 mm, wood
 +
 
 +
[[File:Dark_class_(FPB_1101)_internals.png|thumb|Dark Class, Dark Adventurer (FPB 1101) internals (starboard side). Note the ammo racks below the forward gun.]]
 +
 
 +
Dark Adventurer has practically no armour to speak of. Even light machine guns will easily penetrate anywhere on the boat. The 12.7 mm gunshield is largely superficial, and any direct hits will knock out the gun. There are also two large ammunition racks in the bow that cannot be removed unless the ammo for both the 114 mm 8cwt QF Mk 1 and the 40 mm QF Mark VII are used up. In addition, being a small boat herself, Dark Adventurer can be hull-broken by any gun larger than 4 inches (102 mm). With only a crew of 15, altogether, this makes Dark Adventurer's survivability very low. However, aside from the ammo racks in the bow, this shouldn't really be seen as a drawback, but rather as a typical aspect of boats of this size.
 +
 
 +
Luckily though for Dark Adventurer, within its battle rating range, there are only two boats with guns large enough to hull-break it: itself, with its own [[8cwt QF Mk I (114 mm)]], and {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}, with its [[10.5 cm SK C/32 (105 mm)]]. In general, these are rather rare to come across and both can be destroyed relatively quickly by Dark Adventurer. Don't sail in a straight line or otherwise present an easy target, and make use of cover to close the distance.
 +
 
 +
Since Dark Adventurer only has two guns, and of those two, only the 40 mm QF Mark VII mounted on the aft is particularly useful, Dark Adventurer can be played behind cover, leaving only the aft gun exposed. This way, the ammo racks and, more importantly, the middle and bow compartments are hidden. All three compartments of the hull need to be destroyed to knock out Dark Adventurer (with the exception of hull-break), so being able to hide two-thirds of the hull while still being able to keep the most effective gun in action is a major advantage. That said, doing this exposes the engines.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''
+
<!--''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''-->
 +
 
 +
{| 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}} || 73 || 27 || ~26.46 || ~45.62
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || 100 || 37 || ~17.53 || ~28.67
 +
|-
 +
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 +
| {{Annotation|Stock|All modifications removed}} || 64 || 24 || ~29.42 || ~52.03
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || 74 || 27 || ~23.53 || ~40.57
 +
|-
 +
|}
 +
 
 +
Dark Adventurer's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any other boats around its battle rating.
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
 
{{main|8cwt QF Mk I (114 mm)}}
 
{{main|8cwt QF Mk I (114 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.''
+
<!--''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.''
 +
 
 +
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
  
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
In its primary armament group, Dark Adventurer has a single 113 8cwt QF Mk I mounted in front of the bridge. There are 100 rounds of ammunition available for it. It can traverse horizontally at a rate of 30°/s and vertically at a rate of 25°/s. With a stock crew, the gun can be reloaded in 6.5 seconds; with an aced crew, it can be reloaded in 5 seconds. The gun can hull-break certain boats if the shot destroys a compartment.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | '''Guidance for the Primary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -8°/+12°
 +
|-
 +
|}
 +
 
 +
There is only one ammunition option available:
 +
 
 +
* 114 mm 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)'''
 +
|-
 +
! 1,000 m !! 2,500 !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m
 +
|-
 +
| 114 mm HE || {{Annotation|HE|High-Explosive}} || 30 || 30 || 30 || 30 || 30 || 30
 +
|-
 +
|}
 +
 
 +
{| 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%
 +
|-
 +
| 114 mm HE || {{Annotation|HE|High-Explosive}} || 10 || 457 || TNT || 2.5 || 2.5 || 0.3 || 0.1 || 79° || 80° || 81°
 +
|-
 +
|}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{main|QF Mark VII (40 mm)}}
 
{{main|QF Mark VII (40 mm)}}
''Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section.''
+
<!--''Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section.''-->
  
 +
In its secondary armament group, Dark Adventurer has a single 40 mm QF Mark VII mounted on its aft. The gun has a magazine size of 4 rounds and has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. With a stock crew, the gun can be reloaded in 0.38 seconds; with an aced crew, it can be reloaded in 0.19 seconds. Firing for too long will cause the gun to jam.
 +
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -10°/+89°
 +
|-
 +
|}
 +
 +
There are three ammunition options available:
 +
 +
* Universal: AP-T/HEFI-T
 +
* 40 mm HE clips: HEFI-T/HEFI-T/HEFI-T/AP-T
 +
* 40 mm AP clips: AP-T/AP-T/AP-T/HEFI-T
 +
 +
{| 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
 +
|-
 +
| {{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}} || _ || _ || _ || _ || _ || _
 +
|-
 +
| {{Annotation|AP-T|Armour-Piercing Tracer}} || 80 || 77 || 66 || 57 || 50 || 45
 +
|-
 +
|}
 +
 +
<!-- Datamined info. Leaving this here in case its ever needed later.
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="12" | '''Shell Details'''
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! 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)
 +
! rowspan="2" | Normalization at 30°
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| {{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}} || 0.9 || 881 || {{Annotation|Tetryl|1.45x TNT}} || 0.068 || 0.0986 || 0.0 || 0.1 || _° || _° || _° || _°
 +
|-
 +
| {{Annotation|AP-T|Armour-Piercing Tracer}} || 0.882 || 874 || N/A || N/A || N/A || N/A || N/A || _° || _° || _° || _°
 +
|-
 +
|}
 +
 +
{{notice|Tetryl is equivalent to 1.45x TNT.}}
 +
-->
 
=== 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 be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''
+
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''-->
 +
 
 +
Dark Adventurer can carry two Mk.VII depth charges in front of the aft 40 mm QF Mark VII gun, one facing each broadside. The depth charges can be dropped one at a time, with the one on the starboard side always dropping before the one on the port side. Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Mass (kg)
 +
! Explosive Type
 +
! Explosive Mass (kg)
 +
! TNT Equivalent (kg)
 +
|-
 +
| 196 || TNT || 130 || 130
 +
|}
  
 
==Usage in battles==
 
==Usage in battles==
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''
+
<!--''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''-->
 +
 
 +
The main armament of Dark Advententurer is a single 114 mm 8cwt QF Mk I. This gun has a powerful HE round with an explosive mass of 2.5 kg of TNT, and, since its larger than 4 inches, it can also hull-break most of the smaller boats seen around this battle rating. Hull-break is triggered by destroying an enemy boat's compartment, and, if done successfully, it will result in a one-shot kill. Despite being one of the only guns at this battle rating capable of hull-breaking, the gun overall is poor. Its rate of fire is relatively slow at 12 rounds per minute, and its muzzle velocity is very low at 457 m/s, both of which contribute to making the gun difficult to use at long ranges and against fast-moving targets. Even at close ranges, it gets outperformed by Dark Adventurer's other weapon anyway. The 8cwt QF Mk I is the primary armament in name only.
 +
 
 +
The secondary gun, the 40 mm QF Mark VII, is actually a far superior weapon, and there is generally no reason to even use the 8cwt QF Mk I over it. The QF Mark VII is a 40 mm Bofors L/60 gun, one of the best naval automatic cannons in the game, and Dark Adventurer is one of the lowest battle rating vehicles to receive it. Where the 114 mm 8cwt QF Mk I lacks, the 40 mm QF Mark VII excels. Its rate of fire, though a bit low for an automatic cannon, is much higher at 160 rounds per minute. The gun's magazine size of only 4 rounds may seem like a disadvantage on paper, but in practice, the reload is quick enough that the gun can fire continuously as if there wasn't a reload at all. The QF Mark VII also has a much larger effective range of roughly 3.25 km thanks to its higher muzzle and relatively large projectile mass. This allows Dark Adventurer to outrange, and thus be effectively immune to, many guns at this battle rating, most notably the [[2 cm/65 C/38 (20 mm)]] and the [[Oerlikon Mk.II (20 mm)]], both of which have a maximum range of roughly 2 km.
 +
 
 +
The QF Mark VII has a very powerful HE round for its calibre as well as an impressive AP round, the latter of which has a maximum penetration of 80 mm of armour, more than enough to trivialize any armour Dark Adventurer might come across. The gun is very powerful and doesn't require much ammunition to destroy most of its enemies, usually less than 10 rounds if all rounds hit. In fact, it's actually quite rare that Dark Adventurer will use up more than a couple hundred rounds of ammunition throughout the entire match. This is good because firing the gun for too long (indicated by the red circle around the crosshair) will cause the gun to jam and will require a substantial amount of time before it can be fired again. Always pay attention to the red circle and try to never let the gun jam.
 +
 
 +
Despite how good the QF Mark VII might be, though, the boat it's mounted on has some issues. The first of these is rather obvious: the gun is mounted on the rear of the boat, which of course prevents it from firing forwards. Because of this, there is a ~25° dead zone to either side in which the gun is unable to fire. Second, the survivability of Dark Adventurer is close to nonexistent, especially when considering the ammo racks in the front of the hull. Dark Adventurer can either be played at long range to outrange enemy fire or by using hard cover to hide the hull. Either playstyle is really dependent on the map and is mostly down to player preference. Regardless of how Dark Adventurer is played, she shouldn't be the first to charge into action. If an enemy is met straight-on, time is needed to turn the hull to allow the QF Mark VII to fire, enough time for a smart enemy to inflict major damage.
 +
 
 +
;Depth Charges
 +
 
 +
It should be noted that Dark Adventurer can carry two Mk.VII depth charges. Being an anti-submarine weapon and without the presence of submarines in the game, their usage against surface targets is very 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 that depth charge on the starboard side always drops first 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. For the most part, though, there is no reason to even take them into battle since if they're not dropped, they essentially become extra ammo racks to shoot at.
 +
 
 +
;Ammunition Choices
 +
 
 +
The 40 mm HE clips should be the primary ammunition choice since it contains the highest ratio of HE to AP rounds. HE rounds have the highest effectiveness against aircraft and boats, so the choice that maximizes this is the best. A small amount of 40 mm AP clips should also be taken to deal with armoured targets. AP rounds can also be used against boats coming towards Dark Adventurer straight-on. Whereas HE rounds would just explode on an already destroyed bow compartment, AP rounds can pass through and deal damage to the rear of the boat.
  
 
===Modules===
 
===Modules===
{| class="wikitable"
+
 
 +
{| class="wikitable" style="text-align:center"
 
! Tier
 
! Tier
 
! Seakeeping
 
! Seakeeping
Line 54: Line 228:
 
| Propeller Replacement
 
| Propeller Replacement
 
| ||
 
| ||
| Depth Charges||Primary Armament Targeting||Improved Rangefinder
+
| Depth Charges||{{Annotation|Primary Armament Targeting|Requires 'Auxiliary Armament Targeting'}}||Improved Rangefinder
 
|-
 
|-
 
| IV
 
| IV
Line 67: Line 241:
  
 
'''Pros:'''
 
'''Pros:'''
* Powerful 114 mm cannon with high-explosive shells
+
* 40 mm QF Mark VII: large explosive mass, high armour penetration, very quick reload, can out-range most enemies
* Easy to one shot PT-boats
+
* 114 mm 8cwt Mk I can hull-break certain boats
* 40 mm is very useful against all targets
 
  
 
'''Cons:'''
 
'''Cons:'''
* 114 mm cannon:
+
* 40 mm QF Mark VII is mounted on the rear, cannot fire directly forwards
** Slow rotation
+
* 114 8cwt Mk I: very low muzzle velocity, low rate of fire, difficult to use at range
** Slow reload and velocity
+
* Two large ammo racks below the forward gun, cannot be removed
** Horrible ballistic characteristics
+
* Lack of torpedo armament
  
 
== History ==
 
== History ==
Line 88: Line 261:
 
* ''links to approximate analogues of other nations and research trees.''-->
 
* ''links to approximate analogues of other nations and research trees.''-->
  
* [[Dark class (FPB 1102)]] - Sister motor torpedo boat.
+
* [[Dark class (FPB 1102)]]
  
 
== External links ==
 
== External links ==

Revision as of 00:35, 7 March 2020

Introducing Wiki 3.0
uk_dark_class.png
Dark Adventurer
AB RB SB
2.0 2.0 2.0
Research:14 000 Specs-Card-Exp.png
Purchase:32 000 Specs-Card-Lion.png

Description

GarageImage Dark Adventurer.jpg


The Dark-class, Dark Adventurer (FPB 1101) is a rank II British motor gun boat with a battle rating of 2.0 (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

Dark Adventurer has the following armour layout:

  • 114 mm 8cwt QF Mk I gunshield: 12.7 mm, hardened armour
  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood
Dark Class, Dark Adventurer (FPB 1101) internals (starboard side). Note the ammo racks below the forward gun.

Dark Adventurer has practically no armour to speak of. Even light machine guns will easily penetrate anywhere on the boat. The 12.7 mm gunshield is largely superficial, and any direct hits will knock out the gun. There are also two large ammunition racks in the bow that cannot be removed unless the ammo for both the 114 mm 8cwt QF Mk 1 and the 40 mm QF Mark VII are used up. In addition, being a small boat herself, Dark Adventurer can be hull-broken by any gun larger than 4 inches (102 mm). With only a crew of 15, altogether, this makes Dark Adventurer's survivability very low. However, aside from the ammo racks in the bow, this shouldn't really be seen as a drawback, but rather as a typical aspect of boats of this size.

Luckily though for Dark Adventurer, within its battle rating range, there are only two boats with guns large enough to hull-break it: itself, with its own 8cwt QF Mk I (114 mm), and AF D3, with its 10.5 cm SK C/32 (105 mm). In general, these are rather rare to come across and both can be destroyed relatively quickly by Dark Adventurer. Don't sail in a straight line or otherwise present an easy target, and make use of cover to close the distance.

Since Dark Adventurer only has two guns, and of those two, only the 40 mm QF Mark VII mounted on the aft is particularly useful, Dark Adventurer can be played behind cover, leaving only the aft gun exposed. This way, the ammo racks and, more importantly, the middle and bow compartments are hidden. All three compartments of the hull need to be destroyed to knock out Dark Adventurer (with the exception of hull-break), so being able to hide two-thirds of the hull while still being able to keep the most effective gun in action is a major advantage. That said, doing this exposes the engines.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 27 ~26.46 ~45.62
Upgraded 100 37 ~17.53 ~28.67
RB/SB Stock 64 24 ~29.42 ~52.03
Upgraded 74 27 ~23.53 ~40.57

Dark Adventurer's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any other boats around its battle rating.

Armament

Primary armament

Main article: 8cwt QF Mk I (114 mm)

In its primary armament group, Dark Adventurer has a single 113 8cwt QF Mk I mounted in front of the bridge. There are 100 rounds of ammunition available for it. It can traverse horizontally at a rate of 30°/s and vertically at a rate of 25°/s. With a stock crew, the gun can be reloaded in 6.5 seconds; with an aced crew, it can be reloaded in 5 seconds. The gun can hull-break certain boats if the shot destroys a compartment.

Guidance for the Primary Gun Turret
Horizontal Vertical
±180° -8°/+12°

There is only one ammunition option available:

  • 114 mm HE
Penetration Statistics
Ammunition Type Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 5,000 m 7,500 m 10,000 m 15,000 m
114 mm HE HE 30 30 30 30 30 30
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%
114 mm HE HE 10 457 TNT 2.5 2.5 0.3 0.1 79° 80° 81°

Secondary armament

Main article: QF Mark VII (40 mm)

In its secondary armament group, Dark Adventurer has a single 40 mm QF Mark VII mounted on its aft. The gun has a magazine size of 4 rounds and has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. With a stock crew, the gun can be reloaded in 0.38 seconds; with an aced crew, it can be reloaded in 0.19 seconds. Firing for too long will cause the gun to jam.

Guidance for the Secondary Gun Turret
Horizontal Vertical
±180° -10°/+89°

There are three ammunition options available:

  • Universal: AP-T/HEFI-T
  • 40 mm HE clips: HEFI-T/HEFI-T/HEFI-T/AP-T
  • 40 mm AP clips: AP-T/AP-T/AP-T/HEFI-T
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEFI-T _ _ _ _ _ _
AP-T 80 77 66 57 50 45

Special armament

Main article: Mk.VII depth charge

Dark Adventurer can carry two Mk.VII depth charges in front of the aft 40 mm QF Mark VII gun, one facing each broadside. The depth charges can be dropped one at a time, with the one on the starboard side always dropping before the one on the port side. Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.

Mass (kg) Explosive Type Explosive Mass (kg) TNT Equivalent (kg)
196 TNT 130 130

Usage in battles

The main armament of Dark Advententurer is a single 114 mm 8cwt QF Mk I. This gun has a powerful HE round with an explosive mass of 2.5 kg of TNT, and, since its larger than 4 inches, it can also hull-break most of the smaller boats seen around this battle rating. Hull-break is triggered by destroying an enemy boat's compartment, and, if done successfully, it will result in a one-shot kill. Despite being one of the only guns at this battle rating capable of hull-breaking, the gun overall is poor. Its rate of fire is relatively slow at 12 rounds per minute, and its muzzle velocity is very low at 457 m/s, both of which contribute to making the gun difficult to use at long ranges and against fast-moving targets. Even at close ranges, it gets outperformed by Dark Adventurer's other weapon anyway. The 8cwt QF Mk I is the primary armament in name only.

The secondary gun, the 40 mm QF Mark VII, is actually a far superior weapon, and there is generally no reason to even use the 8cwt QF Mk I over it. The QF Mark VII is a 40 mm Bofors L/60 gun, one of the best naval automatic cannons in the game, and Dark Adventurer is one of the lowest battle rating vehicles to receive it. Where the 114 mm 8cwt QF Mk I lacks, the 40 mm QF Mark VII excels. Its rate of fire, though a bit low for an automatic cannon, is much higher at 160 rounds per minute. The gun's magazine size of only 4 rounds may seem like a disadvantage on paper, but in practice, the reload is quick enough that the gun can fire continuously as if there wasn't a reload at all. The QF Mark VII also has a much larger effective range of roughly 3.25 km thanks to its higher muzzle and relatively large projectile mass. This allows Dark Adventurer to outrange, and thus be effectively immune to, many guns at this battle rating, most notably the 2 cm/65 C/38 (20 mm) and the Oerlikon Mk.II (20 mm), both of which have a maximum range of roughly 2 km.

The QF Mark VII has a very powerful HE round for its calibre as well as an impressive AP round, the latter of which has a maximum penetration of 80 mm of armour, more than enough to trivialize any armour Dark Adventurer might come across. The gun is very powerful and doesn't require much ammunition to destroy most of its enemies, usually less than 10 rounds if all rounds hit. In fact, it's actually quite rare that Dark Adventurer will use up more than a couple hundred rounds of ammunition throughout the entire match. This is good because firing the gun for too long (indicated by the red circle around the crosshair) will cause the gun to jam and will require a substantial amount of time before it can be fired again. Always pay attention to the red circle and try to never let the gun jam.

Despite how good the QF Mark VII might be, though, the boat it's mounted on has some issues. The first of these is rather obvious: the gun is mounted on the rear of the boat, which of course prevents it from firing forwards. Because of this, there is a ~25° dead zone to either side in which the gun is unable to fire. Second, the survivability of Dark Adventurer is close to nonexistent, especially when considering the ammo racks in the front of the hull. Dark Adventurer can either be played at long range to outrange enemy fire or by using hard cover to hide the hull. Either playstyle is really dependent on the map and is mostly down to player preference. Regardless of how Dark Adventurer is played, she shouldn't be the first to charge into action. If an enemy is met straight-on, time is needed to turn the hull to allow the QF Mark VII to fire, enough time for a smart enemy to inflict major damage.

Depth Charges

It should be noted that Dark Adventurer can carry two Mk.VII depth charges. Being an anti-submarine weapon and without the presence of submarines in the game, their usage against surface targets is very 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 that depth charge on the starboard side always drops first 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. For the most part, though, there is no reason to even take them into battle since if they're not dropped, they essentially become extra ammo racks to shoot at.

Ammunition Choices

The 40 mm HE clips should be the primary ammunition choice since it contains the highest ratio of HE to AP rounds. HE rounds have the highest effectiveness against aircraft and boats, so the choice that maximizes this is the best. A small amount of 40 mm AP clips should also be taken to deal with armoured targets. AP rounds can also be used against boats coming towards Dark Adventurer straight-on. Whereas HE rounds would just explode on an already destroyed bow compartment, AP rounds can pass through and deal damage to the rear of the boat.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 40 mm HE clips
II Rudder Replacement Fire Protection System Smokescreen 40 mm AP clips Auxiliary Armament Targeting
III Propeller Replacement Depth Charges Primary Armament Targeting Improved Rangefinder
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • 40 mm QF Mark VII: large explosive mass, high armour penetration, very quick reload, can out-range most enemies
  • 114 mm 8cwt Mk I can hull-break certain boats

Cons:

  • 40 mm QF Mark VII is mounted on the rear, cannot fire directly forwards
  • 114 8cwt Mk I: very low muzzle velocity, low rate of fire, difficult to use at range
  • Two large ammo racks below the forward gun, cannot be removed
  • Lack of torpedo armament

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article.

Media

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See also

External links

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  • topic on the official game forum;
  • encyclopedia page on ship;
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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