Difference between revisions of "Fairmile A (ML100)"

From War Thunder Wiki
Jump to: navigation, search
(Re-added section comments; changed "Read also" to "See also", "Sources" to "External links"; corrected secondary Main link; completed: Survivability and armour, Mobility (table blank for now), Armament, Modules, Pros and con, See also)
(Secondary armament)
 
(40 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Specs-Card|code=uk_fairmile_a_ml100}}
+
{{Specs-Card
 +
|code=uk_fairmile_a_ml100
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== Description ==
 
== Description ==
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
<!-- ''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.'' -->
{{break}}
+
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. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
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"]] along with the British fleet.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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.''-->
+
{{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.'' -->
  
Fairmile A (ML100) has the following armour layout:
+
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). The aft ammunition storage is partially obscured by the fuel tanks here.]]
  
* Hull: 28 mm, wood
+
Fairmile A (ML100) has the following armour layout:
* Superstructure: 15 mm, wood
 
  
[[File:Fairmile_A_(ML100)_internals.png|thumb|Fairmile A (ML100) internals (starboard side).]]
+
* Hull: 24 mm, wood
 +
* Superstructure: 2 mm, steel
  
Any gun in the game will easily be able to penetrate anywhere on the boat at practically any range.  
+
Any gun in the game will easily be able to penetrate the hull and superstructure at any practical range.
  
Fairmile A (ML100) can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. Fairmile A (ML100)'s battle rating, the only gun capable of hull-breaking her is the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, Fairmile A (ML100) isn't better or worse than most other boats.
+
The hull is split into four sections. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in the middle of the bridge, just in front of the pumps; the second ends just between the radio station and the engines, around the funnel; the third ends in front of the aft gun mount; and the fourth ends at the stern.  
  
Fairmile A (ML100)'s hull is split into three compartments. The first compartment starts at the bow and ends just in the middle of the bridge, just in front of the pumps. The second starts at the pumps and ends between the radio station and the engines, around the area of the funnel. The third starts at the engines and ends at the fuel tanks, just in front of the aft [[3 pdr QF Hotchkiss (47 mm)|47 mm 3 pdr QF Hotchkiss]] mount. The fourth starts at the fuel tanks and ends at the stern. Overall, with a crew complement of 14, survivability is above-average.
+
Fairmile A (ML100) can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At Fairmile A (ML100)'s own battle rating, there is only one gun capable of hull-breaking her:
  
Fairmile A (ML100) has two ammunition storages. One is located in the bow, below and a bit in front of the fore twin [[Lewis 1916 (7.72 mm)|7.72 mm Lewis machinegun 1916]] mount; it is emptied when the only ammunition left for that twin mount are in the guns themselves (the ammunition count for the other 7.72 mm machinegun mounts doesn't matter). The other ammunition storage is located in the aft behind the fuel tanks on the port side; it is emptied when there is only one round of ammunition left for the aft 47 mm gun. Destroying either ammunition storage will instantly destroy the rest of the boat.
+
* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
 +
 
 +
There are two ammunition storages: the first, holding the ammunition for the secondary armament, is located in the bow below the fore twin 7.72 mm Lewis 1916 machine gun mount. The other ammunition storage, holding the ammunition for the primary armament, is located in the stern on the port side, below and behind the aft 3 pdr QF Hotchkiss cannon. Both ammunition storages are located just above the waterline and destroying either will instantly destroy the boat.
 +
 
 +
Fairmile A (ML100) has a crew complement of 14. With a stock crew, it is knocked out when 9 crew are lost; with an aced crew, this is increased to 10. Overall, the survivability is average.
  
 
=== Mobility ===
 
=== 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.''-->
+
{{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
 +
|SpeedForwardStockAB = 46
 +
|SpeedBackStockAB = 14
 +
|TurnTimeStockAB = 40.88
 +
|TurnSpeedStockAB = 34
 +
 
 +
|TurnTimeSpadedAB = 26.99
 +
|TurnSpeedSpadedAB = 33
 +
 
 +
|SpeedForwardStockRB = 40
 +
|SpeedBackStockRB = 12
 +
|TurnTimeStockRB = 47.12
 +
|TurnSpeedStockRB = 34
  
{| class="wikitable" style="text-align:center"
+
|TurnTimeSpadedRB = 37.33
! colspan="6" | '''Mobility Characteristics'''
+
|TurnSpeedSpadedRB = 34
|-
+
}}
! rowspan="2" | Game Mode
 
! rowspan="2" | Upgrade Status
 
! colspan="2" | Maximum Speed (km/h)
 
! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
 
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
 
|-
 
! rowspan="1" | Forward
 
! rowspan="1" | Reverse
 
|-
 
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
 
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
 
|-
 
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
 
|-
 
|}
 
  
 
Fairmile A (ML100) has a displacement of 57 tons.
 
Fairmile A (ML100) has a displacement of 57 tons.
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 +
The recommended modification research order is:
 +
 +
# Tool Set
 +
# Fire Protection System
 +
# 7.7 mm API belt
 +
# Smokescreen
 +
# Propeller Replacement
 +
# Improved Rangefinder
 +
# Artillery Support
 +
 +
After that, prioritize researching the rest of the seakeeping modifications, followed by the remaining modifications in whatever order you prefer.
  
 
== 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|3 pdr QF Hotchkiss (47 mm)}}
 
{{main|3 pdr QF Hotchkiss (47 mm)}}
<!--''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.''
 
 
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
 
  
In her primary armament group, Fairmile A (ML100) has one 47 mm 3 pdr QF Hotchkiss cannon in a single mount, mounted centerline on the aft. It has 300 rounds of ammunition available for it. The mount can traverse horizontally at a rate of 40°/s and vertically at a rate of 25°/s. The gun is single-shot and has a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, they can be reloaded in 2 seconds.  
+
The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted aft, with a maximum of 300 rounds of ammunition. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, it can be reloaded in 2 seconds.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Guidance for the Primary Gun Turret'''
+
! colspan="2" | Primary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
Line 72: Line 89:
 
|}
 
|}
  
There is only one choice of ammunition available:
+
There is only one ammunition type available:
 
 
* 3 pdr Mk.2 HE
 
 
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | '''Penetration Statistics'''
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
! 100 m !! 1,000 !! 2,000 m !! 3,000 m !! 4,000 m !! 5,000 m
 
|-
 
| 3 pdr Mk.2 HE || {{Annotation|HE|High-explosive}} || 6 || 6 || 6 || 6 || 6 || 6
 
|-
 
|}
 
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:3 pdr QF Hotchkiss (47 mm)/Ammunition|3 pdr Mk.2 HE}}
! colspan="12" | '''Shell Details'''
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type
 
! rowspan="2" | Projectile Mass (kg)
 
! rowspan="2" | Velocity (m/s)
 
! rowspan="2" | Explosive Type
 
! rowspan="2" | Explosive Mass (kg)
 
! rowspan="2" | TNT Equivalent (kg)
 
! rowspan="2" | Fuse Delay (m)
 
! rowspan="2" | Fuse Sensitivity (mm)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| 3 pdr Mk.2 HE || {{Annotation|HE|High-explosive}} || 1.5 || 517 || TNT || 0.217 || 0.217 || 0.15 || N/A || 79° || 80° || 81°
 
|-
 
|}
 
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 +
{{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|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 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.''-->
 
  
In her secondary armament group, Fairmile A (ML100) has six 7.72 mm Lewis machinegun 1916's in three twin mounts, one in front of the bridge and one on either side amidships. For each mount, there are 3,880 rounds of ammunition available, 1,940 rounds per gun, for a total of 11,640 rounds. They can 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 14 seconds; with an aced crew, they can be reloaded in 7 seconds. Their maximum range against surface targets is roughly 1.6 km.
+
The secondary armament consists of six 7.72 mm Lewis 1916 machineguns in three twin mounts, one mount on the bow and the other two amidships. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 11,640 rounds. Stock, the mounts can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. Each gun has a magazine capacity of 97 rounds and a cyclic rate of fire of around 550 rounds/min. With a stock crew, the guns can be reloaded in 18.2 seconds; with an aced crew, they can be reloaded in 14 seconds.
  
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
  
{| class="wikitable" style="text-align:center" width="65%"
+
{| class="wikitable" style="text-align:center" width="75%"
! colspan="8" | '''Guidance for the Secondary Gun Turrets'''
+
! colspan="6" | Secondary armament guidance
 
|-
 
|-
! colspan="2" rowspan="1" | No.1 Turret
+
! colspan="2" rowspan="1" | No.1 Turret (fore)
! colspan="2" rowspan="1" | No.2 Turret
+
! colspan="2" rowspan="1" | No.2 Turret (starboard)
! colspan="2" rowspan="1" | No.3 Turret
+
! colspan="2" rowspan="1" | No.3 Turret (port)
 
|-
 
|-
 
! Horizontal !! Vertical !! Horizontal !! Vertical !! Horizontal !! Vertical
 
! Horizontal !! Vertical !! Horizontal !! Vertical !! Horizontal !! Vertical
Line 130: Line 115:
 
|}
 
|}
  
There are three choices of ammunition available:
+
There are three ammunition types available:
  
* Universal: {{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
+
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 +
* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 +
* '''7.7 mm API belt:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}
  
* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
+
{{:Lewis 1916 (7.72 mm)/Ammunition|AP naval, T naval, IT naval}}
  
* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|AP|Armour-piercing}}
+
While the armour-piercing round and the the incendiary tracer round deal about the same amount of the damage, the standard tracer round deals incredibly little damage to both surface targets and aircraft. Because of this, the AP belt is a strict upgrade from the default belt. Compared to the AP rounds, the IT rounds also have a much higher muzzle velocity. Altogether, this makes the API belt the best overall, due both to its lack of standard tracer rounds and better ballistic properties.
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
=== Additional armament ===
! colspan="7" | '''Penetration Statistics'''
+
{{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.'' -->
! rowspan="2" data-sort-type="text" | Ammunition
+
{{main|Mk.VII depth charge|Type M Mark I mine}}
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
 
|-
+
{{PAGENAME}} has three possible loadouts:
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| Universal || 20 || 19 || 16 || 13 || 11 || 10
 
|-
 
| 7.7 mm AP belt || 20 || 19 || 16 || 13 || 11 || 10
 
|-
 
| 7.7 mm API belt || 20 || 19 || 16 || 13 || 11 || 10
 
|-
 
|}
 
  
=== Special armament ===
+
# 12x Mk.VII depth charge
{{main|Mk.VII depth charge}}
+
# 5x Type M Mk I mines
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.''-->
+
# Without load
  
[[File:Fairmile_A_(ML100)_DCs.png|thumb|Mk.VII depth charges numbered 1-2 according to their drop order (click to expand).]]
+
'''Depth Charges'''
  
Fairmile A (ML100) can carry 12 Mk.VII depth charges mounted amidships, 6 on each side facing outwards. The depth charges are dropped one at a time in this order (see the image):
+
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order.]]
  
# Port side, foremost
+
The Mk.VII depth charges are carried in racks amidships between the funnel and the aft gun mount, six on each side. They are dropped in the following order: foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.
# Starboard side, foremost
 
# Port side, 2nd foremost
 
# Starboard side, 2nd foremost
 
# Port side, 3rd foremost
 
# Starboard side, 3rd foremost
 
# Port side, 3rd aftmost
 
# Starboard side, 3rd aftmost
 
# Port side, 2nd aftmost
 
# Starboard side, 2nd aftmost
 
# Port side, aftmost
 
# Starboard side, aftmost
 
  
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics'''
+
! colspan="7" | Depth charge characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 +
! HE armour penetration (mm)
 +
! Armoured vehicle destruction radius (m)
 +
! Fragment dispersion radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
+
| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|}
 
|}
  
== Usage in the battles ==
+
There is almost no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.
<!--''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).''-->
 
 
 
;Ammunition Choices
 
  
For the 7.72 mm Lewis machinegun 1916, the best ammunition choice is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds, the IT rounds are actually stopped by most wooden hulls more often than not and rarely start fires, if ever. This belt is technically the best to use against aircraft, though with such a long reload to switch to it and with such a minuscule difference in damage anyway, there isn't much of a point in using it for that role either.
+
Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.
  
;Depth Charges
+
'''Mines'''
  
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.  
+
[[File:{{PAGENAME}}_Mine_Order.png|thumb|Type M Mk I mines numbered according to their drop order.]]
  
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.
+
The Type M Mk I mines are carried one on the stern and four amidships between the funnel and the aft gun mount, two on each side. They are dropped in the following order:
  
=== Modules ===
+
# Stern
 +
# Port, foremost
 +
# Port, aftmost
 +
# Starboard, foremost
 +
# Starboard, aftmost
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! Tier
+
! colspan="4" | Mine characteristics
! colspan="1" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
 
|-
 
|-
| I
+
! Mass (kg)
| Dry-Docking
+
! Explosive type
| Tool Set ||
+
! Explosive mass (kg)
| 7.7 mm AP belt ||  ||
+
! TNT equivalent (kg)
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System || Smokescreen
 
| 7.7 mm API belt || Auxiliary Armament Targeting ||
 
|-
 
| III
 
| Propeller Replacement
 
|  ||
 
| Depth Charges || {{Annotation|Primary Armament Targeting|Requires 'Auxiliary Armament Targeting'}} || Improved Rangefinder
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps ||
 
| Artillery Support || ||
 
 
|-
 
|-
 +
| 600 || TNT || 227 || 227
 
|}
 
|}
 +
 +
Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. However, because they do not automatically detonate, they are much more useful. With mines, Fairmile A (ML100) can play a utility role by using the mines to cut off narrow passageways and block capture points, then returning back to a friendly capture points to reload before repeating the process. This playstyle is still very situational, though, as it requires misplay on the enemy's part. Mines have a marker in all gamemodes an enemy players will receive a warning when too close to one, so most players will destroy the mines with gunfire or will simply sail around them. Additionally, mines will also despawn after some period of time, so complete coverage of the entire map is not possible. This playstyle also forces Fairmile A (ML100) to the front lines, which is undesirable due to her poor gun armament.
 +
 +
Alternatively, mines can also be used in a more proactive role, essentially like a better depth charge as described above, since they have no detonation time delay and have a much larger explosive charge. If using them like this, remember the drop order; it is not the same as the depth charge drop order. All said, mines are still only situationally useful, so take them based on personal preference.
 +
 +
== 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).'' -->
 +
 +
Fairmile A (ML100)'s primary armament — a single 3 pdr QF Hotchkiss cannon — is rather poor. It's a single-shot cannon and, while it is fairly average compared to similar weapons, all single-shot cannons at this calibre have incredibly poor damage output and will be outperformed by almost any automatic weapon. The gun's accuracy also is unreliable, and, combined with the low muzzle velocity, hitting moving targets beyond about 1.5 km can be difficult. Additionally, the gun is mounted on the stern which only further reduces its versatility. Unfortunately, the secondary armament doesn't fare much better. Because of their arrangement, only two of the four twin mounts can be brought to bear at once. This essentially limits Fairmile A (ML100) to only half that of {{Specs-Link|uk_mtb_1series}}, whose armament wasn't very outstanding to begin with. Like the 3 pdr QF Hotchkiss, the 7.72 mm Lewis 1916 machine guns are themselves plagued by poor damage output and a low maximum range. Even so, with only four of them on target, their damage output actually ends up being better than the 3 pdr cannon, so primarily use the machine guns and only switch to the cannon if they get knocked out.
 +
 +
Because of the bad damage output, Fairmile A (ML100) will feel much less survivable compared to other similar vessels, despite actually having a larger crew. Ironically, the greatest determining factor of a vessel's survivability is actually its firepower rather than any direct defensive quality. Fairmile A (ML100) is simply unable to destroy enemies as quickly as others can and will thus be subject to enemy fire for longer periods of time. Because of this, it is especially important to maximize damage output when playing Fairmile A (ML100). Only fire when you know the shots will land and prioritize disabling enemy weaponry. Additionally, the reloads are quite long, so be proactive with the reloads by firing off any remaining ammunition after engagements.
 +
 +
Like MTB-1 1 series or anything else armed with low-calibre machine guns, Fairmile A (ML100) is best played at close ranges to negate the guns' range disadvantage. Unlike those though, Fairmile A (ML100) lacks the firepower necessary to stay on the front line, so try to stay on the sides and make use of cover as much as possible. From there, play a supporting role by ambushing enemies distracted by your teammates. Whenever possible, only fire at enemies you know you can take out to avoid drawing any unnecessary attention to yourself. For example, any vessels with armour whatsoever will be practically immune to both the machine guns and the cannon, so if you come up against such opponents, as long as they don't notice you, it's best to just mark them on the map for your team, call artillery, and then simply let them pass.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''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".''-->
+
<!-- ''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:'''
* Primary armament: can rotate 360°, good firing arcs
+
 
* Large amount of depth charges
+
* Ability to carry mines
  
 
'''Cons:'''
 
'''Cons:'''
* Underwhelming firepower
+
 
* Unable to deal with armoured targets
+
* Very weak armament: both primary and secondary guns have low damage outputs
* Primary armament: relatively low muzzle velocity, low damage output, low muzzle velocity
+
* Primary armament has poor accuracy
* Secondary armament: can only bring 4 guns on target at once, very low damage output
+
* Only 4 secondary guns can be brought to bear at once
* Poor top speed and manoeuvrability
+
* Poor survivability
 +
* Below-average top speed and manoeuvrability
  
 
== 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).'' -->
 +
 
 +
In early 1939, Noel Macklin, a British industrialist, first became aware of the Royal Navy's lack of anti-submarine craft through an article by Vice-Admiral Cecil Vivian Usborne. Realizing the growing danger of German U-boats, and because the Royal Navy was already stretched thin as it was, Usborne advised the Admiralty to adopt a vast fleet of anti-submarine boats to counter the threat. This, however, was largely dismissed by the Admiralty, and in response, Macklin devised his own plan to manufacture the boats. Under his plan, prefabricated parts, built as near to completion as possible, would be sent in kit form ready for final assembly and fitting to the many minor boatbuilding companies throughout the country. This would allow parts and materials to be sourced from companies with no boatbuilding experience and assembled by unskilled labour at unutilized boatyards. Under this decentralized system, the boats could be manufactured quicker and cheaper than had they been manufactured at a single yard, all the while without straining major boatbuilding companies — such as Vospers, British Power Boat Co., White, or Thornycroft — which were all vital in producing specialized, high-speed MTBs and MGBs. Macklin met with Usborne in May 1939 to discuss his idea, and together, they immediately began assembling a team of naval engineers and designers, founding the Fairmile Marine Company. Fairmile quickly produced a wooden motor launch design and proposed the idea to the Admiralty. Ultimately, though, the Admiralty declined to make an order. Nevertheless, convinced in the idea, Fairmile proceeded to produce a prototype as a private venture.
 +
 
 +
The prototype was ordered from Woodnutt & Co. at St Helens, Isle of Wight, on 27th July 1939 and was laid down on 29th October 1939. It had a hard chine hull and had a length overall of 110 ft, a beam of 17 ft 5 in, a draught of 4 ft 6 in, and a displacement of around 57 tons. It was powered by three Hall-Scott Defender petrol engines, each producing 600 bhp each, allowing it to achieve a top speed of 25 knots. At this time, with the prospect of war approaching ever closer, the Admiralty had no choice but to acknowledge the serious submarine threat and reconsidered Macklin's proposal. While the prototype was still under construction, the Admiralty purchased it in the summer of 1939. This order was followed by another on 22nd September 1939 for an additional 24 boats, although this was later revised to 11 Fairmile designs — the Fairmile A type — and 13 boats of a new Admiralty design — the Fairmile B type. The twelve Fairmile A motor launches were built by ten different companies and were all completed between May and June 1940, all twelve entering service shortly thereafter as MLs 100-111.
  
The Fairmile A was a series of 12 ships designed prior to the start of WWII, with the British Admiralty purchasing all 12 at the start of hostilities. Intended to serve as a light coastal patrol craft the had a unique modular design that could be manufactured by light industry prior to final assembly at a second line port, such as the ones that fabricated pleasure craft.
+
Interestingly, the Fairmile A types were ordered by the Admiralty without a specified armament. As such, the decks of the boats were not built to take heavy mounting equipment. As a stopgap measure, it was decided that they should be armed with a single aft QF 3-pdr Hotchkiss cannon and several twin Lewis gun pintle mounts, with one on the bow and a pair of mounts amidships. For hunting U-boats, the boats were given ASDIC equipment and depth charge racks, one on each side, capable of carrying up to six depth charges each. Early into service, the boats also received a Holman projector which was mounted amidships. In their first months at war, the Fairmile A types hunted U-boats and protected convoys in British coastal waters.
  
The ships were originally intended for coastal escort duties, being rigged with sonar and depth charges. However, as the war progressed and due to the lightweight design of the Fairmile A, the ships would see selective service restricted to British coastal waters much more so than the later variations of the same vessel.
+
Throughout their service, though, the Fairmile A types were plagued by their handling issues and short operational range. By 1941, with the superior Fairmile B type motor launches already in service, any surviving Fairmile A types were converted into minelayers, their depth charge racks replaced with mine racks capable of carrying either six bottom mines or nine moored mines. The 3-pdr Hotchkiss was relocated to the bow with twin 0.5 in Vickers machinegun Mark IV mount added in its place. As minelayers, their funnels were also removed, exhaust rerouted out through the sides instead. In 1943, the Fairmile A types received an upgrade in the form of a single 20 mm Oerlikon cannon in place of the removed funnel and an aft twin 20 mm Oerlikon Mark IX mount. By 1945, any surviving Fairmile A types were converted once again, this time into anti-submarine escorts. As part of this conversion, they received depth charge racks, a Y-gun depth charge thrower, Type 291 radar, and two 2-inch rocket flare launchers. After the end of the war, the surviving Fairmile A types were put into reserve and were all eventually sold between 1947 and 1948.
 +
 
 +
As the prototype, ML-100 was the first of the Fairmile A types to be built. She was ordered from Woodnutt & Co. at St Helens on 27th July 1939, laid down on 29th October 1939, and completed on 19th May 1940. From 1940 to 1941, ML-100 was based at HMS Midge, Great Yarmouth and performed anti-submarine escort duties around Grisby. In either late 1941 or early 1942, ML-100 was converted for minelaying operations and was transferred to the 51st ML Flotilla based at HMS Beehive, Felixstowe. She was commanded by the following:
 +
 
 +
* T/Lt. F.E.R. Merritt, RNZNVR: October 1942 to December 1943
 +
* T/Lt. G.A. Wright, RCNVR: February 1944 to April 1944
 +
* T/S.Lt. J.E. Branch, RNVR: June 1944 to October 1944
 +
* T/Lt. E.C. Mercer, RNVR: March 1945 to July 1945
 +
 
 +
ML-100 survived the war and was sold in October 1947.
  
 
== 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.'' -->
  
<div class="portale" align="center">
+
;Skins
{| class="catlist" frame="box" style="background: #efefef;" align="center"
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fairmile_a_ml100 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
|<span style="white-space:nowrap;">[[File:GEN_LIVE_WT_1_HPL.jpg|510px|link=https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=gun_boat&vehicle=uk_fairmile_a_ml100|]]</span> ||
 
|-
 
|}
 
</div>
 
  
 
== See also ==
 
== See also ==
<!--''Links to 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.'' -->
  
 
* {{Specs-Link|uk_fairmile_b_ml345}}
 
* {{Specs-Link|uk_fairmile_b_ml345}}
 +
* {{Specs-Link|uk_mtb_1series}}
 
* {{Specs-Link|uk_70ft_mgb}}
 
* {{Specs-Link|uk_70ft_mgb}}
  
 
== 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 the ship;''
+
* ''other literature.'' -->
* ''other literature.''
+
 
 +
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
 +
* [https://www.unithistories.com/units_british/RN_CoastalForces.html#ML%20Boats <nowiki>[Unit Histories]</nowiki> Royal Navy Coastal Forces 1940-1945]
 +
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm <nowiki>[naval-history.net]</nowiki> British vessels lost at sea in World War 2 - MGB, MTB, SGB, ML, etc] - originally published in ''British Vessels Lost at Sea, 1935-45'', His Majesty's Stationary Office, 1947
 +
 
 +
===References===
 +
 
 +
* Gaumont British News. (Producer). & White, W. B. (Director). (1941). ''THE STORY OF THE FAIRMILE PATROL BOAT'' [Film]. England: Gaumont British News.
 +
* Konstam, A. (2010). ''British Motor Gun Boat 1939–45'' (pp. 12-15, 40-41). Oxford, England: Osprey Publishing. ISBN 978-1-84908-077-4.
 +
* Lambert, J., & Ross A. (1990). ''Allied Coastal Forces of World War II Volume 1: Fairmile Designs and U.S. Submarine Chasers'' (pp. 9-28). London, England: Conway Maritime Press. ISBN 0-85177-519-5.
  
 +
{{ShipManufacturer Fairmile Marine Company}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 18:43, 1 March 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Fairmile A (ML100)
uk_fairmile_a_ml100.png
GarageImage Fairmile A (ML100).jpg
Fairmile A (ML100)
AB RB SB
1.0 1.0 1.0
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png
Show in game

Description

The Fairmile A (ML100) is a rank I British motor gun boat with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test. With the split of the naval tech trees in Update "New Power", Fairmile A (ML100) was moved to the coastal fleet tech tree.

General info

Survivability and armour

Armourfront / side / back
Hull28 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement57 t
Crew14 people
Fairmile A (ML100) internals (starboard). The aft ammunition storage is partially obscured by the fuel tanks here.

Fairmile A (ML100) has the following armour layout:

  • Hull: 24 mm, wood
  • Superstructure: 2 mm, steel

Any gun in the game will easily be able to penetrate the hull and superstructure at any practical range.

The hull is split into four sections. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in the middle of the bridge, just in front of the pumps; the second ends just between the radio station and the engines, around the funnel; the third ends in front of the aft gun mount; and the fourth ends at the stern.

Fairmile A (ML100) can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At Fairmile A (ML100)'s own battle rating, there is only one gun capable of hull-breaking her:

There are two ammunition storages: the first, holding the ammunition for the secondary armament, is located in the bow below the fore twin 7.72 mm Lewis 1916 machine gun mount. The other ammunition storage, holding the ammunition for the primary armament, is located in the stern on the port side, below and behind the aft 3 pdr QF Hotchkiss cannon. Both ammunition storages are located just above the waterline and destroying either will instantly destroy the boat.

Fairmile A (ML100) has a crew complement of 14. With a stock crew, it is knocked out when 9 crew are lost; with an aced crew, this is increased to 10. Overall, the survivability is average.

Mobility

Speedforward / back
AB62 / 19 km/h
RB46 / 14 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 46 14 ~40.88 ~61.45
Upgraded 62 19 ~26.99 ~39.38
RB/SB Stock 40 12 ~47.12 ~70.83
Upgraded 46 14 ~37.33 ~56.11

Fairmile A (ML100) has a displacement of 57 tons.

Modifications and economy

Repair costBasic → Reference
AB97 → 122 Sl icon.png
RB153 → 192 Sl icon.png
Total cost of modifications2 975 Rp icon.png
900 Sl icon.png
Talisman cost190 Ge icon.png
Crew training200 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces96 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 20 / 100 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
7.7 mm AP belt
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods tank ammo.png
7_7mm_lewis_navy_incendiary_ammo_pack
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods naval mine.png
Mines
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png

The recommended modification research order is:

  1. Tool Set
  2. Fire Protection System
  3. 7.7 mm API belt
  4. Smokescreen
  5. Propeller Replacement
  6. Improved Rangefinder
  7. Artillery Support

After that, prioritize researching the rest of the seakeeping modifications, followed by the remaining modifications in whatever order you prefer.

Armament

Primary armament

Turret3 pdr QF Hotchkiss cannon
Ammunition300 rounds
Vertical guidance-5° / 25°

The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted aft, with a maximum of 300 rounds of ammunition. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, it can be reloaded in 2 seconds.

Primary armament guidance
Horizontal Vertical
±180° -5°/+25°

There is only one ammunition type available:

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
3 pdr Mk.2 HE HE 4 4 4 4 4 4
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%
3 pdr Mk.2 HE HE 571 1.5 0 0.1 132 79° 80° 81°

Secondary armament

3 х Turret2 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3880 rounds
Belt capacity97 rounds
Fire rate551 shots/min
Main article: Lewis 1916 (7.72 mm)

The secondary armament consists of six 7.72 mm Lewis 1916 machineguns in three twin mounts, one mount on the bow and the other two amidships. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 11,640 rounds. Stock, the mounts can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. Each gun has a magazine capacity of 97 rounds and a cyclic rate of fire of around 550 rounds/min. With a stock crew, the guns can be reloaded in 18.2 seconds; with an aced crew, they can be reloaded in 14 seconds.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Secondary armament guidance
No.1 Turret (fore) No.2 Turret (starboard) No.3 Turret (port)
Horizontal Vertical Horizontal Vertical Horizontal Vertical
±180° -5°/+70° ±80° -5°/+70° ±80° -5°/+70°

There are three ammunition types available:

  • Universal: AP · T · AP · T
  • 7.7 mm AP belt: AP · AP · AP · T
  • 7.7 mm API belt: IT · IT · IT · IT

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP 10 9 7 6 4 3
T 9 8 6 5 3 2
IT 10 9 7 5 4 3
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
AP 853 0.01 - - - 47° 56° 65°
T 835 0.01 - - - 47° 56° 65°
IT 920 0.01 - - - 47° 56° 65°

While the armour-piercing round and the the incendiary tracer round deal about the same amount of the damage, the standard tracer round deals incredibly little damage to both surface targets and aircraft. Because of this, the AP belt is a strict upgrade from the default belt. Compared to the AP rounds, the IT rounds also have a much higher muzzle velocity. Altogether, this makes the API belt the best overall, due both to its lack of standard tracer rounds and better ballistic properties.

Additional armament

Setup 112 x Mk.VII depth charge
Setup 25 x 1123/1323 lbs Type M Mark I moored contact mine

Fairmile A (ML100) has three possible loadouts:

  1. 12x Mk.VII depth charge
  2. 5x Type M Mk I mines
  3. Without load

Depth Charges

Mk.VII depth charges numbered according to their drop order.

The Mk.VII depth charges are carried in racks amidships between the funnel and the aft gun mount, six on each side. They are dropped in the following order: foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.

Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.

Depth charge characteristics
Mass (kg) Explosive type Explosive mass (kg) TNT equivalent (kg) HE armour penetration (mm) Armoured vehicle destruction radius (m) Fragment dispersion radius (m)
196 TNT 130 130 101 8 122

There is almost no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.

Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.

Mines

Type M Mk I mines numbered according to their drop order.

The Type M Mk I mines are carried one on the stern and four amidships between the funnel and the aft gun mount, two on each side. They are dropped in the following order:

  1. Stern
  2. Port, foremost
  3. Port, aftmost
  4. Starboard, foremost
  5. Starboard, aftmost
Mine characteristics
Mass (kg) Explosive type Explosive mass (kg) TNT equivalent (kg)
600 TNT 227 227

Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. However, because they do not automatically detonate, they are much more useful. With mines, Fairmile A (ML100) can play a utility role by using the mines to cut off narrow passageways and block capture points, then returning back to a friendly capture points to reload before repeating the process. This playstyle is still very situational, though, as it requires misplay on the enemy's part. Mines have a marker in all gamemodes an enemy players will receive a warning when too close to one, so most players will destroy the mines with gunfire or will simply sail around them. Additionally, mines will also despawn after some period of time, so complete coverage of the entire map is not possible. This playstyle also forces Fairmile A (ML100) to the front lines, which is undesirable due to her poor gun armament.

Alternatively, mines can also be used in a more proactive role, essentially like a better depth charge as described above, since they have no detonation time delay and have a much larger explosive charge. If using them like this, remember the drop order; it is not the same as the depth charge drop order. All said, mines are still only situationally useful, so take them based on personal preference.

Usage in battles

Fairmile A (ML100)'s primary armament — a single 3 pdr QF Hotchkiss cannon — is rather poor. It's a single-shot cannon and, while it is fairly average compared to similar weapons, all single-shot cannons at this calibre have incredibly poor damage output and will be outperformed by almost any automatic weapon. The gun's accuracy also is unreliable, and, combined with the low muzzle velocity, hitting moving targets beyond about 1.5 km can be difficult. Additionally, the gun is mounted on the stern which only further reduces its versatility. Unfortunately, the secondary armament doesn't fare much better. Because of their arrangement, only two of the four twin mounts can be brought to bear at once. This essentially limits Fairmile A (ML100) to only half that of MTB-1(1), whose armament wasn't very outstanding to begin with. Like the 3 pdr QF Hotchkiss, the 7.72 mm Lewis 1916 machine guns are themselves plagued by poor damage output and a low maximum range. Even so, with only four of them on target, their damage output actually ends up being better than the 3 pdr cannon, so primarily use the machine guns and only switch to the cannon if they get knocked out.

Because of the bad damage output, Fairmile A (ML100) will feel much less survivable compared to other similar vessels, despite actually having a larger crew. Ironically, the greatest determining factor of a vessel's survivability is actually its firepower rather than any direct defensive quality. Fairmile A (ML100) is simply unable to destroy enemies as quickly as others can and will thus be subject to enemy fire for longer periods of time. Because of this, it is especially important to maximize damage output when playing Fairmile A (ML100). Only fire when you know the shots will land and prioritize disabling enemy weaponry. Additionally, the reloads are quite long, so be proactive with the reloads by firing off any remaining ammunition after engagements.

Like MTB-1 1 series or anything else armed with low-calibre machine guns, Fairmile A (ML100) is best played at close ranges to negate the guns' range disadvantage. Unlike those though, Fairmile A (ML100) lacks the firepower necessary to stay on the front line, so try to stay on the sides and make use of cover as much as possible. From there, play a supporting role by ambushing enemies distracted by your teammates. Whenever possible, only fire at enemies you know you can take out to avoid drawing any unnecessary attention to yourself. For example, any vessels with armour whatsoever will be practically immune to both the machine guns and the cannon, so if you come up against such opponents, as long as they don't notice you, it's best to just mark them on the map for your team, call artillery, and then simply let them pass.

Pros and cons

Pros:

  • Ability to carry mines

Cons:

  • Very weak armament: both primary and secondary guns have low damage outputs
  • Primary armament has poor accuracy
  • Only 4 secondary guns can be brought to bear at once
  • Poor survivability
  • Below-average top speed and manoeuvrability

History

In early 1939, Noel Macklin, a British industrialist, first became aware of the Royal Navy's lack of anti-submarine craft through an article by Vice-Admiral Cecil Vivian Usborne. Realizing the growing danger of German U-boats, and because the Royal Navy was already stretched thin as it was, Usborne advised the Admiralty to adopt a vast fleet of anti-submarine boats to counter the threat. This, however, was largely dismissed by the Admiralty, and in response, Macklin devised his own plan to manufacture the boats. Under his plan, prefabricated parts, built as near to completion as possible, would be sent in kit form ready for final assembly and fitting to the many minor boatbuilding companies throughout the country. This would allow parts and materials to be sourced from companies with no boatbuilding experience and assembled by unskilled labour at unutilized boatyards. Under this decentralized system, the boats could be manufactured quicker and cheaper than had they been manufactured at a single yard, all the while without straining major boatbuilding companies — such as Vospers, British Power Boat Co., White, or Thornycroft — which were all vital in producing specialized, high-speed MTBs and MGBs. Macklin met with Usborne in May 1939 to discuss his idea, and together, they immediately began assembling a team of naval engineers and designers, founding the Fairmile Marine Company. Fairmile quickly produced a wooden motor launch design and proposed the idea to the Admiralty. Ultimately, though, the Admiralty declined to make an order. Nevertheless, convinced in the idea, Fairmile proceeded to produce a prototype as a private venture.

The prototype was ordered from Woodnutt & Co. at St Helens, Isle of Wight, on 27th July 1939 and was laid down on 29th October 1939. It had a hard chine hull and had a length overall of 110 ft, a beam of 17 ft 5 in, a draught of 4 ft 6 in, and a displacement of around 57 tons. It was powered by three Hall-Scott Defender petrol engines, each producing 600 bhp each, allowing it to achieve a top speed of 25 knots. At this time, with the prospect of war approaching ever closer, the Admiralty had no choice but to acknowledge the serious submarine threat and reconsidered Macklin's proposal. While the prototype was still under construction, the Admiralty purchased it in the summer of 1939. This order was followed by another on 22nd September 1939 for an additional 24 boats, although this was later revised to 11 Fairmile designs — the Fairmile A type — and 13 boats of a new Admiralty design — the Fairmile B type. The twelve Fairmile A motor launches were built by ten different companies and were all completed between May and June 1940, all twelve entering service shortly thereafter as MLs 100-111.

Interestingly, the Fairmile A types were ordered by the Admiralty without a specified armament. As such, the decks of the boats were not built to take heavy mounting equipment. As a stopgap measure, it was decided that they should be armed with a single aft QF 3-pdr Hotchkiss cannon and several twin Lewis gun pintle mounts, with one on the bow and a pair of mounts amidships. For hunting U-boats, the boats were given ASDIC equipment and depth charge racks, one on each side, capable of carrying up to six depth charges each. Early into service, the boats also received a Holman projector which was mounted amidships. In their first months at war, the Fairmile A types hunted U-boats and protected convoys in British coastal waters.

Throughout their service, though, the Fairmile A types were plagued by their handling issues and short operational range. By 1941, with the superior Fairmile B type motor launches already in service, any surviving Fairmile A types were converted into minelayers, their depth charge racks replaced with mine racks capable of carrying either six bottom mines or nine moored mines. The 3-pdr Hotchkiss was relocated to the bow with twin 0.5 in Vickers machinegun Mark IV mount added in its place. As minelayers, their funnels were also removed, exhaust rerouted out through the sides instead. In 1943, the Fairmile A types received an upgrade in the form of a single 20 mm Oerlikon cannon in place of the removed funnel and an aft twin 20 mm Oerlikon Mark IX mount. By 1945, any surviving Fairmile A types were converted once again, this time into anti-submarine escorts. As part of this conversion, they received depth charge racks, a Y-gun depth charge thrower, Type 291 radar, and two 2-inch rocket flare launchers. After the end of the war, the surviving Fairmile A types were put into reserve and were all eventually sold between 1947 and 1948.

As the prototype, ML-100 was the first of the Fairmile A types to be built. She was ordered from Woodnutt & Co. at St Helens on 27th July 1939, laid down on 29th October 1939, and completed on 19th May 1940. From 1940 to 1941, ML-100 was based at HMS Midge, Great Yarmouth and performed anti-submarine escort duties around Grisby. In either late 1941 or early 1942, ML-100 was converted for minelaying operations and was transferred to the 51st ML Flotilla based at HMS Beehive, Felixstowe. She was commanded by the following:

  • T/Lt. F.E.R. Merritt, RNZNVR: October 1942 to December 1943
  • T/Lt. G.A. Wright, RCNVR: February 1944 to April 1944
  • T/S.Lt. J.E. Branch, RNVR: June 1944 to October 1944
  • T/Lt. E.C. Mercer, RNVR: March 1945 to July 1945

ML-100 survived the war and was sold in October 1947.

Media

Skins

See also

External links

References

  • Gaumont British News. (Producer). & White, W. B. (Director). (1941). THE STORY OF THE FAIRMILE PATROL BOAT [Film]. England: Gaumont British News.
  • Konstam, A. (2010). British Motor Gun Boat 1939–45 (pp. 12-15, 40-41). Oxford, England: Osprey Publishing. ISBN 978-1-84908-077-4.
  • Lambert, J., & Ross A. (1990). Allied Coastal Forces of World War II Volume 1: Fairmile Designs and U.S. Submarine Chasers (pp. 9-28). London, England: Conway Maritime Press. ISBN 0-85177-519-5.


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