Difference between revisions of "HMS Liscomb"

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(Usage in battle section; minor changes to pros and cons)
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== 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 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).'' -->
 
<!-- ''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).'' -->
Despite being classified as a sub-chaser, the T-285 acts more like a heavy gun platform with its varied and effective weaponry on a slow-moving ship. Because of its large size and poor mobility, it's not particularly suited to the frontlines and tight spaces. Instead, captains of the ship should provide covering fire for allies from a distance. This is to make yourself a smaller target against ships and give a higher chance to avoid torpedoes as well as the fact the Mark V cannon has good muzzle velocity for attacking distant targets while reducing counter-fire
 
  
The Oerlikon guns should concentrate on providing anti-air support as bombers often find the T-285 to be a rather attractive target due to its size but you should also be aware of any enemy motor torpedo boats attempting to deploy their torpedoes on you which is where the Oerlikon guns can be used to counter them, particularly if they are within 1 km or less to you as the Mark V cannon may not have enough time to react to them. One final note about the two Oerlikon guns behind the Mark V cannon is that they have limited negative vertical traverse when pointed towards the bow. As such, when attempting to aim at any close proximity targets in front of you, you will need to turn the ship left or right from the target to give the guns enough depression to aim down at them.
+
Lacking in speed, Isles class (T-285) is best used as a support vessel. Stay at the back of the rest of the team and use the 4 in QF Mark V cannon to take out any tough enemies the team may have trouble dealing with. Priority targets include other large vessels such as sub-chasers, German barges, and Soviet armoured guns boats, since, in one way or another, all of these possess high survivability and powerful armaments, making them difficult for smaller boats to effectively engage. In particular, prioritize Soviet armoured gun boats. These are some of the only boats in rank I and rank II with any substantial armour, and the 4 in QF Mark V cannon, with its SAP round, is one of the only guns that can reliably penetrate them when angled. If possible, try to aim for their ammunition storages located below their guns at the waterline. This will almost always result in a one-shot kill. Otherwise, target the heavily-armoured "citadel" at the centre of the boats as, chances are, the less-armoured bow and stern compartments may already be destroyed. For larger vessels such as subchasers, use the shrapnel round; for all other targets, the HE round will suffice.
 +
 
 +
Despite being one of the largest guns at its tier, the 4 in QF Mark V cannon cannot hull-break, requiring multiple hits to take out even the smallest boats. Because of the cannon's relatively poor accuracy and slow traverse rates, reliably landing shots on small, fast boats may be difficult. For such targets, switch to the secondary 20 mm/70 Oerlikon Mk.II cannons. Because of the way the cannons are arranged, only two of them can ever be aimed at a target at once. Nevertheless, the two cannons actually fire more TNT per minute when using the 20 mm HE belt than the 4 in QF Mark V cannon can with its HE round, so they will usually be enough to handle most boats. However, the 20 mm cannons may struggle against certain armoured targets, so always be prepared to switch back to the 4-inch cannon.
 +
 
 +
Primarily, Isles class (T-285) should be played away from the fray, sniping dangerous targets from afar. Try to always keep the hull pointed directly towards the enemy, i.e. show as little of the sides as possible. Due to Isles class (T-285)'s massive bulk, the middle and rear hull compartments will become virtually immune from fire. While there are ammunition storages located in the bow, it appears as though they never detonate when destroyed, so tanking damage with the bow is a very viable tactic. This doesn't make Isles class (T-285) completely invincible though, since some crew can still be chipped away by destroying the bridge and gun mounts, but it does substantially increase survivability. Isles class (T-285) is extremely vulnerable to artillery strikes and, to a lesser extent, torpedoes. Always try to stay on the move and occasionally change direction to through off their aim.
 +
 
 +
Another way to play Isles class (T-285) is to take it into close-range engagements around capture points, using the 20 mm/70 Oerlikon Mk.II cannons and levering Isles class (T-285)'s high survivability to take out smaller boats before they can deal any significant damage back. When playing like this, remember that none of the 20 mm cannons can fire in a ~45° arc directly forwards, and only one of them can fire in a ~70° arc directly aft, so always keep enemies to the sides to maximize firepower. Additionally, the 20 mm cannons cannot depress far enough to target anything within a ~60 m radius around the boat, so don't let enemies get too close and avoid staying near islands and other forms of cover for too long. Isles class (T-285) is also more susceptible to artillery and torpedoes at close range, so as with playing at long-range, always keep moving. Another thing to note is that while controlling the 20 mm cannons, there will be no effective AI-controlled anti-aircraft weapons. Isles class (T-285) makes for an easy target for aircraft due to her large size and low speed, so periodically check the skies and, if you're not confident with your aim, switch back to the 4-inch cannon to give control of the 20 mm cannons to the AI gunners. Lastly, be aware that playing at close-range is a much more viable tactic in a downtier. In an uptier, the Isles class (T-285) will face opponents with much more powerful armaments, negating her survivability advantage.
 +
 
 +
;Ammunition Choices
 +
 
 +
For the 4 in QF Mark V cannon, the best ammunition choice, in general, is the 4 inch HE round. The 4 inch HE round has the most high-explosive mass among the three rounds that the 4 in QF Mark V cannon has access to, making it the best general-purpose round overall.
 +
 
 +
The 4 inch SAP rounds should be reserved only for Soviet armoured gun boats. Any other targets will simply not have any sort of armour, and the round will generally over-penetrate the hull without triggering its fuze, dealing minimal damage to the target. Identify the enemy first and only use the SAP round if the other rounds are ineffective.
 +
 
 +
The 102 mm shrapnel should be used on large targets without armour such as sub-chasers. Against such targets, the HE round will most likely fail to destroy the hull compartments in a single hit, and internal components will rarely be damaged. In contrast, the shrapnel round can consistently destroy their hull compartments, and it creates a cone of spalling upon penetration that can travel much further into the hull. Keep in mind, though, that the shrapnel round will almost always be stopped by any kind of armour and that it only has about 30% of the explosive mass of the HE round, making it less versatile against smaller boats unless specifically aiming for ammunition storages. The shrapnel round also has a timed fuze that could possibly be used against aircraft, though with the 4 in QF Mark V cannon's slow traverse and elevation rates as well as its slow rate of fire, it's better to leave anti-aircraft defence to the other weaponry.
 +
 
 +
For the 20 mm/70 Oerlikon Mk.II cannons, the best ammunition choice is the 20 mm HE because it has the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and surface targets. The 20 mm HE belt should be the main ammunition choice, though a small amount of the 20 mm AP belt should also be taken in case any armoured targets get around to the sides of the boat. Aside from ammunition costs, there is no reason to use the Universal belt once the other options have been researched.
 +
 
 +
;Depth Charges
 +
 
 +
Being anti-submarine weapons and with the present lack of submarines in the game, there is no practical reason to use depth charges. There is especially no reason to use them on Isles class (T-285) because the depth charges drop off of the stern. Because of Isles class (T-285)'s very slow top speed and bad manoeuvrability, there will almost never be an opportunity to use them. This is doubly so, since, if they are not dropped, depth charges act like exposed and unarmoured ammo racks.
  
 
=== Modules ===
 
=== Modules ===
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* High survivability
 
* High survivability
 
* Cannot be hull-broken by any guns in the game
 
* Cannot be hull-broken by any guns in the game
 +
* Primary armament: excellent SAP round
 
* Secondary armament: great damage output; large magazine capacity
 
* Secondary armament: great damage output; large magazine capacity
* Large amount of depth charges
+
* Stable firing platform
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Very low top speed and very bad manoeuvrability
 
* Very low top speed and very bad manoeuvrability
* Extremely susceptible to torpedoes, artillery, and aircraft
+
* Extremely susceptible to torpedoes, artillery, and aircraft attacks
* Relatively poor armament
+
* Relatively weak armament
 
* Primary armament: poor traverse rates; poor accuracy
 
* Primary armament: poor traverse rates; poor accuracy
* Secondary armament: only two of three guns can be brought to bear at once
+
* Secondary armament: only 2/3 guns can be brought to bear at once
 
* Anti-aircraft armament: very low damage output; long reloads; bad firing arcs
 
* Anti-aircraft armament: very low damage output; long reloads; bad firing arcs
 
* No access to artillery support
 
* No access to artillery support

Revision as of 04:57, 28 June 2020

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
HMS Liscomb
uk_isles_class_trawler.png
HMS Liscomb
Research:7 900 Specs-Card-Exp.png
Purchase:10 000 Specs-Card-Lion.png
Show in game

Description

GarageImage HMS Liscomb.jpg


The Isles-class, HMS Liscomb (T-285) is a rank II British sub-chaser with a battle rating of 2.0 (AB) and 2.3 (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

Isles class (T-285) internals (starboard side). Note the large ammo racks below the forward gun and in the bow.

Isles class (T-285) has the following armour layout:

Any gun in the game is able to penetrate anywhere on the boat, including the gunshields, at practically any range.

There is currently no gun in the game that can hull-break Isles class (T-285).

Isles class (T-285)'s hull is split into four compartments. The first compartment starts at the bow and ends where the raised forecastle ends, just in front of the forward 4 in QF Mark V cannon. The second starts the end of the forecastle and ends in front of the bridge. The third starts at the bridge and ends in front of the aft 20 mm/70 Oerlikon Mk.II mount. The fourth starts at the aft gun mount and ends at the stern. Isles class (T-285) is notable for being one of the only rank I boats to have the "Shrapnel Protection" modification, though this doesn't affect survivability much. With a crew complement of 40, overall survivability is high.

Isles class (T-285) has two types of ammo racks: one ammunition storage and one shells room. The ammunition storage is located below the forward 4 in QF Mark V cannon; it is never emptied. The shells room is split into two locations (though damaging one will also damage the other): one below the ammunition storage and one in the bow, both above the waterline; it is emptied when there is only one round of ammunition remaining for the forward 4 in QF Mark V cannon. Destroying either the ammunition storage or the shells room does not destroy the boat.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 25 11 ~127.36 ~95.72
Upgraded 34 15 ~67.95 ~60.08
RB/SB Stock 19 8 ~187.63 ~107.84
Upgraded 22 10 ~127.78 ~90.39

Isles class (T-285) has a displacement of 554 tons.

Armament

Primary armament

For her primary armament, Isles class (T-285) has one 4 in QF Mark V cannon in a single mount forward. It has 150 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 10°/s and vertically at a rate of 6.8°/s; with the "Primary Armament Targeting" modification installed, it can traverse horizontally at a rate of 12°/s and vertically at a rate of 8°/s. The gun is single-shot and has a nominal rate of fire of 12 rounds/min. With a stock crew, it can be reloaded in 6.5 seconds; with an aced crew, it can be reloaded in 5 seconds.

Guidance for the Primary Gun Turret
Horizontal Vertical
±180° -7°/+80°

There are three choices of ammunition available:

  • 4 inch HE
  • 4 inch SAP
  • 102 mm shrapnel
Penetration Statistics
Ammunition Type Penetration @ 0° Angle of Attack (mm)
1000 m 2,500 5,000 m 7,500 m 10,000 m 15,000 m
4 inch HE HE 11 11 11 11 11 11
4 inch SAP SAP 90 75 60 52 46 40
102 mm shrapnel Shrapnel 5 5 5 5 5 5
Shell Details
Ammunition Type Projectile Mass (kg) Velocity (m/s) Explosive Type Explosive Mass (kg) TNT Equivalent (kg) Fuse Delay (m) Fuse Sensitivity (mm) Ricochet
0% 50% 100%
4 inch HE HE 14.06 805 TNT 0.721 0.721 N/A 0.1 79° 80° 81°
4 inch SAP SAP 15.2 805 Amatol 0.520 0.520 3 3 47° 60° 65°
102 mm shrapnel Shrapnel 17.7 805 TNT 0.218 0.218 N/A 0.1 62° 69° 73°

Secondary armament

For her secondary armament, Isles class (T-285) has three 20 mm/70 Oerlikon Mk.II cannons in three single mounts, one aft and two on either side in front of the bridge. For each mount, there are 1,200 rounds of ammunition available for a total of 3,600 rounds. Stock, each mount can traverse horizontally at a rate of 64°/s and vertically at a rate of 64°/s; with the "Auxiliary Armament Targeting" modification installed, they can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a belt capacity of 60 rounds and a rate of fire of 450 rounds/min. With a stock crew, they can be reloaded in 2.9 seconds; with an aced crew, they can be reloaded in 2 seconds. Their maximum range against surface targets is roughly 2.1 km.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Guidance for the Secondary Gun Turrets
No.1 Turret No.2 Turret No.3 Turret
Horizontal Vertical Horizontal Vertical Horizontal Vertical
±180° -5°/+70° ±180° -5°/+70° ±180° -5°/+70°

There are three choices of ammunition available:

  • 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
Universal 35 33 26 21 18 15
20 mm HE 35 33 26 21 18 15
20 mm AP 35 33 26 21 18 15

Anti-aircraft armament

Main article: Lewis 1916 (7.72 mm)

For her anti-aircraft armament, Isles class (T-285) has four 7.72 mm Lewis 1916 machineguns in two twin mounts, one on either side of the bridge. For each mount, there are 3,880 rounds of ammunition available, 1,940 rounds per gun, for a total of 7,760 rounds. There are no stated horizontal or vertical traverse rates given in-game, though the mounts handle very similarly to, if not exactly the same as, other twin and quadruple 7.72 mm Lewis 1916 machinegun mounts which, when stock, can all traverse horizontally at a rate of 64°/s and vertically at a rate of 64°/s; with the "Anti-Air Armament Targeting" modification installed, traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 10.4 seconds; with an aced crew, they can be reloaded in 8 seconds. Their maximum range against surface targets is roughly 1.6 km.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Guidance for the Anti-Aircraft Gun Turrets
No.1 Turret No.2 Turret
Horizontal Vertical Horizontal Vertical
±55° -5°/+50° ±55° -5°/+50°

No ammunition choices are available for this gun. Although not directly stated in-game, the guns fire one tracer round every other round, so they most likely use the standard Default ammunition choice of the 7.72 mm Lewis 1916 machinegun which has the following composition and penetration statistics:

  • Default: AP/T/AP/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
Default 10 9 8 7 6 5

Special armament

Main article: Mk.VII depth charge

Isles class (T-285) can carry up to 20 Mk.VII depth charges. These are split into two chutes on the stern carrying 10 depth charges each. They drop one at a time in this order: alternating port and starboard starting on the port side.

Before spawning, the detonation time delay for both types of depth charges can be set anywhere between 3 seconds and 10 seconds.

Depth Charge Characteristics
Mass (kg) Explosive Type Explosive Mass (kg) TNT Equivalent (kg)
196 TNT 130 130

Usage in battles

Lacking in speed, Isles class (T-285) is best used as a support vessel. Stay at the back of the rest of the team and use the 4 in QF Mark V cannon to take out any tough enemies the team may have trouble dealing with. Priority targets include other large vessels such as sub-chasers, German barges, and Soviet armoured guns boats, since, in one way or another, all of these possess high survivability and powerful armaments, making them difficult for smaller boats to effectively engage. In particular, prioritize Soviet armoured gun boats. These are some of the only boats in rank I and rank II with any substantial armour, and the 4 in QF Mark V cannon, with its SAP round, is one of the only guns that can reliably penetrate them when angled. If possible, try to aim for their ammunition storages located below their guns at the waterline. This will almost always result in a one-shot kill. Otherwise, target the heavily-armoured "citadel" at the centre of the boats as, chances are, the less-armoured bow and stern compartments may already be destroyed. For larger vessels such as subchasers, use the shrapnel round; for all other targets, the HE round will suffice.

Despite being one of the largest guns at its tier, the 4 in QF Mark V cannon cannot hull-break, requiring multiple hits to take out even the smallest boats. Because of the cannon's relatively poor accuracy and slow traverse rates, reliably landing shots on small, fast boats may be difficult. For such targets, switch to the secondary 20 mm/70 Oerlikon Mk.II cannons. Because of the way the cannons are arranged, only two of them can ever be aimed at a target at once. Nevertheless, the two cannons actually fire more TNT per minute when using the 20 mm HE belt than the 4 in QF Mark V cannon can with its HE round, so they will usually be enough to handle most boats. However, the 20 mm cannons may struggle against certain armoured targets, so always be prepared to switch back to the 4-inch cannon.

Primarily, Isles class (T-285) should be played away from the fray, sniping dangerous targets from afar. Try to always keep the hull pointed directly towards the enemy, i.e. show as little of the sides as possible. Due to Isles class (T-285)'s massive bulk, the middle and rear hull compartments will become virtually immune from fire. While there are ammunition storages located in the bow, it appears as though they never detonate when destroyed, so tanking damage with the bow is a very viable tactic. This doesn't make Isles class (T-285) completely invincible though, since some crew can still be chipped away by destroying the bridge and gun mounts, but it does substantially increase survivability. Isles class (T-285) is extremely vulnerable to artillery strikes and, to a lesser extent, torpedoes. Always try to stay on the move and occasionally change direction to through off their aim.

Another way to play Isles class (T-285) is to take it into close-range engagements around capture points, using the 20 mm/70 Oerlikon Mk.II cannons and levering Isles class (T-285)'s high survivability to take out smaller boats before they can deal any significant damage back. When playing like this, remember that none of the 20 mm cannons can fire in a ~45° arc directly forwards, and only one of them can fire in a ~70° arc directly aft, so always keep enemies to the sides to maximize firepower. Additionally, the 20 mm cannons cannot depress far enough to target anything within a ~60 m radius around the boat, so don't let enemies get too close and avoid staying near islands and other forms of cover for too long. Isles class (T-285) is also more susceptible to artillery and torpedoes at close range, so as with playing at long-range, always keep moving. Another thing to note is that while controlling the 20 mm cannons, there will be no effective AI-controlled anti-aircraft weapons. Isles class (T-285) makes for an easy target for aircraft due to her large size and low speed, so periodically check the skies and, if you're not confident with your aim, switch back to the 4-inch cannon to give control of the 20 mm cannons to the AI gunners. Lastly, be aware that playing at close-range is a much more viable tactic in a downtier. In an uptier, the Isles class (T-285) will face opponents with much more powerful armaments, negating her survivability advantage.

Ammunition Choices

For the 4 in QF Mark V cannon, the best ammunition choice, in general, is the 4 inch HE round. The 4 inch HE round has the most high-explosive mass among the three rounds that the 4 in QF Mark V cannon has access to, making it the best general-purpose round overall.

The 4 inch SAP rounds should be reserved only for Soviet armoured gun boats. Any other targets will simply not have any sort of armour, and the round will generally over-penetrate the hull without triggering its fuze, dealing minimal damage to the target. Identify the enemy first and only use the SAP round if the other rounds are ineffective.

The 102 mm shrapnel should be used on large targets without armour such as sub-chasers. Against such targets, the HE round will most likely fail to destroy the hull compartments in a single hit, and internal components will rarely be damaged. In contrast, the shrapnel round can consistently destroy their hull compartments, and it creates a cone of spalling upon penetration that can travel much further into the hull. Keep in mind, though, that the shrapnel round will almost always be stopped by any kind of armour and that it only has about 30% of the explosive mass of the HE round, making it less versatile against smaller boats unless specifically aiming for ammunition storages. The shrapnel round also has a timed fuze that could possibly be used against aircraft, though with the 4 in QF Mark V cannon's slow traverse and elevation rates as well as its slow rate of fire, it's better to leave anti-aircraft defence to the other weaponry.

For the 20 mm/70 Oerlikon Mk.II cannons, the best ammunition choice is the 20 mm HE because it has the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and surface targets. The 20 mm HE belt should be the main ammunition choice, though a small amount of the 20 mm AP belt should also be taken in case any armoured targets get around to the sides of the boat. Aside from ammunition costs, there is no reason to use the Universal belt once the other options have been researched.

Depth Charges

Being anti-submarine weapons and with the present lack of submarines in the game, there is no practical reason to use depth charges. There is especially no reason to use them on Isles class (T-285) because the depth charges drop off of the stern. Because of Isles class (T-285)'s very slow top speed and bad manoeuvrability, there will almost never be an opportunity to use them. This is doubly so, since, if they are not dropped, depth charges act like exposed and unarmoured ammo racks.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 4 inch SAP 20 mm HE Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 102 mm shrapnel 20 mm AP Auxiliary Armament Targeting
III Propeller Replacement Shrapnel Protection Improved Rangefinder Depth Charges Primary Armament Targeting
IV Engine Maintenance New Pumps

Pros and cons

Pros:

  • High survivability
  • Cannot be hull-broken by any guns in the game
  • Primary armament: excellent SAP round
  • Secondary armament: great damage output; large magazine capacity
  • Stable firing platform

Cons:

  • Very low top speed and very bad manoeuvrability
  • Extremely susceptible to torpedoes, artillery, and aircraft attacks
  • Relatively weak armament
  • Primary armament: poor traverse rates; poor accuracy
  • Secondary armament: only 2/3 guns can be brought to bear at once
  • Anti-aircraft armament: very low damage output; long reloads; bad firing arcs
  • No access to artillery support

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

GEN LIVE WT 1 HPL.jpg

See also

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 sub-chasers
HMS Liscomb · HMCS Brantford · LÉ Orla · HMS Peacock