Difference between revisions of "Fairmile C (312)"

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{{Specs-Card|code=uk_fairmile_c}}
+
{{Specs-Card
 +
|code=uk_fairmile_c
 +
|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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
{{Break}}
 
The '''{{specs|name}}''' is a rank {{specs|rank}} British motor gun boat {{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 last of the British small boats before the destroyer-tier.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
The Fairmile C has a hull of 28mm wood a superstructure of 15mm wood, meaning that you can be hull-broken by large rounds, the likes of which tend to be mounted on destroyers, those ships which you will start to see after bringing this onto your roster. There is only one piece of armor: a 12.7mm steel plate on the front cannon, which is insufficient to protect the gun from damage. With such low armor, a mere 16 crew members, and a long, thin profile, you are an easy target for enemy ships, enemy planes, enemy tanks, enemy infantry, enemy stray fire, and enemy gusts of wind. Fires are a minor hazard in this ship, as anything which can start a fire on board will probably kill you before the fire alarm goes off.Same with magazine explosions.
+
{{Specs-Fleet-Armour}}
 +
''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.''
  
 
=== Mobility ===
 
=== Mobility ===
With a maximum speed of around 65km/h in Arcade, and 30km/h reversed, the Fairmile C's speed is simply insufficient. The rudders are similarly mediocre in the movement department. You will not be the first to the fight, but you will have enough speed to reach contested seas before the game is over... barely.
+
{{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.''
 +
 
 +
{{NavalMobility}}
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 +
<!-- ''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|2pdr QF Mk.IIc (40 mm)|2pdr Rolls Royce (40 mm)}}
 
{{main|2pdr QF Mk.IIc (40 mm)|2pdr Rolls Royce (40 mm)}}
The Fairmile C's main armaments are a set of 40mm semi-automatic cannons, similar to the one on the Dark 1102 that comes before. One is mounted in the front and one in the rear, creating a substantial area for broadside. While twice the gun should mean twice the fun, both of them come with a caveat. The forward gun has a magazine size of 56, and then an 8-second reload. While it's low depression means that it can't always hit nearby targets, the rear gun is worse. It has the familiar 4-large magazine, and a reload time of merely two seconds. The killer is that both guns have nine spare magazines, despite the rear gun going through each one nearly ten times as fast. It will not be long before your two guns are reduced to one gun. Finally, the reload times mean that, when the two guns are used at once, there will be uneven firing periods, with some points having no shots firing and some having many.
 
  
In practice, this is a downgrade from the Dark 1102. The ability to put two cannons on target will be extremely conditional, relying on such things as angle, but also on ammo storage and reload times. Compared to the reload time being only slightly slower than the normal cycle rate, this requires much more thought and forethought while not producing a lot of extra damage on target.
+
The primary armament is composed of two 40 mm guns, an aft-mounted 2 pdr Rolls Royce cannon with 1,200 rounds of ammunition and a bow-mounted 2pdr QF Mk.IIc automatic cannon with 1,120 rounds of ammunition. The aft gun has a magazine capacity of 4 rounds and a reload of 2.21 seconds with a stock crew, when used with an ace crew the reload is 1.7 seconds. The bow gun has a belt capacity of 56 rounds and a reload of 7.8 seconds with a stock crew, an ace crew can reload the gun in 6 seconds.
 +
 
 +
There are three ammunition choices available:
 +
 
 +
* '''Universal:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''40 mm HE:''' {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''40 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}
 +
 
 +
{{:2pdr QF Mk.IIc (40 mm)/Ammunition|HEF, AP-T}}
 +
 
 +
The best ammunition for general use is the 40 mm HE belt, with its higher concentration of HE over the other belts. It is the most effective against lightly armoured boats and aircraft. To deal with armoured targets, a large amount of the 40 mm AP belt should also be carried. Due to the long reload of the bow gun it may be advisable to try to engage targets with the aft gun when reloading or switching belts. Alternatively you may want to use the universal belt which trades damage output for more armour-piercing rounds, with this belt you will not need to reload when engaging armoured targets.
 +
 
 +
The bow gun has a total of 600 rounds of ammo in 10 belts of 60 rounds each and the aft gun has a total of 40 rounds of ammunition in 10 magazines of 4 rounds each. Because of this you should currently not rely on the aft gun for engaging targets.
 +
 
 +
=== Secondary armament ===
 +
{{Specs-Fleet-Secondary}}
 +
{{main|Vickers Mk.V (12.7 mm)}}
 +
 
 +
''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.''
 +
 
 +
* '''Universal:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}
 +
* '''12.7 mm I:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|I|M1 incendiary}}
 +
* '''12.7 mm API:''' {{Annotation|T|M1 tracer}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}
 +
 
 +
{{:Vickers Mk.V (12.7 mm)/Ammunition|T, AP, I}}
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 +
{{Specs-Fleet-AA}}
 
{{main|Vickers GO No.5 (7.7 mm)}}
 
{{main|Vickers GO No.5 (7.7 mm)}}
Coming in two BR's too late is the Fairmile C's anti-aircraft armament of 2x2 7.7m MG's and 2x2 12.7mm MG's. While this does give it a fairly significant anti-aircraft capability for its rank, what this thing needs is more anti-ship capability to defend against enemy craft running circles around you.
 
  
=== Special armament ===
+
''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.''
 +
 
 +
=== Additional armament ===
 +
{{Specs-Fleet-Additional}}
 
{{main|Mk.VII depth charge}}
 
{{main|Mk.VII depth charge}}
The Fairmile C can be equipped with depth charges. These are not useful except in close range, as there are no submarines in the game besides the poor sods who showed up in Fairmile C's. In close-quarters, they can be used as melee weapons, but in close quarters you are already within lethal (read: sneezing) range of any and all enemy craft.  
+
 
 +
''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 ==
 
== Usage in battles ==
The Fairmile C (312) is an unusual ship, but the best way to play it is to use a simple acronym:
+
<!-- ''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).'' -->
  
J - Hold J for three seconds to go back to the spawn menu and get a different ship.
+
The Fairmile C (312) has a low survivability and an average mobility. The 40 mm guns are not suited for long range engagements, however they are efficient at taking out anything smaller than a destroyer.
  
This is, of course, a joke. The Fairmile C is more expensive than the first few British destroyers, so you cannot afford to use and lose this floating dumpster in every round. It is significantly slower than the Dark 1102, and it doesn't drive around or turn as quickly, either. While being a bigger target and having no other survivability-enhancing measures. It has a main armament that is theoretically more useful but in practice is far harder to use, and at minimal benefit.The only non-objective downgrade is the switch from torpedoes to AA. This is a fortuitous choice, as your slow speed and large size makes you a convenient target for planes, and high-end small boats never ever fight destroyers, ever. If they ever did fight destroyers, they would wish they had torpedoes instead, as the guns are merely okay at small-ship v small-ship combat and are borderline useless for damaging such large vessels.
+
Once the battle starts seek cover halfway between the spawn and the closest strategic point, angled cover that exposes your frontal 40 mm guns but covers the hull is ideal (usually rocks or sand beach). Stay close to that cover since it prevents guns with high muzzle velocity from easily shooting at you, but allows your low muzzle velocity guns to shoot. However, this static gameplay makes you vulnerable to artillery strikes and high altitude bombers, but it should be a rare occurrence. You can contribute to the battle this way by denying an area to enemy movement. If you need to move, try to do it as part of a group, since any motorboat can easily take you out in a short amount of time, all while being very hard to hit with the 40 mm guns. Using the 12.7 mm MGs works better for those close range situations but forces you to expose your side making you an even bigger target.
  
=== Modules ===
+
=== Pros and cons ===
{| class="wikitable"
+
<!-- ''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".'' -->
!Tier
 
! colspan="1" |Seakeeping
 
! colspan="2" |Unsinkability
 
! colspan="3" |Firepower
 
|-
 
|I
 
|Dry-Docking
 
|Tool Set
 
|
 
|40 mm HE
 
|12.7 mm I
 
|Anti-Air Armament Targeting
 
|-
 
|II
 
|Rudder Replacement
 
|Fire Protection System
 
|Smokescreen
 
|40 mm AP
 
|12.7 mm API
 
|Auxiliary Armament Targeting
 
|-
 
|III
 
|Propeller Replacement
 
|
 
|
 
|Improved Rangefinder
 
|Depth Charges
 
|Primary Armament Targeting
 
|-
 
|IV
 
|Engine Maintenance
 
|New Pumps
 
|
 
|Artillery Support
 
|
 
|
 
|}
 
  
=== Pros and cons ===
 
 
'''Pros:'''
 
'''Pros:'''
  
* The AA suite is effective for the planes it will often be going up against
+
* Low muzzle velocity of the 2 x 40 mm guns gives it good shell arc, allowing it to engage targets behind cover
 
+
* The turrets with twin 12.7 mm guns are effective versus aircraft and fast-moving boats
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Expensive
+
* Low survivability
* Easily destroyed
+
* The 40 mm 2pdr QF Mk.IIc cannon is the only forward-facing gun and has a long reload time
* The anti-ship weapons are subpar compared to what else is on the table
+
* Using both 40 mm guns exposes its side, making it vulnerable to total crew knock-out
* High research costs mean that modifications will come slowly
+
* No torpedoes
* Using the depth charges as solitary confinement for crew members who attempt to take their chances with the open ocean results in the ship smelling like gunpowder for the next few days
 
 
 
*
 
  
 
== History ==
 
== 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: <nowiki>https://wiki.warthunder.com/(Vehicle-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></nowiki></code>, as well as adding them 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_c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See 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.''
Line 107: Line 105:
 
== External links ==
 
== 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;''
* ''encyclopedia page on ship;''
 
 
* ''other literature.''
 
* ''other literature.''
  
 +
{{ShipManufacturer Fairmile Marine Company}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 18:22, 1 March 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
uk_fairmile_c.png
GarageImage Fairmile C (312).jpg
Fairmile C (312)
AB RB SB
2.3 2.3 2.3
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

The Fairmile C (312) is a rank III British motor gun boat with a battle rating of 2.3 (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 section4
Displacement72 t
Crew16 people

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.

Mobility

Speedforward / back
AB65 / 24 km/h
RB48 / 18 km/h

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 Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 65 24
RB/SB Stock ___ ___
Upgraded 48 18

Modifications and economy

Repair costBasic → Reference
AB1 122 → 1 439 Sl icon.png
RB1 540 → 1 975 Sl icon.png
Total cost of modifications27 000 Rp icon.png
50 900 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 130 / 100 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
2 900 Rp icon.png
Cost:
5 400 Sl icon.png
330 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
2 900 Rp icon.png
Cost:
5 400 Sl icon.png
330 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_he_ammo_pack
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ammo.png
12.7 mm I
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_ap_ammo_pack
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods tank ammo.png
12.7 mm API
Research:
1 000 Rp icon.png
Cost:
1 900 Sl icon.png
110 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
2 900 Rp icon.png
Cost:
5 400 Sl icon.png
330 Ge icon.png

Armament

Primary armament

Turret40 mm 2pdr Rolls Royce semi-automatic cannon
Ammunition1200 rounds
Belt capacity4 rounds
Fire rate231 shots/min
Vertical guidance-14° / 60°
Turret40 mm 2pdr QF Mk.IIc automatic cannon
Ammunition1 rounds
Belt capacity56 rounds
Fire rate200 shots/min
Vertical guidance-5° / 70°

The primary armament is composed of two 40 mm guns, an aft-mounted 2 pdr Rolls Royce cannon with 1,200 rounds of ammunition and a bow-mounted 2pdr QF Mk.IIc automatic cannon with 1,120 rounds of ammunition. The aft gun has a magazine capacity of 4 rounds and a reload of 2.21 seconds with a stock crew, when used with an ace crew the reload is 1.7 seconds. The bow gun has a belt capacity of 56 rounds and a reload of 7.8 seconds with a stock crew, an ace crew can reload the gun in 6 seconds.

There are three ammunition choices available:

  • Universal: HEF · AP-T · HEF · AP-T
  • 40 mm HE: HEF · HEF · HEF · AP-T
  • 40 mm AP: AP-T · AP-T · AP-T · HEF

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 3 3 3 3 3 3
AP-T 60 57 48 39 32 26
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 701 0.82 0 0.1 71 79° 80° 81°
AP-T 701 0.91 - - - 47° 60° 65°

The best ammunition for general use is the 40 mm HE belt, with its higher concentration of HE over the other belts. It is the most effective against lightly armoured boats and aircraft. To deal with armoured targets, a large amount of the 40 mm AP belt should also be carried. Due to the long reload of the bow gun it may be advisable to try to engage targets with the aft gun when reloading or switching belts. Alternatively you may want to use the universal belt which trades damage output for more armour-piercing rounds, with this belt you will not need to reload when engaging armoured targets.

The bow gun has a total of 600 rounds of ammo in 10 belts of 60 rounds each and the aft gun has a total of 40 rounds of ammunition in 10 magazines of 4 rounds each. Because of this you should currently not rely on the aft gun for engaging targets.

Secondary armament

2 х Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min

Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon. 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.

  • Universal: T · AP · I
  • 12.7 mm I: T · I · I · I
  • 12.7 mm API: T · AP · I · AP

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
T 20 19 16 13 10 8
AP 24 24 20 17 14 12
I 3 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%
T 753 0.04 - - - 47° 56° 65°
AP 753 0.05 - - - 47° 56° 65°
I 753 0.04 0 0.1 1.8 47° 56° 65°

Anti-aircraft armament

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

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. 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.

Additional armament

Setup 14 x Mk.VII depth charge
Main article: 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

The Fairmile C (312) has a low survivability and an average mobility. The 40 mm guns are not suited for long range engagements, however they are efficient at taking out anything smaller than a destroyer.

Once the battle starts seek cover halfway between the spawn and the closest strategic point, angled cover that exposes your frontal 40 mm guns but covers the hull is ideal (usually rocks or sand beach). Stay close to that cover since it prevents guns with high muzzle velocity from easily shooting at you, but allows your low muzzle velocity guns to shoot. However, this static gameplay makes you vulnerable to artillery strikes and high altitude bombers, but it should be a rare occurrence. You can contribute to the battle this way by denying an area to enemy movement. If you need to move, try to do it as part of a group, since any motorboat can easily take you out in a short amount of time, all while being very hard to hit with the 40 mm guns. Using the 12.7 mm MGs works better for those close range situations but forces you to expose your side making you an even bigger target.

Pros and cons

Pros:

  • Low muzzle velocity of the 2 x 40 mm guns gives it good shell arc, allowing it to engage targets behind cover
  • The turrets with twin 12.7 mm guns are effective versus aircraft and fast-moving boats

Cons:

  • Low survivability
  • The 40 mm 2pdr QF Mk.IIc cannon is the only forward-facing gun and has a long reload time
  • Using both 40 mm guns exposes its side, making it vulnerable to total crew knock-out
  • No torpedoes

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

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