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

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(This page was empty, I added brief descriptions of survivability, and armament, with more extensive usage in battles, and pros and cons.)
(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.)
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<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|6pdr QF Mk.V (57 mm)}}
 
{{main|6pdr QF Mk.V (57 mm)}}
 
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
 
  
 
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 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.
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{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}
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{{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.
 
 
''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.''
 
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
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{{main|Vickers Mk.V (12.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)}}
  
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''
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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.
 
 
Two 20mm cannons and two .50 cal machine guns have a surprising amount of utility, mostly in AA roles.
 
  
 
=== Special armament ===
 
=== Special armament ===

Revision as of 08:29, 28 June 2022

Introducing Wiki 3.0
Fairmile H LCS(L)(2)
uk_fairmile_lcs_l_h_mk2.png
GarageImage Fairmile H LCS(L)(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

The Fairmile H LCS(L)(2) is a rank III British motor gun boat with a battle rating of 2.3 (AB/RB/SB). It was introduced in Update "Direct Hit".

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 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.

Mobility

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

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 {| class="wikitable" style="text-align:center" ! colspan="4" | Mobility Characteristics |- ! rowspan="2" | Game Mode ! rowspan="2" | Upgrade Status ! colspan="2" | Maximum Speed (km/h) ! rowspan="2" style="display:none;"| Turn Time (s) ! rowspan="2" style="display:none;"| Turn Radius (m) |- ! Forward ! Reverse |- | rowspan="2" | AB | style="display:none;"| Stock | style="display:none;"| ___ | style="display:none;"| ___ | style="display:none;"| | style="display:none;"| |- | Upgraded || 37 || 19 | style="display:none;"| | style="display:none;"| |- | rowspan="2" | RB/SB | style="display:none;"| Stock | style="display:none;"| ___ | style="display:none;"| ___ | style="display:none;"| | style="display:none;"| |- | Upgraded || 28 || 14 | style="display:none;"| | style="display:none;"| |- |}

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 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.

Secondary armament

2 х Turret20 mm/70 Oerlikon Mark V autocannon
Ammunition1800 rounds
Belt capacity60 rounds
Fire rate450 shots/min
The two 20mm cannons have limited utility against ships but are useful in an AA role.

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 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

TurretOrdnance ML 4.2-inch mortar
Ammunition110 rounds

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

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.

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.

Pros and cons

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.

Cons:

  • Painfully slow 30 km/h or 16.4 knot speed, and its turning radius is mediocre.
  • With no armor 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.
  • Valentine turret slew 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

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

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


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