Difference between revisions of "Fairmile D (697)"

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{{Specs-Card|code=uk_fairmile_d_697_800}}
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{{Specs-Card
 +
|code=uk_fairmile_d_697_800
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== Description ==
 
== Description ==
''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''
+
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
  
 
== 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.
+
{{Specs-Fleet-Armour}}
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armor.''
+
<!-- ''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 armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 +
All around, the Fairmile D (697) has the same survivability as the other Fairmiles. The boat is protected with thin wooden structure and all HE shells 40 mm calibre upwards will wipe out the Fairmile D with ease. If you see even a small burst of shells heading to your way, you know the bottom awaits at that point.
 +
 
 +
Crew size of 30 doesn't help much either, as most of them tend to get wiped from the first hits to the boat's wooden structure.
  
 
=== 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.''
+
{{Specs-Fleet-Mobility}}
 +
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 +
Mobility is comparable to other Fairmiles. For such a streamlined build, the Fairmile D (697) is rather slow and tends to be the last on the cap if compared to other similar boats such as the S-boats or PTs.
 +
 
 +
Like the other Fairmiles, the Fairmile D (697) is somewhat responsive when switching between reverse and forward. There is a delay, like with all boats, so getting accustomed to this is recommended. Long build of the boat and sluggishness affects the turning with unfavourable results, and it is recommended to not end up in tight or narrow spaces.
 +
 
 +
{{NavalMobility}}
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
 +
As the Fairmile D (697) sits at rank V, its RP cost for most of the modules is between 9,000 to 16,000 research points.
 +
 
 +
RP boosters, premium account or talisman won't make spading the vehicle any easier than gaining any points in match with this ship is really hard to due to the boat's awful survivability and subpar armament.
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
''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: <nowiki>{{main|Weapon name}}</nowiki>.
+
{{Specs-Fleet-Primary}}
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
<!-- ''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 7cwt QF Mk IIA (57 mm)}}
 +
 
 +
The Fairmile D (697) is armed with two 6pdr 7cwt QF Mk IIA (57 mm) guns, one on the front and one on the rear. These guns pose a mediocre fire rate with mediocre shell velocity and are far inferior to 40 mm Bofors for example. 57 mm guns are only capable of firing HE so dealing with armoured targets is out of its league, but can reliably hit larger vessels up to a 3.5 kilometres away.
 +
 
 +
Focus on lightly armoured and small wooden vessels with these guns.
 +
 
 +
{{:6pdr 7cwt QF Mk IIA (57 mm)/Ammunition|Shell Mk.10}}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
''Some ships are fitted with weapons of various calibers. 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.''
+
{{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.'' -->
 +
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}
  
''If there is no secondary armament, remove this section.''
+
Positioned awkwardly in the middle of the boat, the dual 20 mm Oerlikon is made to fend off small boats which might get too close for the 57 mm guns to be effective. Although, this requires some manoeuvring and effective positioning. The 20 mm can also work as extra AA armament.
 +
 
 +
* '''Universal:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''20 mm HE:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
 +
* '''20 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
 +
 
 +
{{:20 mm/70 Oerlikon Mark V (20 mm)/Ammunition|HEF-T, AP-T, HEF-I}}
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
''An important part of the ship’s armament responsible for air raid defense. 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.''
+
{{Specs-Fleet-AA}}
 +
<!-- ''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.'' -->
 +
{{main|Vickers Mk.V (12.7 mm)|Vickers GO No.5 (7.7 mm)}}
  
''If there is no anti-aircraft artillery, remove this section.''
+
Marginally bad 7.7 mm Vickers AA guns have terrible horizontal traverse, so you can forget them as an anti-aircraft guns, and also the damage dealt to enemy ships with them is quite minimal.
  
=== Torpedo armament ===
+
12.7 mm Vickers Mk.V heavy machine guns are excellent weapons for anti-aircraft purpose for planes that are in proximity, but keep in mind that if the plane is already close, it means you are probably dead in few seconds. Fire rate and damage is decent enough to deal with smaller non-armoured boats with lower battle rating. Boats such as LS-3s and Pr.123s are still common sight, so taking control of your AA weaponry is recommended in naval CQB.
''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.''
 
  
''If there is no torpedo armament, remove this section.''
+
=== Additional armament ===
 +
{{Specs-Fleet-Additional}}
 +
<!-- ''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.'' -->
 +
{{main|18 inch Mark XV (450 mm)|Mk.VII depth charge}}
  
=== Special armament ===
+
Like some Fairmiles, the Fairmile D is armed with the common British Four 18" Mark XV torpedoes. These torpedoes have slow speed of 54 km/h and range of only 5 km with the torpedo mode modification installed.
''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.''
 
  
== Usage in the battles ==
+
Mk.VII depth charge is a depth charge. You'll might get a kill with them in one game out of a hundred if someone is foolish enough to sail too close of you, but due to the survivability of the Fairmile D,  sailing close to the enemy and using the depth charges with purpose is not recommended.
''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).''
+
 
 +
== 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 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).'' -->
 +
Try to find cover or a small island. Use your reverse and forward speed to peek. Unload a burst of 57 mm HE shells from range and reverse back to cover. Keep your eyes open for possible targets and avoid heavily armoured Russian patrol boats like the MBKs at all cost. Look for weak or half-dead opponents, as they are the only prey you can feast upon with the Fairmile D's underwhelming armament.
 +
 
 +
If taking cover is not possible in the map: stay on the move and try to avoid fire and enemies, as the Fairmile D tends to lose against everything due to its awful survivability. Try to hit enemies on the move with the 57 mm guns. Overall, avoid sharp turns and combat against multiple enemies in the same time.
 +
 
 +
Only engage in combat with Fairmile D (697) when you know that you have a sure shot, upper hand, or you are facing a weaker opponent.
  
 
=== 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. Do not 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".''
+
<!-- ''Summarise 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 - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
*
+
 
 +
* 12.7 mm Vickers are decent against planes and smaller boats
  
 
'''Cons:'''
 
'''Cons:'''
*
+
 
 +
* Wooden structure and no reliable armour means that your survivability in all sorts of engagements is abysmal
 +
* Armament is subpar when compared to other Fairmiles armed with 40 mm Bofors
 +
* QF 57 mm are capable of firing only HE and can't deal with boats with armour
 +
* 105 mm or larger HE shells will knock out the Fairmile D (697) instantly
  
 
== History ==
 
== History ==
''Talk about the history of the creation and military application of the ship in greater detail than in the introduction. If there turns out to be too much historical information, put it in a separate article, taking the link to the vehicle article and adding the “/historical” block to it (e.g. https://wiki.warthunder.ru/Vehicle-name/historical) and add a link to it here using the main template. Links to sources must be provided at the end of the article.''
+
''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: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fairmile_d_697_800 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
== Read also ==
+
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
<!-- ''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;''
 
* ''reference to the series of the ship;''
* ''links to approximate analogues of other nations and research trees.''
+
* ''links to approximate analogues of other nations and research trees.'' -->
''ETC.''
+
 
 +
* [[Fairmile D (601)]] - Sister ship that is slightly faster with 57 mm armaments replaced with automatic 40 mm cannons and no torpedoes.
 +
* [[Fairmile D (617)]] - Sister ship that is slightly faster with Mk.VIII torpedoes.
 +
* [[Fairmile D (5001)]] - Sister ship available as a pack, armed with a pair of Mk.VIII and Mk XV torpedoes.
  
== Sources ==
+
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on ship encyclopedia;''
 
 
* ''other literature.''
 
* ''other literature.''
 +
 +
{{ShipManufacturer Fairmile Marine Company}}
 +
{{Britain boats}}

Latest revision as of 18:08, 1 March 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Fairmile D (697)
uk_fairmile_d_697_800.png
GarageImage Fairmile D (697).jpg
Fairmile D (697)
Research:75 000 Specs-Card-Exp.png
Purchase:250 000 Specs-Card-Lion.png
Show in game

Description

The Fairmile D (697) is a rank IV British motor torpedo boat with a battle rating of 2.7 (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

Armourfront / side / back
Hull28 mm (wood)
Superstructure15 mm (wood)
Number of section5
Displacement120 t
Crew30 people

All around, the Fairmile D (697) has the same survivability as the other Fairmiles. The boat is protected with thin wooden structure and all HE shells 40 mm calibre upwards will wipe out the Fairmile D with ease. If you see even a small burst of shells heading to your way, you know the bottom awaits at that point.

Crew size of 30 doesn't help much either, as most of them tend to get wiped from the first hits to the boat's wooden structure.

Mobility

Speedforward / back
AB75 / 29 km/h
RB54 / 21 km/h

Mobility is comparable to other Fairmiles. For such a streamlined build, the Fairmile D (697) is rather slow and tends to be the last on the cap if compared to other similar boats such as the S-boats or PTs.

Like the other Fairmiles, the Fairmile D (697) is somewhat responsive when switching between reverse and forward. There is a delay, like with all boats, so getting accustomed to this is recommended. Long build of the boat and sluggishness affects the turning with unfavourable results, and it is recommended to not end up in tight or narrow spaces.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 75 29
RB/SB Stock ___ ___
Upgraded 54 21

Modifications and economy

Repair costBasic → Reference
AB2 513 → 3 239 Sl icon.png
RB3 300 → 4 253 Sl icon.png
Total cost of modifications66 600 Rp icon.png
127 400 Sl icon.png
Talisman cost1 500 Ge icon.png
Crew training72 000 Sl icon.png
Experts250 000 Sl icon.png
Aces940 Ge icon.png
Research Aces480 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 220 / 100 % Sl icon.png
166 / 166 / 166 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods ammo.png
20 mm HE magazines
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods ammo.png
20 mm AP magazines
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png

As the Fairmile D (697) sits at rank V, its RP cost for most of the modules is between 9,000 to 16,000 research points.

RP boosters, premium account or talisman won't make spading the vehicle any easier than gaining any points in match with this ship is really hard to due to the boat's awful survivability and subpar armament.

Armament

Primary armament

2 х Turret57 mm 6pdr 7cwt QF Mk IIA mounting
Ammunition140 rounds
Vertical guidance-10° / 12°

The Fairmile D (697) is armed with two 6pdr 7cwt QF Mk IIA (57 mm) guns, one on the front and one on the rear. These guns pose a mediocre fire rate with mediocre shell velocity and are far inferior to 40 mm Bofors for example. 57 mm guns are only capable of firing HE so dealing with armoured targets is out of its league, but can reliably hit larger vessels up to a 3.5 kilometres away.

Focus on lightly armoured and small wooden vessels with these guns.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
Shell Mk.10 HE 5 5 5 5 5 5
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Shell Mk.10 HE 655 2.72 0 0.1 153 79° 80° 81°

Secondary armament

Turret2 x 20 mm/70 Oerlikon Mark V autocannon
Ammunition3600 rounds
Belt capacity60 rounds
Fire rate450 shots/min

Positioned awkwardly in the middle of the boat, the dual 20 mm Oerlikon is made to fend off small boats which might get too close for the 57 mm guns to be effective. Although, this requires some manoeuvring and effective positioning. The 20 mm can also work as extra AA armament.

  • Universal: HEF-T · HEF-I · AP-T
  • 20 mm HE: HEF-T · HEF-I · AP-T · HEF-I
  • 20 mm AP: AP-T · AP-T · AP-T · HEF-I

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-T 2 2 2 2 2 2
AP-T 34 32 24 17 12 8
HEF-I 2 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T 830 0.12 0 0.1 6.57 79° 80° 81°
AP-T 830 0.12 - - - 47° 60° 65°
HEF-I 830 0.12 0 0.1 11.17 79° 80° 81°

Anti-aircraft armament

2 х Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
2 х Turret2 x 7.7 mm Vickers GO No.5 machine gun
Ammunition4000 rounds
Belt capacity100 rounds
Fire rate949 shots/min

Marginally bad 7.7 mm Vickers AA guns have terrible horizontal traverse, so you can forget them as an anti-aircraft guns, and also the damage dealt to enemy ships with them is quite minimal.

12.7 mm Vickers Mk.V heavy machine guns are excellent weapons for anti-aircraft purpose for planes that are in proximity, but keep in mind that if the plane is already close, it means you are probably dead in few seconds. Fire rate and damage is decent enough to deal with smaller non-armoured boats with lower battle rating. Boats such as LS-3s and Pr.123s are still common sight, so taking control of your AA weaponry is recommended in naval CQB.

Additional armament

Setup 14 x 450 mm Mk XV torpedo
Setup 22 x Mk.VII depth charge
Setup 34 x 450 mm Mk XV torpedo
2 x Mk.VII depth charge

Like some Fairmiles, the Fairmile D is armed with the common British Four 18" Mark XV torpedoes. These torpedoes have slow speed of 54 km/h and range of only 5 km with the torpedo mode modification installed.

Mk.VII depth charge is a depth charge. You'll might get a kill with them in one game out of a hundred if someone is foolish enough to sail too close of you, but due to the survivability of the Fairmile D, sailing close to the enemy and using the depth charges with purpose is not recommended.

Usage in battles

Try to find cover or a small island. Use your reverse and forward speed to peek. Unload a burst of 57 mm HE shells from range and reverse back to cover. Keep your eyes open for possible targets and avoid heavily armoured Russian patrol boats like the MBKs at all cost. Look for weak or half-dead opponents, as they are the only prey you can feast upon with the Fairmile D's underwhelming armament.

If taking cover is not possible in the map: stay on the move and try to avoid fire and enemies, as the Fairmile D tends to lose against everything due to its awful survivability. Try to hit enemies on the move with the 57 mm guns. Overall, avoid sharp turns and combat against multiple enemies in the same time.

Only engage in combat with Fairmile D (697) when you know that you have a sure shot, upper hand, or you are facing a weaker opponent.

Pros and cons

Pros:

  • 12.7 mm Vickers are decent against planes and smaller boats

Cons:

  • Wooden structure and no reliable armour means that your survivability in all sorts of engagements is abysmal
  • Armament is subpar when compared to other Fairmiles armed with 40 mm Bofors
  • QF 57 mm are capable of firing only HE and can't deal with boats with armour
  • 105 mm or larger HE shells will knock out the Fairmile D (697) instantly

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

Skins

See also

  • Fairmile D (601) - Sister ship that is slightly faster with 57 mm armaments replaced with automatic 40 mm cannons and no torpedoes.
  • Fairmile D (617) - Sister ship that is slightly faster with Mk.VIII torpedoes.
  • Fairmile D (5001) - Sister ship available as a pack, armed with a pair of Mk.VIII and Mk XV torpedoes.

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