Hunt (L71)

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Italian Fleet
P 420 Sparviero Pack
uk_destroyer_hunt_2series.png
GarageImage Hunt (L71).jpg
Hunt (L71)
AB RB SB
4.0 4.0 4.0
Class:
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

The Hunt class 2 series, HMS Calpe (L71) is a rank I British destroyer with a battle rating of 4.0 (AB/RB/SB). It was introduced in Update 1.95 "Northern Wind".

HMS Calpe, pennant number L71, part of the Hunt class, is an Escort destroyer build for the Royal Navy during 1940. She was commissioned at the beginning of the Second World War, on 11 December 1941; to protect the vital supply and trade lines of the British isles.

HMS Calpe is another positive gameplay leap in the British destroyers. Using superior fire rate and a vast amount of firepower to annihilate any aerial or seaborne threat, keeping secure all the friendly ships nearby.

Despite not being the swiftest nor having a large intimidating destroyer shape, her cargo ship appearance allows to confuse anyone who devalues her combat capabilities!

General info

The Hunt class is reasonably slow and won't likely reach most of the distant capture zones alive. Her crew size is another unfavourable factor, since she is not fast enough to avoid the enemy artillery but also not strong enough to resists them.

Players using the Calpe should practice their gunnery skills if they want to master this escort destroyer. As her powerful 4 inch/45 Mark XVI cannons will cause a lot of unstoppable damage if fired accurately.

Survivability and armour

Armourfront / side / back
Main fire tower3 / 3 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section8
Displacement1 450 t
Crew164 people

Unlike her extremely fast destroyer adversaries, Calpe relies on quick firepower and covered positioning as the best means of defence.

The compact and unaggressive silhouette scarcely resembles a regular British destroyer of early World War II epoch, such as the G-class or the K-class; this is because the ship was built to accompany and oftentimes disappear amongst the cargo ships.

This concealment plays a relevant role in the survivability of the Calpe. As with the slow top speed and small size, one of the best ways to survive in the Calpe is to hide with the coastal borders area or near land formations; awaiting for any vulnerable patrol boat or aircraft to reach within firing range.

Calpe's moderate crew size won't allow any direct combat with dedicated destroyers, whose crew size numbers are often double. Destroyers such as the German Type 1934A, the Japanese IJN Yugumo and the Italian Comandanti Medaglie d'Oro, fit very well in this class. Their equally powerful firepower and yet adequate crew size are a challenge for the slow Calpe.

Armour

HMS Calpe's hull is made of 16 mm of steel while the superstructure is protected by 4 mm of steel.

This is just not enough to stop most rounds, as even aircraft's heavy machine guns (12.7+ mm) can strafe the Calpe and cause considerable damages and crew casualties.

The turret's antifragmentation armour protects against any HE shell, but they remain highly vulnerable to SAP rounds. The armour is still useful to conserve the indispensable fire rate of the main turrets until the threats have been eliminated. If the turrets get disabled by SAP shells, Calpe could rely on the 40 mm 2pdr gun to survive until the main turrets are repaired.

Ammo racks

The ammunition is well placed just under the waterline, however, there's a large amount of ready-use ammo racks inside steel containers near all the main turrets, each of them with 40 rounds. It only takes a single direct hit with a powerful shell to cause major damage to the destroyer.

If the players want to decrease the chances of this ammo to detonate, they can simply engage at will using the high rate of fire until all the ready-use ammo rack is spent.

Mobility

Speedforward / back
AB61 / 18 km/h
RB50 / 14 km/h
The bridge could be easily targeted, limiting even more the mobility of the L71.

Despite the below-average top speed, the ship will eventually reach distant grid squares in the naval maps, however, HMS Calpe should not be played this way; unless as part of a larger fleet - Calpe won't usually be the first in the battle group in Realistic battles.

The mobility is similar to the HMS Churchill, another escort destroyer, in which staying near the coastal areas provides better rewards and protection from the marauding combat-worthy fleet destroyers. This slow pace is actually beneficial for her gameplay, as she is now capable of positioning safely behind the combat. Using her small size to lurk in the boats' area is also a valid tactic.

The worst scenario for the Hunt class is on open seas, as the short and narrow hull decreases seakeeping. This coupled with the reduced speed, just makes Calpe a sitting duck for anyone faster or with bigger guns- Some torpedoes are also twice faster than her, like the lethal Japanese "Long Lance" Torpedo Type 93 Model 1.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 61 18
RB/SB Stock ___ ___
Upgraded 50 14

In calm waters and fully upgraded, HMS Calpe reaches top speed within just 25 seconds. From full speed, a total halt is achieved in around 30 seconds, with a subsequent total reverse speed in only 13 seconds. This good aspect of the mobility should help the captains when evading incoming torpedo attacks or when steering during manoeuvres in shallow waters.

Her turn range is moderately large for a destroyer meant to fight against submarines, with a full steering circle in approximately 1 minute 25 seconds but sustaining a speed of 35 km/h in full steering.

Modifications and economy

Repair costBasic → Reference
AB1 200 → 1 556 Sl icon.png
RB1 300 → 1 686 Sl icon.png
Total cost of modifications4 500 Rp icon.png
2 750 Sl icon.png
Talisman cost300 Ge icon.png
Crew training600 Sl icon.png
Experts2 100 Sl icon.png
Aces40 Ge icon.png
Research Aces110 000 Rp icon.png
Reward for battleAB / RB / SB
40 / 60 / 100 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
180 Rp icon.png
Cost:
110 Sl icon.png
60 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
120 Ge icon.png
Mods ship tool kit.png
Tool Set
Research:
180 Rp icon.png
Cost:
110 Sl icon.png
60 Ge icon.png
Mods manual ship extinguisher.png
Fire Protection System
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods ship venting.png
Ventilation
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
120 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
120 Ge icon.png
Mods tank ammo.png
102mm_uk_mkxvi_navy_SAP_ammo_pack
Research:
180 Rp icon.png
Cost:
110 Sl icon.png
60 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_he_ammo_pack
Research:
180 Rp icon.png
Cost:
110 Sl icon.png
60 Ge icon.png
Mod arrow 0.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
180 Rp icon.png
Cost:
110 Sl icon.png
60 Ge icon.png
Mod arrow 0.png
Mods he frag dist fuse ship.png
102mm_uk_mkxvi_navy_he_dist_fuse_ammo_pack
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_ap_ammo_pack
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
170 Rp icon.png
Cost:
100 Sl icon.png
50 Ge icon.png
Mod arrow 0.png
Mods he frag dist fuse ship.png
102mm_uk_mkxvi_navy_he_radio_fuse_ammo_pack
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
190 Rp icon.png
Cost:
120 Sl icon.png
60 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
120 Ge icon.png

Depending on the patience and perseverance of the player commanding the HMS Calpe, the mobility modifications should be acquired first - after FPS and Tool Set of course. If slow speed is not an issue, several firepower modifications can be acquired, such as the SAP shells and the Primary turrets targeting speed.

Armament

Primary armament

3 х Turret2 x 4 inch/45 Mark XVI cannon
Ammunition400 rounds
Vertical guidance-10° / 85°

Lack of firepower is not what Calpe is known for, in fact, she is one of the fastest-firing ships at her rank, with an overwhelming initial fire rate of 20 rounds per min!

Calpe is primarily armed with a set of 3 x turrets each holding 2 cannons of the British-made, dual-purpose 4 inch/45 Mark XVI., one located in the bow, and the other 2 located in the aft of the ship.

The guns provide an enhancement in fire rate from early British destroyers, however, the explosive damage per round is yet lower than the G-class (H89)'s 3 kg of TNT (1.55 kg on Calpe). This means the player needs to fire accurately, otherwise, the enemy will remain afloat. One of the recommended ways is to fire using the ranging fire key. This will enable the turrets to fire each gun individually, providing leading and correction for the fast-firing cannons in the other turrets. This not only develops a good naval artillery accuracy but also helps when engaging a ship nearby as evenly dispersing the shells through their entire hull causes irreparable sudden damage to the ship and the crew. - As if the HMS Calpe is engaging the target with a non-stop barrage of shells!

It is not recommended to use this ranging fire tactic at long ranges, as it severely limits the amount of damage due to correction errors and inaccuracies in each firing. Hence, it is more powerful to fire in full volleys at long distance - also the splash is more easily observable in Realistic battles.

Msg-info.png To use ranging fire, proceed to Ship Controls configurations. It is also possible to select if the turrets will fire with all cannons, in Options.

The guns provide decent ballistics thanks to the shells' 811 m/s muzzle velocity, which is comparable or better than what is presented earlier in the British destroyers. The elevation angles are notoriously reliable, nearly 90°, this is because the guns are dual-purpose, able to engaging both seaborne and airborne targets effectively. The variety of shells is also useful for facing off against most of the targets at her rank. With the turrets and their targeting speed of 17°/s, faster than any earlier British destroyer.

The 4 inch/45 Mark XVI cannons can use 4 types of ammunition:

  • 4 inch HE
  • 102 mm SAP
  • 4 inch HE-TF
  • 4 inch HE-VT

The HE is advised as standard ammunition versus most sea targets. SAP is often required to counter the decently armoured American destroyers and Soviet Armoured boats. While HE-VT is the recommended shell against any air target.

Despite the lower Explosive mass of the HE shells, they are powerful enough to trigger a hull break on most small boats, which is helpful when defending coastal areas. The range of the guns is over 12 km, usable for any situation where really good gunnery is needed; like with cargo ships on Encounter mode.

Secondary armament

Turret4 x 40 mm 2pdr QF Mk.VIII automatic cannon
Ammunition8960 rounds
Belt capacity56 rounds
Fire rate200 shots/min

Amidships, a single quadruple 40 mm 2pdr Quick Firing Mk.VIII automatic cannon is mounted.

Despite being more range-limited when compared to the main armament, the 2 pounder cannons provide flexible firepower against any agile fast craft or aircraft reaching within the safe space of the Hunt class. Though, note that when stock, the gun's targeting speed is really poor and might take up to 20 seconds to acquisition a target lead. Although once on the target, the are deadly at close range, as the tight packet cannon offer devastating damage with also acceptable penetration and explosive damage.

The gun's range when controlled by AI gunners is approx. 4.0 km.

Anti-aircraft armament

2 х Turret20 mm/70 Oerlikon Mk.II autocannon
Ammunition1800 rounds
Belt capacity60 rounds
Fire rate450 shots/min
2 х Turret2 x 20 mm/70 Oerlikon Mark 24 autocannon
Ammunition3600 rounds
Belt capacity60 rounds
Fire rate450 shots/min

On both starboard and port, several 20 mm/70 Oerlikon Mk.II and 20 mm/70 Oerlikon Mark 24 are located.

If both the 40 mm turret and the main turrets fail to stop an incoming threat, the 20 mm Oerlikon guns will be there as last resort stopping power. Their AI gunner range is roughly of only 1.5 km but their fire rate and damage remains noteworthy because of the amount of guns present on each side of the ship. They are also useful for really agile small boats trying to sneak behind or from the sides of Calpe.

Bombers like the German He 111 (Family) or nimble fighters like the Japanese naval fighters, A6M2 will have a tough time against them because of how fast and powerful they fire. Notwithstanding, attack planes like the Ju 87 (Family) or the Soviet IL-2 (1942) will be sturdy armoured opponents to the Oerlikons; all unfortunately ending with them too close to HMS Calpe and raining fire upon it - Oftentimes these planes can chew up multiple shoots from the 20 mm at point-blank range and remain airworthy.

Additional armament

Setup 128 x Y-gun Mk.VII depth charge

Despite the large numbers of depth charges available, their use is currently limited. As they were historically used by Allied escort destroyers to protect convoys from German submarines; vehicles not present in the game yet.

Usage in battles

Because of the not-record-breaking speeds of the HMS Calpe, she won't usually find combat quickly rather depending on the map. But she can reach those points just in time to guard them, and to provide air protection to any allied ship in her proximity; mainly when the enemy air force is on the way with bombs under their wings; as a solid anti-air emplacement.

This tactic serves more in Realistic battles because on Arcade, the enemy planes can easily bomb the Hunt class and she needs to always be on the move - players perhaps should navigate on the allied side of the map.

One of the easiest ways to play the Hunt class is to engage lighter boats or ships. For this, proceed to the coastal areas of the map and if necessary get inside capture zones.

Look for a place adequate to avoid any pop-up attacks. As a single bomb of more than 500 kg might be fatal for the destroyers. The same care must be taken for areas where torpedo strikes against the slow Calpe might arrive.

In high ranked battles versus other more combat capable destroyers, Calpe players must practice how to protect themselves with accurate and first-fired attacks over the enemy; those attacks must be resolute enough to maim the enemy capacities to retaliate. Additional only to a good sense of teamwork to remain near the most influential player's combat fleets, providing anti-air defences while they engage other ships.

Captains can let the firepower of the HMS Calpe reach overwhelmingly the enemy destroyers while staying safe from behind. Or go full-in on the coastal approaches, hoping to face off the entire enemy mosquito fleet.

The Hunt class relishes on close maps, as her really fast firepower can be put to test duelling with anyone close. On the other hand, distance engagements are also beneficial for the integrity of the ship, but they require more skills from; the choice is up to the player.

Pros and cons

Pros:

  • 3 turrets with 2 cannons each provide adequate damage and gun ballistics; more effective than single mounted turrets
  • 102 mm turrets are capable of hullbreaking any troublesome small boat
  • Excellent initial rate of fire of 20 rounds/s; even more effective with the use of ranging fire key
  • Dual purpose main cannons give an adequate anti-air defence
  • Effective amount of secondary and auxiliary armaments; with numerous depth charges also available
  • Modest crew size improvement from the early British destroyers (+19 from HMS Grafton)

Cons:

  • Not enough top speed to match analogous destroyers; playstyle is similar to the equally-paced HMS Churchill
  • No torpedo armament; limits the anti-ship capabilities to just the main guns
  • Below average crew size when compared with other nations' destroyers
  • Main ammunition can be depleted quickly because of the high rate of fire
  • No significant armour protection in the hull or near the ammo storage

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

Deck view of the L71

See also

Related development

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 destroyers
Town-class  Town (L45) · Montgomery (G95)
G-class  G-class (H89) · Garland (H37)
Hunt-class  Hunt (L71) · Hunt (L79)
Tribal-class  Haida (G63) · Tribal (F75)
J-class  J-class (Flotilla leader)
K-class  K class (F37)
N-class  N class (G25)
Battle-class  Battle (D14) · Battle (D37)