Difference between revisions of "Fairmile B (ML345)"

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{{Specs-Card|code=uk_fairmile_b_ml345}}
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{{Specs-Card
 +
|code=uk_fairmile_b_ml345
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|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.''-->
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<!-- ''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]]
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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.
{{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.
 
  
 
== 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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.
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{{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.'' -->
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.-->
 
  
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammunition storage in the bow.]]
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammunition storage in the bow.]]
  
{{PAGENAME}} has the following armour layout:  
+
Fairmile B (ML345) has the following armour layout:
  
 
* [[3 pdr QF Hotchkiss (47 mm)|47 mm 3 pdr QF Hotchkiss]] gun shield: 8 mm, anti-fragmentation armour
 
* [[3 pdr QF Hotchkiss (47 mm)|47 mm 3 pdr QF Hotchkiss]] gun shield: 8 mm, anti-fragmentation armour
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* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
While the gun shields may stop low-calibre machineguns, heavy machineguns and cannons will have no trouble with them at any range. The hull and superstructure will not stop any sort of gunfire.
+
Like most coastal vessels, Fairmile B (ML345) has no practical armour. The gunshields are largely superficial; while they may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate them at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.  
  
{{PAGENAME}} can be hull-broken by any gun that is greater than 4 inches (102 mm) in diameter. Hull-break is triggered when any such gun hits and destroys any hull compartment — or in some cases, the bridge — with a high-explosive round, upon which the rest of the boat will be destroyed. At {{PAGENAME}}'s battle rating, the only guns capable of hull-breaking her are:
+
The hull is split into four compartments. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in front of the bridge, just in behind the pumps; the second ends at the funnel, between the radio station and the engines; the third ends in front of the aft 20 mm/70 Oerlikon Mark V twin mount; and the fourth ends at the stern.
  
* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}; and
+
Fairmile B (ML345) 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 B (ML345)'s own battle rating, there is only one gun capable of hull-breaking her:
* the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]], found on {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}.
 
  
The hull is split into four compartments. The first compartment starts at the bow and ends in front of the bridge, just in behind the pumps; the second ends at the funnel, between the radio station and the engines; the third ends in front of the aft 20 mm/70 Oerlikon Mark V twin mount; and the fourth ends at the stern.  
+
* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
  
{{PAGENAME}} has two ammunition storages. The first is located well above the waterline in the bow, below and in front of the fore 47 mm 3 pdr QF Hotchkiss cannon, and holds the ammunition for the primary armament. The other ammunition storage is located in the stern, just above the waterline in front of the steering gear, and holds the ammunition for both the secondary and the anti-aircraft armament. Destroying either will instantly destroy the boat.
+
There are two ammunition storages: the first, holding the ammunition for the primary armament, is located well above the waterline in the bow, below and in front of the fore 47 mm 3 pdr QF Hotchkiss cannon; the other ammunition storage, holding the ammunition for both the secondary and the anti-aircraft armament, is located in the stern, just above the waterline in front of the steering gear. Destroying either will instantly destroy Fairmile B (ML345).
  
With a crew complement of 18, {{PAGENAME}}'s overall survivability is average.
+
Fairmile B (ML345) has a crew complement of 18. With a stock crew, it is knocked out when 11 crew are lost; with an aced crew, this is increased to 13. 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 speed and reverse speed.-->
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{{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
 
{{NavalMobility
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}}
 
}}
  
{{PAGENAME}} has a displacement of 65 tons.
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Fairmile B (ML345) has a displacement of 65 tons.
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
 +
The recommended modification research order is:
 +
 
 +
# Tool Set
 +
# Fire Protection System
 +
# 20 mm HE
 +
# 20 mm AP
 +
# Propeller Replacement
 +
# Improved Rangefinder
 +
# Artillery Support
 +
 
 +
After that, research the rest of the seakeeping modifications, followed by the rest of the modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code>{main|Weapon name (calibre)}</code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
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{{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)}}
  
The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted on the bow. There are 300 rounds of ammunition available for it. 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.  
+
The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted on the bow, 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" width="25%"
 
{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Primary Armament Guidance'''
+
! colspan="2" | Primary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
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|}
 
|}
  
There is only one ammunition choice available:
+
There is only one ammunition type available:
 
 
* 3 pdr Mk.2 HE
 
  
{| class="wikitable" style="text-align:center" width="100%"
+
{{:3 pdr QF Hotchkiss (47 mm)/Ammunition|3 pdr Mk.2 HE}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | '''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
 
|-
 
|}
 
{| class="wikitable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| 3 pdr Mk.2 HE || {{Annotation|HE|High-explosive}} || 571 || 1.5 || 0 || 0.1 || 132 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
=== Secondary armament ===
 
=== Secondary armament ===
<!--''Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that anti-air armament, even heavy calibre weapons, belong in the next section.''-->
+
{{Specs-Fleet-Secondary}}
{{main|20 mm/70 Oerlikon Mark V (20 mm)|20 mm/70 Oerlikon Mk.II (20 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.'' -->
 +
{{main|20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mark V (20 mm)}}
  
 
The secondary armament consists of one 20 mm/70 Oerlikon Mk.II cannon and two 20 mm/70 Oerlikon Mk.V cannons.
 
The secondary armament consists of one 20 mm/70 Oerlikon Mk.II cannon and two 20 mm/70 Oerlikon Mk.V cannons.
  
The 20 mm/70 Oerlikon Mk.II cannon is fitted in a single mount amidships on the centreline, aft of the funnel, with 1,800 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Secondary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of 450 rounds/min. With a stock crew, the gun can be reloaded in 4 seconds; with an aced crew, it can be reloaded in 2 seconds.
+
The 20 mm/70 Oerlikon Mk.II cannon is fitted in a single mount amidships aft of the funnel, with a maximum of 1,800 rounds of ammunition. Stock, the mount 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. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of around 450 rounds/min. With a stock crew, the gun can be reloaded in 5.2 seconds; with an aced crew, it can be reloaded in 4 seconds.
  
The 20 mm/70 Oerlikon Mk.V cannons are fitted in a twin mount aft. There are 3,600 rounds of ammunition available for it, 1,800 rounds per gun. Stock, the mount can traverse horizontally at a rate of 51°/s and vertically at a rate of 43°/s; with the "Secondary Armament Targeting" modification installed, this is increased to 60°/s and 50°/s respectively. Each gun has a magazine capacity of 60 rounds and a stated cyclic rate of fire of 450 rounds/min, though in actuality, they are slightly different: the gun on the gunner's right side fires at a slightly greater rate, around 485 rounds/min, firing all 60 rounds in the time it takes the left side gun to fire about 55 rounds. With a stock crew, the guns can be reloaded in 8 seconds; with an aced crew, they can be reloaded in 4 seconds.
+
The 20 mm/70 Oerlikon Mk.V cannons are fitted in a twin mount aft. There are 3,600 rounds of ammunition available for it, 1,800 rounds per gun. Stock, the mount can traverse horizontally at a rate of 51°/s and vertically at a rate of 43°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 60°/s and 50°/s respectively. Each gun has a magazine capacity of 60 rounds and a stated cyclic rate of fire of around 450 rounds/min, though the gun on the gunner's right side fires slightly faster, around 485 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.
  
 
{{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="50%"
+
{| class="wikitable" style="text-align:center"
! colspan="8" | '''Secondary Armament Guidance'''
+
! colspan="8" | Secondary armament guidance
 
|-
 
|-
 
! colspan="2" rowspan="1" | No.1 Turret (1x [[20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mk.II]])
 
! colspan="2" rowspan="1" | No.1 Turret (1x [[20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mk.II]])
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|}
 
|}
  
All of the secondary armament guns share the same ammunition, of which there are three choices available:
+
All of the secondary armament guns share the same ammunition, of which there are three types available:
  
* Universal: {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
+
* '''Universal:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
 +
* '''20 mm HE:''' {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
 +
* '''20 mm AP:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
  
* 20 mm HE: {{Annotation|HEF-T|High-explosive fragmentation tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
+
{{:20 mm/70 Oerlikon Mk.II (20 mm)/Ammunition|HEF-T, AP-T, HEF-I}}
  
* 20 mm AP: {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}
+
The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, the AP belt, with its higher amount of AP rounds, is better for dealing with armoured targets, so take a decent amount of these as well for specialized usage.
 
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="7" | '''Penetration Statistics'''
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! colspan="6" | '''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 ===
 
=== Anti-aircraft armament ===
 +
{{Specs-Fleet-AA}}
 +
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
 
{{main|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 mm)}}
<!--''An important part of the ship’s armament responsible for air raid 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.''-->
 
  
The anti-aircraft armament consists of four 7.72 mm Lewis 1916 machineguns in two twin mounts, one on either side of the bridge. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 7,760 rounds. No horizontal or vertical traverse rates are given in-game, though installing the "Anti-Air Armament Targeting" modification will still increase their traverse rates by 18%. Each gun has a magazine capacity of 97 rounds and a cyclic rate of fire of 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.  
+
The anti-aircraft armament consists of four 7.72 mm Lewis 1916 machineguns in two twin mounts, one on either side of the bridge. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 7,760 rounds. No horizontal or vertical traverse rates are given in-game, though installing the "Anti-Air Armament Targeting" modification will still increase their traverse rates by 18%. 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="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
! colspan="8" | '''Anti-Aircraft Armament Guidance'''
+
! colspan="8" | Anti-aircraft armament guidance
 
|-
 
|-
 
! colspan="2" rowspan="1" | No.1 Turret (starboard)
 
! colspan="2" rowspan="1" | No.1 Turret (starboard)
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|}
 
|}
  
There are no ammunition options available for this gun on {{PAGENAME}}. Neither belt composition nor penetration statistics are given in-game.  
+
There are no ammunition options available for this gun on Fairmile B (ML345). Neither belt composition nor penetration statistics are given in-game.
  
=== Special armament ===
+
=== Additional armament ===
<!--Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.-->
+
{{Specs-Fleet-Additional}}
 +
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
{{main|Mk.VII depth charge|Y-gun Mk.VII depth charge|Type M Mark I mine}}
 
{{main|Mk.VII depth charge|Y-gun Mk.VII depth charge|Type M Mark I mine}}
  
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
+
Fairmile B (ML345) has five possible loadouts:
 
 
[[File:{{PAGENAME}}_Mine_Order.png|thumb|Type M Mk I mines numbered according to their drop order (click to view a larger image).]]
 
 
 
{{PAGENAME}} has five possible loadouts:  
 
  
 
# 14x Mk.VII depth charge
 
# 14x Mk.VII depth charge
 
# 6x Y-gun Mk.VII depth charge
 
# 6x Y-gun Mk.VII depth charge
# 14x Mk.VII depth charge; 6x Y-gun Mk.VII depth charge
+
# 14x Mk.VII depth charge, 6x Y-gun Mk.VII depth charge
 
# 8x Type M Mk I mines
 
# 8x Type M Mk I mines
 
# Without load
 
# Without load
  
The Mk.VII depth charges are carried in racks on the stern, seven on either side, with three in front of the aft gun and four behind. The depth charges are dropped one at a time in the following order (see the image): foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.
+
'''Depth Charges'''
 +
 
 +
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order.]]
 +
 
 +
The Mk.VII depth charges are carried in racks on the stern, seven on either side, with three in front of the aft gun and four behind. The depth charges are dropped one at a time in the following order: foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.
  
 
The Y-gun Mk.VII depth charges are fired from a depth charge thrower mounted in front of the aft gun. The depth charge thrower has two arms, one pointed to either side of the boat, and will launch either the port or starboard depth charge depending on the direction the player is currently looking. These cannot be aimed and will always land approximately 50 m away from the boat. After launching, there is a 20 second reload, although the damage model is actually updated after only 10 seconds. Aside from the two depth charges already on the thrower, there are an additional four stored in reserve on the deck just aft of the thrower, two per side.
 
The Y-gun Mk.VII depth charges are fired from a depth charge thrower mounted in front of the aft gun. The depth charge thrower has two arms, one pointed to either side of the boat, and will launch either the port or starboard depth charge depending on the direction the player is currently looking. These cannot be aimed and will always land approximately 50 m away from the boat. After launching, there is a 20 second reload, although the damage model is actually updated after only 10 seconds. Aside from the two depth charges already on the thrower, there are an additional four stored in reserve on the deck just aft of the thrower, two per side.
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics ([[Mk.VII depth charge]])'''
+
! colspan="7" | Depth charge characteristics ([[Mk.VII depth charge]])
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 +
! HE armour<br>penetration (mm)
 +
! Armoured vehicle<br>destruction radius (m)
 +
! Fragment dispersion<br>radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
+
| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|}
 
|}
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics ([[Y-gun Mk.VII depth charge]])'''
+
! colspan="7" | Depth charge characteristics ([[Y-gun Mk.VII depth charge]])
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 +
! HE armour<br>penetration (mm)
 +
! Armoured vehicle<br>destruction radius (m)
 +
! Fragment dispersion<br>radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
+
| 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'''
 +
 +
[[File:{{PAGENAME}}_Mine_Order.png|thumb|Type M Mk I mines numbered according to their drop order.]]
  
 
The Type M Mk I mines are carried amidships, two on either side in front of the aft gun and similarly behind. They are dropped in the following order (see the image): aftmost to foremost and alternating from port to starboard, starting with the aftmost mine on the port side.
 
The Type M Mk I mines are carried amidships, two on either side in front of the aft gun and similarly behind. They are dropped in the following order (see the image): aftmost to foremost and alternating from port to starboard, starting with the aftmost mine on the port side.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Mine Characteristics'''
+
! colspan="4" | Mine characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 
|-
 
|-
 
| 600 || TNT || 227 || 227
 
| 600 || TNT || 227 || 227
 
|}
 
|}
  
== Usage in battles ==
+
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 B (ML345) 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 B (ML345) to the front lines, which is undesirable due to her poor gun armament.
<!--Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).-->
 
  
Like {{Specs-Link|uk_fairmile_a_ml100}}, Fairmile B (ML345)'s primary armament is a single 47 mm 3 pdr QF Hotchkiss cannon, though with a few changes. Most notably, the gun is now mounted on the bow, which greatly increases its versatility. It also now has a gun shield and can now elevate to 70°, though neither of these really change the gun's effectiveness; the gun shield can easily be penetrated by almost any gunfire and the increased elevation is meaningless without proper anti-aircraft rounds. Arguably, the gun shield actually makes the gun worse as there's now a greater surface area to target to knock out the gun. Unfortunately, the gun's many weaknesses remain the same. The 3 pdr cannon, like all single-shot weapons of this calibre, has an abysmal damage output that is easily outclassed by any autocannon. Additionally, the accuracy is poor, which, together with the low muzzle velocity and projectile mass, limits the cannon's effective range. These same problems are also present in the anti-aircraft armament. The usefulness of the 7.72 mm Lewis 1916 machineguns are limited in the same way by their poor damage output and low maximum range.
+
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.  
  
In contrast, secondary armament much more capable. Sporting three 20 mm/70 Oerlikon cannons, just one of these by itself will outdo the 3 pdr QF Hotchkiss cannon. With all three on target at once, it's clear which is the better choice in battle. Fairmile B (ML345) is best played by manually taking control of the secondary armament, then just setting the other guns to target aircraft and forgetting about them. That said, the secondary guns do have their own downsides. First, neither gun mount can fire directly forwards. Second, and more significantly, neither mount can traverse a full 360°, which means that there will be several seconds of delay between switching from one side to the other. To avoid this, preemptively turn the guns to the side you most expect enemies to be and try to keep all enemies on that side only to avoid having to constantly switch directions. Because of the strong armament, Fairmile B (ML345) can be played more aggressively than previous vehicles in the tech tree, though keep in mind that the survivability is essentially the same as the Fairmile A (ML100), so stick with the team and make use of cover whenever possible. As with most autocannons and machineguns, fire off any remaining ammunition in the 20 mm/70 Oerlikon cannons after every engagement so that you have full magazines for the next engagement.
+
== 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).'' -->
Something of note is the large ammunition storage located in the bow. While it generally doesn’t tend to be much of an issue against machineguns and low-calibre cannons, large-calibre HE can easily set it off. Luckily, this weak spot can be eliminated, albeit at the cost of the 3 pdr cannon, by taking the minimum amount of ammo for that gun and firing it all off at the start of the match, emptying the ammo storage. While you do lose access to the 3 pdr cannon, it isn't awfully useful by itself. If you plan on primarily using the secondary armament anyway, losing the 3 pdr cannon isn't an issue.
 
 
 
Lastly, keep in mind that while controlling the secondary armament, there won’t be any effective anti-aircraft guns. The 3 pdr cannon is practically useless against aircraft, and the Lewsis machineguns can only begin firing once a target is within 1 km, so it’s important to manually scan the sky for aircraft. Do not rely on either the primary or anti-aircraft armament for AA defense, but rather, use them as a warning indicator. If they start firing, then you know there is an aircraft nearby, at which point you can either shoot it down yourself or, if you're not confident with your aim, switch away from the secondary armament to give the AI gunners control of the cannons.
 
 
 
;Ammunition
 
 
 
For both the 20 mm/70 Oerlikon Mk.II and the 20 mm/70 Oerlikon Mk.V cannons, the best ammunition choice is the 20 mm HE belt because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. While the HE belt should be the main ammunition, a few 20 mm AP belts should also be taken for use against armoured targets. The AP belt is also useful for damaging internals and hull compartments that are blocked by already destroyed compartments.
 
 
 
;Depth Charges
 
 
 
There is 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 and are actually a liability in most cases, since they essentially act as exposed ammo racks before they're dropped.
 
 
 
With some luck though, sailing up right next to a slower target and dropping a depth charge can lead to some success. If attempting this, remember the depth charge drop order and set the depth charge time delay to the minimum 3 seconds, since any higher time delay willl only means that the depth charge will sink further, and thus away, from the target. Again, this is extremely situational, and you will be better off not using depth charges at all.
 
 
 
;Mines
 
  
Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. However, they are vastly more useful than depth charges. With mines, Fairmile B (ML345) 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 to reload before repeating the process. This playstyle is still very situational, though, as it requires misplay on the enemy's part. An adept player 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 all routes is not possible.
+
Fairmile B (ML345) has the same primary armament as the previous Fairmile boat, the {{Specs-Link|uk_fairmile_a_ml100}}, although with a few differences. Most notably, the gun is now mounted on the bow, which greatly increases its versatility. The gun is also now equipped with a gun shield and can now elevate to 70°, though neither of these really change the gun's effectiveness; the gun shield can easily be penetrated by almost any sort of gunfire and the increased elevation is meaningless without proper anti-aircraft rounds. Arguably, the gun shield actually makes the gun worse as there is now a greater surface area to target to knock out the gun. Unfortunately, the gun's many weaknesses remain the same. The 3 pdr cannon, like all single-shot weapons of this calibre, has an abysmal damage output that is easily outclassed by any autocannon. Additionally, the accuracy is poor, which, together with the low muzzle velocity and projectile mass, limits the cannon's effective range. These same problems are also present in the anti-aircraft armament. The usefulness of the 7.72 mm Lewis 1916 machineguns are limited in the same way by their poor damage output and low maximum range.
  
Lastly, it should be also be mentioned that, in a pinch, the mines can essentially be used like a better depth charge as described above, since they have no 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.
+
In contrast, secondary armament is much more capable. Sporting three 20 mm/70 Oerlikon cannons, just one of these by itself will outperform the 3 pdr QF Hotchkiss cannon in damage output. Because of this, Fairmile B (ML345) should be played while controlling the secondary armament, rather than the primary armament. That said, the secondary guns do have their own downsides. First, neither gun mount can fire directly forwards. Second, and more significantly, neither mount can traverse a full 360°, meaning that there will be several seconds of delay between switching from one side of the boat to the other. To avoid this, preemptively turn the guns to the side you most expect enemies to be and try to keep all enemies on only one side of the boat to avoid having to constantly switch directions. Because of the strong armament, Fairmile B (ML345) can be played more aggressively than most of the previous vessels in the tech tree, although keep in mind that the survivability is essentially the same as the Fairmile A (ML100), so stick with the team and make use of cover whenever possible. As with most autocannons and machine guns, be proactive with the reloads. If there isn't much ammunition left in the magazine after an engagement, fire off any remaining ammunition in the 20 mm/70 Oerlikon cannons to begin reloading in safety, retreating to do so if necessary. For Fairmile B (ML345), consider doing this when there are around 60 rounds or less between the three guns.
  
The recommended loadouts are, depending on personal preference:
+
One thing of note with Fairmile B (ML345) is the large ammunition storage located in the bow. While it generally doesn't tend to be much of an issue against machine guns and low-calibre autocannons, large-calibre HE can easily set it off. Luckily, this weak spot can be eliminated, albeit at the cost of the 3 pdr cannon, by taking the minimum amount of ammo for that gun and firing all of it off immediately after spawning, emptying the ammo storage. While you do lose use of the 3 pdr cannon, the cannon isn't very useful in and of itself, so if you plan on primarily using the secondary armament anyway, the cost of losing the 3 pdr cannon is outweighed by the increase in survivability.
  
* 8x Type M Mk I mines; or
+
Lastly, keep in mind that while controlling the secondary armament, there won't be any effective anti-aircraft guns. The 3 pdr cannon is practically useless against aircraft, and the Lewis machine guns only begin firing once a target is within 1 km, so it's important to manually scan the sky for aircraft. Do not rely on either the primary or anti-aircraft armament for AA defense, but rather, use them as a warning indicator. If they start firing, then you know there is an aircraft nearby, at which point you can either shoot it down yourself, or if you're not confident with your aim, switch away from the secondary armament to give the AI gunners control of the cannons.
* Without load
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="1" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 20 mm HE
 
| Anti-Air Armament Targeting
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 20 mm AP
 
| Auxiliary Armament Targeting
 
|
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Improved Rangefinder
 
| Primary Armament Targeting
 
| Depth Charges
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
|Mines
 
| Artillery Support
 
| Bomb mortar
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".-->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
 
* Powerful secondary armament
 
* Powerful secondary armament
* Can carry mines
+
* Ability to carry mines
  
 
'''Cons:'''
 
'''Cons:'''
  
* Very weak primary and secondary armaments, poor damage output and low effective range
+
* Very weak primary and anti-air armaments: poor damage output and low effective range
 
* Prominent ammunition storage in the bow
 
* Prominent ammunition storage in the bow
* Below-average top speed and manoeuvrability  
+
* Below-average top speed and manoeuvrability
  
 
== 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).'' -->
  
The Fairmile B motor launch originated as an Admiralty design of mid-1939. At the time, the Admiralty was faced with a severe lack of anti-submarine boats. An existing design by the Fairmile Marine Company, the Fairmile A type, was in the works, but a prototype had yet to be produced. Still, the Admiralty saw many issues with the design, largely stemming from its hard chine hull. The Admiralty created a wooden motor launch design of similar dimensions to the Fairmile A type but with a round bilge hull design instead. This design underwent trials later that year and proved itself to be vastly superior to the Fairmile A type in its seakeeping ability. Impressed by the decentralized production scheme of the Fairmile A type, the contract to mass-produce the new design was awarded to the Fairmile Company with an initial order for 13 vessels placed on 22nd September 1939. Like the Fairmile A type, the Fairmile B type would be manufactured from prefabricated parts under Fairmile's production scheme. Under this system, parts and materials would be sourced from local companies and assembled at Fairmile factories as near to completion as possible. The parts would then be sent in kit form ready for final assembly to any boatyard around the world.
+
The Fairmile B motor launch originated as an Admiralty design in mid-1939. At the time, the Admiralty was faced with a severe lack of anti-submarine boats. An existing design by the Fairmile Marine Company, the Fairmile A type, was in the works, but a prototype had yet to be produced. Still, the Admiralty saw many issues with the design, largely stemming from its hard chine hull. The Admiralty created a wooden motor launch design of similar dimensions to the Fairmile A type but with a round bilge hull design instead. This design underwent trials later that year and proved itself to be vastly superior to the Fairmile A type in its seakeeping ability. Impressed by the decentralized production scheme of the Fairmile A type, the contract to mass-produce the new design was awarded to the Fairmile Company with an initial order for 13 vessels placed on 22nd September 1939. Like the Fairmile A type, the new design would be manufactured from prefabricated parts under Fairmile's production scheme. Under this system, parts and materials would be sourced from local companies and assembled at Fairmile factories as near to completion as possible. The parts could then be sent in kit form ready for final assembly to any boatyard around the world.
  
The Fairmile B type, as it was now known, had a length of 112 ft, a beam of 18 ft 3 in, and a draft of around 5 ft. As originally designed, the boats were to be powered by three Hall-Scott Defender petrol engines, 600 bph each, provided under Lend-Lease from America. However, due to a shortage of supply from the American manufacturer, it was reluctantly decided that the boats should instead be powered by only two engines, the loss in speed deemed acceptable if it meant that production could be increased by 50%. With only two engines, the Fairmile B type could achieve a maximum speed of 20 knots. With a fuel capacity of 2,305 gallons, they had a range of 1,500 miles at 12 knots, though above-deck fuel tanks would frequently be added to further increase the operational range.  
+
The new design, now known as the Fairmile B type motor launch, had a length of 112 ft, a beam of 18 ft 3 in, and a draught of around 5 ft. As originally designed, the boats were to be powered by three Hall-Scott Defender petrol engines, 600 bph each, provided under Lend-Lease from America. However, due to a shortage of supply from the American manufacturer, it was reluctantly decided that the boats should instead be powered by only two engines, the loss in speed deemed acceptable if it meant that production could potentially be increased by 50%. With only two engines, the Fairmile B type could achieve a maximum speed of 20 knots. With a fuel capacity of 2,305 gallons, they had a range of 1,500 miles at 12 knots, though above-deck fuel tanks would frequently be added to further increase the operational range.
 +
 
 +
Unlike the Fairmile A type, the question of the Fairmile B type's armament was decided from the beginning. The Fairmile B type was originally designed for anti-submarine work, specified to be able to carry 12 depth charges and ASDIC sonar equipment. Its intended role was also reflected in its gun armament: one 3-pdr Hotchkiss cannon aft and a pair of Lewis guns forward. Very early on, it was decided that the Fairmile B type should also have the option for variations in its armament. To achieve this, steel strips with tapped holes were installed on the deck onto which any desired armament could be mounted. For the boat to be refitted, all that needed to be done was to unbolt the old armament and swap in the new armament. Because of this, the Fairmile B type could incredibly be entirely refitted in just 48 hours. Due to this modular armament design, the Fairmile B types would often receive many armament refits for a variety of roles — including as minesweepers, minelayers, convoy escorts, submarine chasers, gun boats, air-sea rescue launches, and even as motor torpedo boats — depending on what was needed of them in the areas they were assigned to.
  
Unlike the Fairmile A type, the question of the Fairmile B type's armament was determined from the beginning. The Fairmile B type was originally designed for anti-submarine work, specified to be able to carry 12 depth charges and ASDIC sonar equipment. Its intended role was also reflected in its gun armament: one 3-pdr Hotchkiss cannon aft and a pair of Lewis guns forward. Very early on, it was decided that the Fairmile B type should also have the option for variations in its armament. To achieve this, steel strips with tapped holes were installed on the deck onto which any desired armament could be mounted. For the boat to be refitted, all that needed to be done was to unbolt the old armament and swap in the new armament. Because of this, the Fairmile B type could incredibly be entirely refitted in just 48 hours. Due to this modular armament design, the Fairmile B types would often receive many armament refits for a variety of roles — including as minesweepers, minelayers, convoy escorts, submarine chasers, gun boats, air-sea rescue launches, and even as motor torpedo boats — depending on what was needed of them in the areas they were assigned to.
 
 
 
Over the course of World War II, Fairmile B type parts kits would be shipped to various boatyards all throughout the British Empire and Commonwealth. From Jamaica to Singapore, Canada to New Zealand, over 650 Fairmile B types were built from 1940 to 1945. During the war, the Fairmile B types were operated by the Royal Navy, the Royal Canadian Navy, the Royal Australian Navy, the Royal New Zealand Navy, the Royal Indian Navy, the Free French Naval Forces, and the Royal Norwegian Navy. They repeatedly proved their worth, making up for their lack of speed with efficiency, versatility, and reliability. After the war, with the need for so many boats gone, many of the surviving Fairmile B types in Royal Navy service would be scrapped or sold as pleasure boats, though some Fairmile B types were either sold or given to many minor navies, including the Italian Navy, the Royal Netherlands Navy, the South African Navy, the Burmese Navy, the Royal Hellenic Navy, the South African Navy, and the Turkish Navy, which all continued to operate them for many years after the war.
 
Over the course of World War II, Fairmile B type parts kits would be shipped to various boatyards all throughout the British Empire and Commonwealth. From Jamaica to Singapore, Canada to New Zealand, over 650 Fairmile B types were built from 1940 to 1945. During the war, the Fairmile B types were operated by the Royal Navy, the Royal Canadian Navy, the Royal Australian Navy, the Royal New Zealand Navy, the Royal Indian Navy, the Free French Naval Forces, and the Royal Norwegian Navy. They repeatedly proved their worth, making up for their lack of speed with efficiency, versatility, and reliability. After the war, with the need for so many boats gone, many of the surviving Fairmile B types in Royal Navy service would be scrapped or sold as pleasure boats, though some Fairmile B types were either sold or given to many minor navies, including the Italian Navy, the Royal Netherlands Navy, the South African Navy, the Burmese Navy, the Royal Hellenic Navy, the South African Navy, and the Turkish Navy, which all continued to operate them for many years after the war.
  
Line 337: Line 269:
  
 
== 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_b_ml345 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_b_ml345|]]</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_a_ml100}}
 
* {{Specs-Link|uk_fairmile_a_ml100}}
 +
* {{Specs-Link|uk_70ft_mgb}}
 +
* {{Specs-Link|uk_dark_class}}
  
 
== 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.''-->
 
  
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
+
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
  
===Bibliography===
+
===References===
  
* Gaumont British News. (Producer). & White, W. B. (Director). (1941). ''THE STORY OF THE FAIRMILE PATROL BOAT'' [Film]. England: Gaumont British News.  
+
;Bibliography
 +
* 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.
 
* 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.
 
* 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 18:34, 1 March 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Fairmile B (ML345)
uk_fairmile_b_ml345.png
GarageImage Fairmile B (ML345).jpg
Fairmile B (ML345)
AB RB SB
2.0 2.0 2.0
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

The Fairmile B (ML345) is a rank II British motor gun boat with a battle rating of 2.0 (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 B (ML345) 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
Displacement65 t
Crew18 people
Fairmile B (ML345) internals (starboard). Note the ammunition storage in the bow.

Fairmile B (ML345) has the following armour layout:

Like most coastal vessels, Fairmile B (ML345) has no practical armour. The gunshields are largely superficial; while they may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate them at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.

The hull is split into four compartments. Starting from the bow and working towards the stern, the first compartment starts at the bow and ends in front of the bridge, just in behind the pumps; the second ends at the funnel, between the radio station and the engines; the third ends in front of the aft 20 mm/70 Oerlikon Mark V twin mount; and the fourth ends at the stern.

Fairmile B (ML345) 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 B (ML345)'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 primary armament, is located well above the waterline in the bow, below and in front of the fore 47 mm 3 pdr QF Hotchkiss cannon; the other ammunition storage, holding the ammunition for both the secondary and the anti-aircraft armament, is located in the stern, just above the waterline in front of the steering gear. Destroying either will instantly destroy Fairmile B (ML345).

Fairmile B (ML345) has a crew complement of 18. With a stock crew, it is knocked out when 11 crew are lost; with an aced crew, this is increased to 13. Overall, the survivability is average.

Mobility

Speedforward / back
AB50 / 19 km/h
RB37 / 14 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 37 14 ~55.47 ~68.66
Upgraded 50 19 ~33.67 ~37.21
RB/SB Stock 32 12 ~65.31 ~77.96
Upgraded 37 14 ~48.14 ~57.46

Fairmile B (ML345) has a displacement of 65 tons.

Modifications and economy

Repair costBasic → Reference
AB573 → 735 Sl icon.png
RB820 → 1 052 Sl icon.png
Total cost of modifications8 450 Rp icon.png
9 530 Sl icon.png
Talisman cost640 Ge icon.png
Crew training4 500 Sl icon.png
Experts16 000 Sl icon.png
Aces180 Ge icon.png
Research Aces190 000 Rp icon.png
Reward for battleAB / RB / SB
50 / 60 / 100 % Sl icon.png
118 / 118 / 118 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
95 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
550 Rp icon.png
Cost:
620 Sl icon.png
125 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
95 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
550 Rp icon.png
Cost:
620 Sl icon.png
125 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
95 Ge icon.png
Mods ammo.png
20 mm HE magazines
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
95 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods ammo.png
20 mm AP magazines
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mod arrow 0.png
Mods ship art support.png
Artillery Support
Research:
550 Rp icon.png
Cost:
620 Sl icon.png
125 Ge icon.png
Mods naval mine.png
Mines
Research:
550 Rp icon.png
Cost:
620 Sl icon.png
125 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
550 Rp icon.png
Cost:
620 Sl icon.png
125 Ge icon.png

The recommended modification research order is:

  1. Tool Set
  2. Fire Protection System
  3. 20 mm HE
  4. 20 mm AP
  5. Propeller Replacement
  6. Improved Rangefinder
  7. Artillery Support

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

Armament

Primary armament

Turret3 pdr QF Hotchkiss cannon
Ammunition300 rounds
Vertical guidance-10° / 70°

The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted on the bow, 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° -10°/+70°

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

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

The secondary armament consists of one 20 mm/70 Oerlikon Mk.II cannon and two 20 mm/70 Oerlikon Mk.V cannons.

The 20 mm/70 Oerlikon Mk.II cannon is fitted in a single mount amidships aft of the funnel, with a maximum of 1,800 rounds of ammunition. Stock, the mount 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. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of around 450 rounds/min. With a stock crew, the gun can be reloaded in 5.2 seconds; with an aced crew, it can be reloaded in 4 seconds.

The 20 mm/70 Oerlikon Mk.V cannons are fitted in a twin mount aft. There are 3,600 rounds of ammunition available for it, 1,800 rounds per gun. Stock, the mount can traverse horizontally at a rate of 51°/s and vertically at a rate of 43°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 60°/s and 50°/s respectively. Each gun has a magazine capacity of 60 rounds and a stated cyclic rate of fire of around 450 rounds/min, though the gun on the gunner's right side fires slightly faster, around 485 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.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Secondary armament guidance
No.1 Turret (1x 20 mm/70 Oerlikon Mk.II) No.2 Turret (2x 20 mm/70 Oerlikon Mk.V)
Horizontal Vertical Horizontal Vertical
±147° -5°/+60° ±140° -4°/+62°

All of the secondary armament guns share the same ammunition, of which there are three types 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
HEF-T 2 2 2 2 2 2
AP-T 34 32 24 17 12 8
HEF-I 2 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T 830 0.12 0 0.1 6.57 79° 80° 81°
AP-T 830 0.12 - - - 47° 60° 65°
HEF-I 830 0.12 0 0.1 11.17 79° 80° 81°

The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, the AP belt, with its higher amount of AP rounds, is better for dealing with armoured targets, so take a decent amount of these as well for specialized usage.

Anti-aircraft armament

2 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 anti-aircraft armament consists of four 7.72 mm Lewis 1916 machineguns in two twin mounts, one on either side of the bridge. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 7,760 rounds. No horizontal or vertical traverse rates are given in-game, though installing the "Anti-Air Armament Targeting" modification will still increase their traverse rates by 18%. 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
Anti-aircraft armament guidance
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
-30°/+45° -5°/+50° -45°/+30° -5°/+50°

There are no ammunition options available for this gun on Fairmile B (ML345). Neither belt composition nor penetration statistics are given in-game.

Additional armament

Setup 114 x Mk.VII depth charge
Setup 26 x Y-gun Mk.VII depth charge
Setup 36 x Y-gun Mk.VII depth charge
14 x Mk.VII depth charge
Setup 48 x 1123/1323 lbs Type M Mark I moored contact mine

Fairmile B (ML345) has five possible loadouts:

  1. 14x Mk.VII depth charge
  2. 6x Y-gun Mk.VII depth charge
  3. 14x Mk.VII depth charge, 6x Y-gun Mk.VII depth charge
  4. 8x Type M Mk I mines
  5. Without load

Depth Charges

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

The Mk.VII depth charges are carried in racks on the stern, seven on either side, with three in front of the aft gun and four behind. The depth charges are dropped one at a time in the following order: foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.

The Y-gun Mk.VII depth charges are fired from a depth charge thrower mounted in front of the aft gun. The depth charge thrower has two arms, one pointed to either side of the boat, and will launch either the port or starboard depth charge depending on the direction the player is currently looking. These cannot be aimed and will always land approximately 50 m away from the boat. After launching, there is a 20 second reload, although the damage model is actually updated after only 10 seconds. Aside from the two depth charges already on the thrower, there are an additional four stored in reserve on the deck just aft of the thrower, two per 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 (Mk.VII depth charge)
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
Depth charge characteristics (Y-gun Mk.VII depth charge)
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 amidships, two on either side in front of the aft gun and similarly behind. They are dropped in the following order (see the image): aftmost to foremost and alternating from port to starboard, starting with the aftmost mine on the port side.

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 B (ML345) 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 B (ML345) 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 B (ML345) has the same primary armament as the previous Fairmile boat, the Fairmile A (ML100), although with a few differences. Most notably, the gun is now mounted on the bow, which greatly increases its versatility. The gun is also now equipped with a gun shield and can now elevate to 70°, though neither of these really change the gun's effectiveness; the gun shield can easily be penetrated by almost any sort of gunfire and the increased elevation is meaningless without proper anti-aircraft rounds. Arguably, the gun shield actually makes the gun worse as there is now a greater surface area to target to knock out the gun. Unfortunately, the gun's many weaknesses remain the same. The 3 pdr cannon, like all single-shot weapons of this calibre, has an abysmal damage output that is easily outclassed by any autocannon. Additionally, the accuracy is poor, which, together with the low muzzle velocity and projectile mass, limits the cannon's effective range. These same problems are also present in the anti-aircraft armament. The usefulness of the 7.72 mm Lewis 1916 machineguns are limited in the same way by their poor damage output and low maximum range.

In contrast, secondary armament is much more capable. Sporting three 20 mm/70 Oerlikon cannons, just one of these by itself will outperform the 3 pdr QF Hotchkiss cannon in damage output. Because of this, Fairmile B (ML345) should be played while controlling the secondary armament, rather than the primary armament. That said, the secondary guns do have their own downsides. First, neither gun mount can fire directly forwards. Second, and more significantly, neither mount can traverse a full 360°, meaning that there will be several seconds of delay between switching from one side of the boat to the other. To avoid this, preemptively turn the guns to the side you most expect enemies to be and try to keep all enemies on only one side of the boat to avoid having to constantly switch directions. Because of the strong armament, Fairmile B (ML345) can be played more aggressively than most of the previous vessels in the tech tree, although keep in mind that the survivability is essentially the same as the Fairmile A (ML100), so stick with the team and make use of cover whenever possible. As with most autocannons and machine guns, be proactive with the reloads. If there isn't much ammunition left in the magazine after an engagement, fire off any remaining ammunition in the 20 mm/70 Oerlikon cannons to begin reloading in safety, retreating to do so if necessary. For Fairmile B (ML345), consider doing this when there are around 60 rounds or less between the three guns.

One thing of note with Fairmile B (ML345) is the large ammunition storage located in the bow. While it generally doesn't tend to be much of an issue against machine guns and low-calibre autocannons, large-calibre HE can easily set it off. Luckily, this weak spot can be eliminated, albeit at the cost of the 3 pdr cannon, by taking the minimum amount of ammo for that gun and firing all of it off immediately after spawning, emptying the ammo storage. While you do lose use of the 3 pdr cannon, the cannon isn't very useful in and of itself, so if you plan on primarily using the secondary armament anyway, the cost of losing the 3 pdr cannon is outweighed by the increase in survivability.

Lastly, keep in mind that while controlling the secondary armament, there won't be any effective anti-aircraft guns. The 3 pdr cannon is practically useless against aircraft, and the Lewis machine guns only begin firing once a target is within 1 km, so it's important to manually scan the sky for aircraft. Do not rely on either the primary or anti-aircraft armament for AA defense, but rather, use them as a warning indicator. If they start firing, then you know there is an aircraft nearby, at which point you can either shoot it down yourself, or if you're not confident with your aim, switch away from the secondary armament to give the AI gunners control of the cannons.

Pros and cons

Pros:

  • Powerful secondary armament
  • Ability to carry mines

Cons:

  • Very weak primary and anti-air armaments: poor damage output and low effective range
  • Prominent ammunition storage in the bow
  • Below-average top speed and manoeuvrability

History

The Fairmile B motor launch originated as an Admiralty design in mid-1939. At the time, the Admiralty was faced with a severe lack of anti-submarine boats. An existing design by the Fairmile Marine Company, the Fairmile A type, was in the works, but a prototype had yet to be produced. Still, the Admiralty saw many issues with the design, largely stemming from its hard chine hull. The Admiralty created a wooden motor launch design of similar dimensions to the Fairmile A type but with a round bilge hull design instead. This design underwent trials later that year and proved itself to be vastly superior to the Fairmile A type in its seakeeping ability. Impressed by the decentralized production scheme of the Fairmile A type, the contract to mass-produce the new design was awarded to the Fairmile Company with an initial order for 13 vessels placed on 22nd September 1939. Like the Fairmile A type, the new design would be manufactured from prefabricated parts under Fairmile's production scheme. Under this system, parts and materials would be sourced from local companies and assembled at Fairmile factories as near to completion as possible. The parts could then be sent in kit form ready for final assembly to any boatyard around the world.

The new design, now known as the Fairmile B type motor launch, had a length of 112 ft, a beam of 18 ft 3 in, and a draught of around 5 ft. As originally designed, the boats were to be powered by three Hall-Scott Defender petrol engines, 600 bph each, provided under Lend-Lease from America. However, due to a shortage of supply from the American manufacturer, it was reluctantly decided that the boats should instead be powered by only two engines, the loss in speed deemed acceptable if it meant that production could potentially be increased by 50%. With only two engines, the Fairmile B type could achieve a maximum speed of 20 knots. With a fuel capacity of 2,305 gallons, they had a range of 1,500 miles at 12 knots, though above-deck fuel tanks would frequently be added to further increase the operational range.

Unlike the Fairmile A type, the question of the Fairmile B type's armament was decided from the beginning. The Fairmile B type was originally designed for anti-submarine work, specified to be able to carry 12 depth charges and ASDIC sonar equipment. Its intended role was also reflected in its gun armament: one 3-pdr Hotchkiss cannon aft and a pair of Lewis guns forward. Very early on, it was decided that the Fairmile B type should also have the option for variations in its armament. To achieve this, steel strips with tapped holes were installed on the deck onto which any desired armament could be mounted. For the boat to be refitted, all that needed to be done was to unbolt the old armament and swap in the new armament. Because of this, the Fairmile B type could incredibly be entirely refitted in just 48 hours. Due to this modular armament design, the Fairmile B types would often receive many armament refits for a variety of roles — including as minesweepers, minelayers, convoy escorts, submarine chasers, gun boats, air-sea rescue launches, and even as motor torpedo boats — depending on what was needed of them in the areas they were assigned to.

Over the course of World War II, Fairmile B type parts kits would be shipped to various boatyards all throughout the British Empire and Commonwealth. From Jamaica to Singapore, Canada to New Zealand, over 650 Fairmile B types were built from 1940 to 1945. During the war, the Fairmile B types were operated by the Royal Navy, the Royal Canadian Navy, the Royal Australian Navy, the Royal New Zealand Navy, the Royal Indian Navy, the Free French Naval Forces, and the Royal Norwegian Navy. They repeatedly proved their worth, making up for their lack of speed with efficiency, versatility, and reliability. After the war, with the need for so many boats gone, many of the surviving Fairmile B types in Royal Navy service would be scrapped or sold as pleasure boats, though some Fairmile B types were either sold or given to many minor navies, including the Italian Navy, the Royal Netherlands Navy, the South African Navy, the Burmese Navy, the Royal Hellenic Navy, the South African Navy, and the Turkish Navy, which all continued to operate them for many years after the war.

ML-345 was a Fairmile B type motor launch ordered on 21st August 1940. She was built by Diesel Constructors at Isleworth, London and was completed on 30th March 1942. ML-345 survived the war and was eventually sold in 1946.

Media

Skins

See also

External links

References

Bibliography
  • 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