Difference between revisions of "HMS Churchill"

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(Added a basic description of the ship based off of my experience with it)
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The '''{{specs|name}}''' is a rank {{specs|rank}} British destroyer {{Battle-rating|1}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
+
The '''{{specs|name}}''' is a rank {{specs|rank}} British destroyer {{Battle-rating|1}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test. It is the first destroyer in the British naval tree.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''Talk about the vehicle’s armor. 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 maneuverability. 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.''
+
Armor on the Clemson is low. With 16mm of steel on the body and 4mm in the superstructure, and antifrag armor on the front of the guns, you have seen literally all of it. This is unfortunate as, with a crew of 141 and a displacement of 1500 tons, it is not hard to destroy you via crew loss. Fires are a frequent occurrence, and they would be more frequent if it weren't for the fact that many things which would cause a fire will also kill you instantly. In a true case of British naval domination, ammo explosions are rare for the same reason.
 
 
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armor.
 
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the ship’s mobility. Evaluate its power and maneuverability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''
+
The Clemson is of a middling speed for destroyers, capping at around 61km/s. Luckily, the superstructure is one of the most frequently damaged parts of the ship, so you might not notice in some games that it has a turning circle the size of your mother.
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
 
{{main|4 in QF Mark V (102 mm)}}
 
{{main|4 in QF Mark V (102 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.''
+
The primary armament of the Clemson is the 102 mm BL Mark IX cannon, a decently accurate thing with a good traversal speed and competent reload times. Its antifragmentation armor means that it will stay operational in the face of limited enemy fire, a fact which your ship will not appreciate because that makes it more durable than everything else on board, and which the enemy ship will not appreciate because it does barely any damage anyways.
  
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.
+
At your disposal are three kinds of shell. The starter shell is a 4-inch HE that can give a bad day to smaller craft, but does little against other destroyers. Next is the 4-inch shrapnel shell, see previous, and the 4-inch semi-armor piercing shell, see previous but with the caveat that it's less likely to non-penetrate. At 150 rounds, you can bring 50 of each kind. Going through 50 rounds in one game is a testament to the captain's skill at surviving enemy contact, so this setup will allow you to choose your desired flavor of worthlessness in every engagement.
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{main|3 inch naval AA Mk.V (76 mm)}}
 
{{main|3 inch naval AA Mk.V (76 mm)}}
''Some ships are fitted with weapons of various calibers. 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 caliber weapons, belong in the next section.''
+
The Clemson's secondary armament is a 3 inch naval AA Mk.V cannon. The name is misleading, as it has a single high-explosive fragmentation shell as an ammunition option. As a rear-mounted 3-inch cannon, it is a downgrade from the primary cannon in nearly all aspects except ammo capacity, which is an impressive feat. Luckily, as a secondary armament, the player can pawn off the disappointment to the crew.
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 
{{main|Oerlikon Mk.II (20 mm)|AN-M2 (12.7 mm)}}
 
{{main|Oerlikon Mk.II (20 mm)|AN-M2 (12.7 mm)}}
''An important part of the ship’s armament responsible for air raid defense. 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.''
+
The single stand-out element of the Clemson is its anti-aircraft armament. With 4 20 mm/70 Oerlikon Mk.II autocannons, and then two more 12.7 mm AN-M2 machine gun pairs, it can put up to four mg's on the same target from different angles. The guns are powerful enough to tear apart any planes who wind up in the wrong place, and the volume of fire means that you can be half of an AA network. Don't let that be an excuse to sail alone in plane-infested air-waters, though, as any crew member who can shoot straight was moved to a better ship long ago.
  
 
=== Torpedo armament ===
 
=== Torpedo armament ===
 
{{main|Mk.VIII (533 mm)}}
 
{{main|Mk.VIII (533 mm)}}
''Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.''
+
The true power of the Clemson lies not in its guns, but in its torpedoes. This is not because it has special torpedoes (they are mediocre 533mm torpedoes), but because every other onboard weapon is virtually useless against other destroyers or larger. Also, it only has three torpedoes. Do not take the torpedo mode modification, being able to miss your torpedo from farther away is not desirable. The only real way to use the Clemson against other destroyers is in tight areas because of the very low damage of all other weapon systems at your disposal.
  
 
=== Special armament ===
 
=== Special armament ===
 
{{main|Mk.6 mortar depth charge|Mk.10 Hedgehog mortar}}
 
{{main|Mk.6 mortar depth charge|Mk.10 Hedgehog mortar}}
''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.''
+
The Clemson has the option to bring along bomb mortars in order to launch depth charges. These are useful at knife-fighting range, but as submarines are not in-game, not anywhere else. They have better range than previous ship's depth charges, however, with launchers facing to either side, one that drops charges behind the ship, and one that launches them hundreds of meters directly ahead. They add a risk of being hit by any stray fire and exploding violently, killing large numbers of crew, but the ship already has that normally, so weigh your options.
  
 
== 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).''
+
The proper way to use the Clemson in battle is to go back and use the Dark 1102 until you get the G-Class. The survivability is too low for a tank, the mobility is too low for a good scout or objective thief, and the damage output is around one BR too low. If you do insist on using it, there are two options:
 +
 
 +
The first is to travel in packs with other destroyers. You will get assists, but very few kills, yet this is better than getting none of neither, and your dinky anti-ship armament means that you will not register as a major threat if there is any other ship at all nearby for the enemy to notice.
 +
 
 +
The second is to make a break for where the small ships go. There, a single 4-inch gun with high traversal speed is useful, and your battery of machine guns and 3-inch secondary means that you can throw your weight around a little. You still won't be invincible, but you will be able to be a major threat and score some kills.
  
 
=== Modules ===
 
=== Modules ===
Line 87: Line 89:
  
 
=== 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. Try not to 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".''
+
'''Pros:'''
  
'''Pros:'''
+
* Cheap
 +
* Unusually strong AA capability for its rank
 +
* Very versatile depth charges, for what that's worth
  
 
*
 
*
  
 
'''Cons:'''
 
'''Cons:'''
 +
 +
* Inadequate main gun
 +
* Inadequate secondary armament
 +
* Inadequate survivability due to low number of densely-packed crew
 +
* Really, all stats are average for the tier or worse
  
 
*
 
*

Revision as of 19:53, 19 September 2020

HMS Churchill
uk_destroyer_clemson_churchill.png
HMS Churchill
AB RB SB
3.3 3.3 3.3
Class:
Show in game
This page is about the British destroyer HMS Churchill (L45). For other uses, see Clemson-class.

Description

GarageImage HMS Churchill.jpg
-


The Town-class, HMS Churchill (I45), 1942 is a rank I British destroyer with a battle rating of 3.3 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test. It is the first destroyer in the British naval tree.

General info

Survivability and armour

Armor on the Clemson is low. With 16mm of steel on the body and 4mm in the superstructure, and antifrag armor on the front of the guns, you have seen literally all of it. This is unfortunate as, with a crew of 141 and a displacement of 1500 tons, it is not hard to destroy you via crew loss. Fires are a frequent occurrence, and they would be more frequent if it weren't for the fact that many things which would cause a fire will also kill you instantly. In a true case of British naval domination, ammo explosions are rare for the same reason.

Mobility

The Clemson is of a middling speed for destroyers, capping at around 61km/s. Luckily, the superstructure is one of the most frequently damaged parts of the ship, so you might not notice in some games that it has a turning circle the size of your mother.

Armament

Primary armament

The primary armament of the Clemson is the 102 mm BL Mark IX cannon, a decently accurate thing with a good traversal speed and competent reload times. Its antifragmentation armor means that it will stay operational in the face of limited enemy fire, a fact which your ship will not appreciate because that makes it more durable than everything else on board, and which the enemy ship will not appreciate because it does barely any damage anyways.

At your disposal are three kinds of shell. The starter shell is a 4-inch HE that can give a bad day to smaller craft, but does little against other destroyers. Next is the 4-inch shrapnel shell, see previous, and the 4-inch semi-armor piercing shell, see previous but with the caveat that it's less likely to non-penetrate. At 150 rounds, you can bring 50 of each kind. Going through 50 rounds in one game is a testament to the captain's skill at surviving enemy contact, so this setup will allow you to choose your desired flavor of worthlessness in every engagement.

Secondary armament

The Clemson's secondary armament is a 3 inch naval AA Mk.V cannon. The name is misleading, as it has a single high-explosive fragmentation shell as an ammunition option. As a rear-mounted 3-inch cannon, it is a downgrade from the primary cannon in nearly all aspects except ammo capacity, which is an impressive feat. Luckily, as a secondary armament, the player can pawn off the disappointment to the crew.

Anti-aircraft armament

The single stand-out element of the Clemson is its anti-aircraft armament. With 4 20 mm/70 Oerlikon Mk.II autocannons, and then two more 12.7 mm AN-M2 machine gun pairs, it can put up to four mg's on the same target from different angles. The guns are powerful enough to tear apart any planes who wind up in the wrong place, and the volume of fire means that you can be half of an AA network. Don't let that be an excuse to sail alone in plane-infested air-waters, though, as any crew member who can shoot straight was moved to a better ship long ago.

Torpedo armament

Main article: Mk.VIII (533 mm)

The true power of the Clemson lies not in its guns, but in its torpedoes. This is not because it has special torpedoes (they are mediocre 533mm torpedoes), but because every other onboard weapon is virtually useless against other destroyers or larger. Also, it only has three torpedoes. Do not take the torpedo mode modification, being able to miss your torpedo from farther away is not desirable. The only real way to use the Clemson against other destroyers is in tight areas because of the very low damage of all other weapon systems at your disposal.

Special armament

The Clemson has the option to bring along bomb mortars in order to launch depth charges. These are useful at knife-fighting range, but as submarines are not in-game, not anywhere else. They have better range than previous ship's depth charges, however, with launchers facing to either side, one that drops charges behind the ship, and one that launches them hundreds of meters directly ahead. They add a risk of being hit by any stray fire and exploding violently, killing large numbers of crew, but the ship already has that normally, so weigh your options.

Usage in battles

The proper way to use the Clemson in battle is to go back and use the Dark 1102 until you get the G-Class. The survivability is too low for a tank, the mobility is too low for a good scout or objective thief, and the damage output is around one BR too low. If you do insist on using it, there are two options:

The first is to travel in packs with other destroyers. You will get assists, but very few kills, yet this is better than getting none of neither, and your dinky anti-ship armament means that you will not register as a major threat if there is any other ship at all nearby for the enemy to notice.

The second is to make a break for where the small ships go. There, a single 4-inch gun with high traversal speed is useful, and your battery of machine guns and 3-inch secondary means that you can throw your weight around a little. You still won't be invincible, but you will be able to be a major threat and score some kills.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 4 inch SAP Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 102 mm shrapnel Auxiliary Armament Targeting
III Propeller Replacement Ventilation Shrapnel Protection Primary Armament Targeting Improved Rangefinder
IV Engine Maintenance New Pumps Ammo Wetting Torpedo Mode Bomb mortar

Pros and cons

Pros:

  • Cheap
  • Unusually strong AA capability for its rank
  • Very versatile depth charges, for what that's worth

Cons:

  • Inadequate main gun
  • Inadequate secondary armament
  • Inadequate survivability due to low number of densely-packed crew
  • Really, all stats are average for the tier or worse

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

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

See also

Links to the 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;
  • encyclopedia page on ship;
  • other literature.


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