Dark Aggressor TD

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Dark Aggressor TD
uk_dark_class_mtb_td.png
GarageImage Dark Aggressor TD.jpg
Dark Aggressor TD

Description

The Dark-сlass, Dark Aggressor (FPB 1102) TD is a gift rank III British motor torpedo boat with a battle rating of 2.3 (AB/RB/SB). It was introduced during Update "New Power" as a reward for watching War Thunder streams on Twitch.tv along with a unique skin for the vehicle.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement64 t
Crew15 people

Dark Aggressor has the following armour layout:

  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood

Dark Aggressor has no armour at all, lacking even a gunshield for the main cannon. Right beneath the gun are also two large ammunition racks. These cannot be removed unless all ammo for the main gun is emptied. Altogether, with a crew complement of only 15, Dark Aggressor's survivability is low.

On top of this, being a small boat, she can be hull-broken by any gun with a diameter above 4 inches (102 mm). At Dark Aggressor's battle rating, there are three guns capable of hull-break: the 8cwt QF Mk I (114 mm) (found on Dark Adventurer), the 10.5 cm SK C/32 (found on AF D3), and the 120 mm/45 Type 3 (found on Syonan). Luckily for Dark Aggressor though, the first two are quite rare to see and are mounted on vehicles that are easily knocked out themselves, and the third is a rather bad cannon that most players don't even use. This makes hull-breaks fairly rare.

All things considered, aside from the ammunition racks in the bow, Dark Aggressor's survivability is more or less average. Low survivability and the ability to be hull-broken are the norms for most boats at this battle rating and really shouldn't be looked at as a disadvantage on the part of Dark Aggressor.

Mobility

Speedforward / back
AB104 / 38 km/h
RB74 / 27 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 27 ~26.18 ~43.98
Upgraded 100 37 ~17.38 ~27.66
RB/SB Stock 64 24 ~29.02 ~50.04
Upgraded 74 27 ~23.83 ~40.03

Dark Aggressor's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any of the other fast motor torpedo boats or motor gun boats around her battle rating.

Modifications and economy

Repair costBasic → Reference
AB925 → 1 151 Sl icon.png
RB1 267 → 1 577 Sl icon.png
Total cost of modifications19 500 Rp icon.png
31 900 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces400 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 130 / 100 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ammo.png
40 mm HE clips
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ammo.png
40 mm AP clips
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png

Armament

Primary armament

Turret40 mm QF Mark VII gun
Ammunition2000 rounds
Belt capacity4 rounds
Fire rate160 shots/min
Vertical guidance-10° / 89°
Main article: QF Mark VII (40 mm)

In her primary armament group, Dark Aggressor has a single 40 mm QF Mark VII in a single mount just in front of the bridge. It 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. The gun has a magazine capacity of 4 rounds and has a rate of fire of 160 rounds/min. With a stock crew, the gun can be reloaded in 0.49 seconds; with an aced crew, it can be reloaded in 0.38 seconds. Firing the gun for too long will cause it to jam. Its maximum range against surface targets is roughly 3.25 km.

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
Universal 80 77 66 57 50 45
40 mm HE clips 80 77 66 57 50 45
40 mm AP clips 80 77 66 57 50 45

Torpedo armament

Main article: Mk.VIII (533 mm)

Dark Aggressor has four torpedo tubes, two on each side, and can carry a total of four 533 mm Mk.VIII torpedoes. The torpedo tubes are pointed forwards but are angled outwards on each side. They are fixed, requiring the boat to be turned in order to aim them.

Torpedo Characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 1566 84 4.57 1 50 TNT 327 327
Yes 1566 76 6.40 1 50 TNT 327 327

The Torpedo Mode modification is available as a tier IV modification. Installing it has the following changes:

Torpedo Mode Specification Changes
Max Distance (m) Max Speed (m/s)
+1830 -1

Special armament

Main article: Mk.VII depth charge

Dark Aggressor can carry two Mk.VII depth charges mounted on the aft, one on each side facing outwards. The depth charges drop one-at-a-time in the following order (see the image):

  1. Starboard side
  2. Portside

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

Additional armament

Setup 14 x 533 mm Mk.VIII torpedo
Setup 22 x Mk.VII depth charge
Setup 34 x 533 mm Mk.VIII torpedo
2 x Mk.VII depth charge

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.

If there is no additional armament, remove this section.

Usage in battles

Ammunition Choices

The best ammunition choice is 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds, which means it has the highest effectiveness against both aircraft and surface targets. The 40 mm HE clips should be the primary ammunition type used, but several 40 mm AP clips should also be taken into battle for use against certain armoured targets and against enemies sailing directly bow-in. In the latter case, HE rounds will detonate on a possibly already-destroyed bow compartment, leaving the rest of the vessel unharmed. AP rounds will pass through the bow compartment and deal damage to the rear of the vessel.

From arcade battle experience, AP rounds are more versatile in battle and are the better choice in most situations especially when engaging surface targets of similar size within tier 2 and always try to resolve direct fights as quickly as possible (either by winning or disengaging as quickly as possible). This boat is best used when outranging, flanking or ambushing the opposition given the facts it possess poor armour but the gun can sustain long periods continued fire therefore, strafing targets is encouraged.

Torpedoes

The 18-inch Mk.XII is fairly average in terms of maximum speed and range, but it has a very low TNT equivalence compared to other torpedoes at this tier. Still, a hit with the Mk.XII torpedo on any boat at this tier is more than enough to destroy it. Otherwise, this is torpedo is unnoteworthy.

The Torpedo Mode modification should always be installed. The higher maximum speed is much more valuable against the fast-moving boats of tier I and II, and the maps are small enough that the reduction to the maximum range doesn't really matter.

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, since, if they're not dropped, they essentially become unarmoured ammo racks.

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
III Propeller Replacement Improved Rangefinder Primary Armament Targeting Depth Charges
IV Engine Maintenance New Pumps Artillery Support Torpedo Mode

Pros and cons

Pros:

  • 40 mm QF Mark VII: powerful HE rounds, very high-penetration AP rounds (80 mm)
  • Very quick reload, practically continuous fire
  • Can outrange most enemies

Cons:

  • 40 mm QF Mark VII cannot fire directly backwards and takes a long time to cool
  • Main armament easily knocked out
  • No secondary or AA guns
  • Two large ammo racks below the forward gun, cannot be removed

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

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • 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