Difference between revisions of "MTB-1(1)"

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{{Specs-Card|code=uk_mtb_1series}}
 
 
{{About
 
{{About
 
| about = British motor torpedo boat '''{{PAGENAME}}'''
 
| about = British motor torpedo boat '''{{PAGENAME}}'''
 
| usage = other versions
 
| usage = other versions
 
| link = MTB-1 (Family)
 
| link = MTB-1 (Family)
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}}
 +
{{Specs-Card
 +
|code=uk_mtb_1series
 +
|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 identify the ship in question.-->
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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 torpedo 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 where it is now the reserve vehicle.
{{break}}
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The '''{{Specs|name}}''' is a reserve Rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test. {{PAGENAME}} is the reserve vehicle for the British naval tech tree.
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Decently fast and manoeuvrable, the MTB-1(1) is the reserve vehicle of the British coastal fleet tech tree. It carries a pair of torpedoes and sports a large number of guns, eight 7.72 mm Lewis 1916 machine guns in total. However, each machine gun individually has a poor damage output and a low effective range, so combined with her low survivability, extra caution is needed to fully utilize the MTB-1(1).
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There is a premium version of this vehicle, {{Specs-Link|uk_mtb_2series}}, which differs in the gun mount placement and number of depth charges.
  
 
== 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. Save tips for preserving survivability in the "Use in battle" section.''
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{{Specs-Fleet-Armour}}
 
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<!-- ''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 graphics template to show the most well-protected or most vulnerable points in the armour.-->
 
  
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammo storage between the bridge and the forward gun mount.]]
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammo storage between the bridge and the forward gun mount.]]
  
{{PAGENAME}} has the following armour layout:  
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The MTB-1(1) has the following armour layout:
  
 
* Hull: 24 mm, wood
 
* Hull: 24 mm, wood
 
* Superstructure: 2 mm, steel
 
* Superstructure: 2 mm, steel
  
Any gun in the game will easily be able to penetrate the hull and superstructure at any practical range.
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Any gun in the game will easily be able to penetrate the hull and superstructure at any range.
  
{{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}}' battle rating, there is only one gun capable of hull-breaking her:
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The hull is split into three sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends after the ammunition storage; the second ends just behind the bridge; and the third ends at the stern.
  
* the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
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Any round with a large enough diameter and explosive mass can hull break the MTB-1(1). In general, this is limited to HE rounds with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MTB-1(1)'s own battle rating, there is only one gun capable of hull-breaking her:
  
The hull is split into three compartments. The first compartment starts at the bow and ends after the ammunition storage; the second ends just behind the bridge; and the third ends at the stern.  
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* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
  
{{PAGENAME}} has one ammunition storage that holds ammunition for both the fore and aft gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy the boat. Note that the ammunition storage says that it contains 7,760 rounds of ammunition; this is most likely a bug, since {{PAGENAME}} can only carry a maximum of 3,880 rounds.
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There is one ammunition storage that holds ammunition for both the fore and aft gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy the MTB-1(1).
  
With a crew complement of 10, {{PAGENAME}}' overall survivability is below-average.  
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The MTB-1(1) has a crew complement of 11. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8.
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While the MTB-1(1)'s crew complement is about average when comparing vessels with the same battle rating, her overall survivability is rather poor when compared to everything in her battle rating range. The placement of the guns also forces the MTB-1(1) to expose the rear hull sections to get all the guns on target, something not required with most other reserve vessels.
  
 
=== 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}}
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<!-- ''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
Line 58: Line 65:
 
}}
 
}}
  
{{PAGENAME}} has a displacement of 22.4 tons.
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While her top speed is on the slower side compared to other motor torpedo boats, the MTB-1(1)'s manoeuvrability is actually rather good. With a tight turning circle and a decent enough top speed, the mobility is suitable enough for most situations, although the lower top speed really hurts her potential for flanking on certain maps.
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The MTB-1(1) has a displacement of 22.4 tons. Because of her small size and relatively low displacement, the MTB-1(1) can be an unstable firing platform in rough waters.
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=== Modifications and economy ===
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{{Specs-Economy}}
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As a reserve vehicle, the following modifications are unlocked for free: Rudder Replacement, Propeller Replacement, Engine Maintenance, Tool Set, Fire Protection System, New Pumps, and Primary Armament Targeting.
 +
 
 +
The recommended modification research order is:
 +
# 7.7 mm API belt
 +
# Smokescreen
 +
# Artillery Support
 +
# Dry-Docking
 +
 
 +
After that, research the rest of the modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
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{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{Specs-Fleet-Primary}}
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<!-- ''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|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 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. 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.-->
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The primary armament consists of eight 7.72 mm Lewis 1916 machine guns in two quadruple mounts, one on the bow and one on the stern. There are 3,880 rounds of ammunition available for each mount, 970 rounds per gun, for a total of 7,760 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a magazine capacity of 97 rounds and a cyclic rate of fire of 551 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 7.72 mm Lewis 1916 machine gun has an absolute maximum range of about 1.7 km against surface targets.
  
The primary armament consists of eight 7.72 mm Lewis 1916 machineguns in two quadruple mounts, one on the bow and one on the stern. There are 1,940 rounds of ammunition available for each mount, 485 rounds per gun, for a total of 3,880 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. 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.  
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The 7.72 mm Lewis 1916 machine guns, like other low-calibre machine guns, each individually have very poor damage outputs. With their relatively large magazine size and eight of them in total, though, the MTB-1(1) is able to destroy most opponents without needing to reload, assuming that most of the shots land. This, however, comes at the cost of an incredibly long reload, the longest of any reserve vessel and one of the longest of any coastal fleet vessel in general. Because of this, it's best to always fire off any remaining ammunition after engagements to begin reloading in safety and to ensure full magazines at the start of the next engagement.
  
 
{{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="4" | '''Primary Armament Guidance'''
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! colspan="4" | Primary armament guidance
 
|-
 
|-
 
! colspan="2" rowspan="1" | No.1 Turret (fore)
 
! colspan="2" rowspan="1" | No.1 Turret (fore)
Line 83: Line 107:
 
|}
 
|}
  
There are three ammunition choices available:
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The front gun mount is able to fire in all directions except in a ~34° arc directly behind it. Because of the depth charge racks, the aft gun mount is unable to target any close-range targets in a ~42° arc on each side facing forwards, even if the depth charge racks are empty. The rear gun mount also cannot fire in a ~30° arc directly behind either. Only the front gun mount is able to fully rotate 360°.
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There are three ammunition types available:
  
* Universal: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
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* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
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* '''7.7 mm AP belt:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
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* '''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}}
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{{: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}}
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While the armour-piercing round and 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%"
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=== Additional armament ===
! colspan="7" | '''Penetration Statistics'''
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{{Specs-Fleet-Additional}}
|-
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<!-- ''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
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{{main|18 inch Mark XII (450 mm)|Mk.VII depth charge}}
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
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|-
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The MTB-1(1) can be outfitted with the following:
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| Universal || 10 || 9 || 8 || 7 || 6 || 5
 
|-
 
| 7.7 mm AP belt || 10 || 9 || 8 || 7 || 6 || 5
 
|-
 
| 7.7 mm API belt || 10 || 9 || 8 || 7 || 6 || 5
 
|-
 
|}
 
  
=== Torpedo armament ===
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* Without load
{{main|18 inch Mark XII (450 mm)}}
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* 2 x Mk.XII torpedo
<!--Torpedoes launchers are standard equipment on many ships and boats. Torpedoes are a significant means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.
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* 4 x Mk.VII depth charge
 +
* 2 x Mk.XII torpedo, 4 x Mk.VII depth charge
  
If there is no torpedo armament, remove this section.-->
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'''Torpedoes'''
  
{{PAGENAME}} can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched through the transom tail first, i.e. facing forwards.
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The MTB-1(1) can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched through the transom tail first, i.e. facing forwards.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
! colspan="9" | '''Torpedo Characteristics'''
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! colspan="9" | Torpedo characteristics
 
|-
 
|-
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 
|-
 
|-
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || rowspan="2" | 702 || 50 || 3.20 || rowspan="2" | 1 || rowspan="2" | 50 || rowspan="2" | TNT || rowspan="2" | 176 || rowspan="2" | 176
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| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 702 || 50 || 3.20 || 1 || 50 || TNT || 176 || 176
 
|-
 
|-
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 74 || 1.37
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| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 702 || 74 || 1.37 || 1 || 50 || TNT || 176 || 176
 
|}
 
|}
  
The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:
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The 18-inch Mk.XII is fairly average in terms of maximum speed, though it has a rather short maximum range and small explosive mass compared to other torpedoes. Still, the range is good enough for coastal maps, and a hit with the Mk.XII torpedo is more than enough to destroy any boat.
 
 
{| class="wikitable" style="text-align:center"
 
! colspan="2" | '''Torpedo Mode Specification Changes'''
 
|-
 
! Max Distance (m)
 
! Max Speed (m/s)
 
|-
 
| -1829|| +7
 
|-
 
|}
 
  
Note that the Torpedo Mode modification on {{PAGENAME}} has the opposite effect compared to most other vehicles. Typically, the maximum range is increased at the cost of speed.
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Once unlocked, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is much more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue. Note, though, that the Torpedo Mode modification on the MTB-1(1) has the opposite effect compared to most other vessels. Typically, the maximum range is increased at the cost of speed.
  
=== Special armament ===
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In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that the MTB-1(1) can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.
{{main|Mk.VII depth charge}}
 
<!--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.-->
 
  
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
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When using torpedoes, be aware that unless they are already launched, the torpedoes be shot at and destroyed. Upon being destroyed, there is relatively high chance for them to detonate, instantly destroying the boat. To avoid this, fire the torpedoes early on in battle — as well as after any subsequent reloads in AB — or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.
  
{{PAGENAME}} has four possible loadouts:
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'''Depth Charges'''
  
# 2x Mk.XII torpedo
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[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order.]]
# 4x Mk.VII depth charge
 
# 2x Mk.XII torpedo, 4x Mk.VII depth charge
 
# Without load
 
  
 
The Mk.VII depth charges are carried behind the bridge in racks, two on each side. They are dropped one at a time in the following order:
 
The Mk.VII depth charges are carried behind the bridge in racks, two on each side. They are dropped one at a time in the following order:
Line 162: Line 167:
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics'''
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! colspan="7" | Depth charge characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
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! Explosive type
! Explosive Mass (kg)
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! Explosive mass (kg)
! TNT Equivalent (kg)
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! TNT equivalent (kg)
 +
! HE armour penetration (mm)
 +
! Armoured vehicle destruction radius (m)
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! Fragment dispersion radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
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| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|}
 
|}
  
== Usage in battles ==
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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. Like torpedoes, 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).-->
 
  
[[File:MTB-1_1_series_skin_"MTB-1_'01'".png|thumb|MTB-1 1 series with the historical camouflage '''"MTB-1 '01'''', available on the [http://trade.gaijin.net Gaijin Marketplace].]]
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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.
  
MTB-1 1 series' main armament only consists of low-calibre machine guns, so the damage output per hit is very low, though this is somewhat alleviated since she actually has quite a large amount of guns, eight in total. Regardless, the guns will always be held back by their low mass and muzzle velocity, severely limiting their maximum range. Despite this, the guns have a relatively large magazine compared to other guns at this tier, 97 rounds, and, with a rate of fire of 550 rpm, MTB-1 1 series can sustain about 10.58 seconds of fire. Assuming that the shots are well-aimed, this is generally more than enough to destroy many boats at this tier before having to reload, unlike some other reserve boats like {{Specs-Link|ussr_g5_mtb}}, {{Specs-Link|jp_t14_class}}, and {{Specs-Link|it_mas_classe500_3_1944}}. Be careful though, since MTB-1 1 series has the longest reload of any reserve boat. Because of this, it's always best to empty the magazines after each engagement to reload while it's safe; getting caught out during a reload is the last thing you want to happen. Be aware though that MTB-1 1 series only carries enough ammunition for five reloads, so only fire when you know you can land the shots and stick to close-range engagements so that the guns' low maximum range doesn't become an issue.
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== Usage in battles ==
 
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<!-- ''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).'' -->
The firing arc for the forward gun mount is very good. It is able to fire in all directions except in a ~34° arc directly behind it. The same can't be said though of the rear gun mount though. Because of the depth charge racks, even if they're empty, the rear gun cannot target any close-range targets in a ~42° arc on each side facing forwards. It also can't fire in a ~28° arc directly behind either. Because of this, MTB-1 1 series needs to show more of its side to get the rear gun mount on target, and, considering the low damage output of the guns, getting as many guns on target is a necessity.
 
  
MTB-1 1 series is a reserve vehicle. As such, it has no repair costs and can be respawned up to three times in a single battle.
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[[File:MTB-1_1_series_skin_"MTB-1_'01'".png|thumb|The MTB-1(1) with the historical camouflage "MTB-1 '01', available on the [[War Thunder Market]].]]
  
;Ammunition
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Like any other vessel armed only with low-calibre machine guns, the MTB-1(1) is severely limited by her armament. The 7.72 mm Lewis 1916 machine guns have both a poor muzzle velocity and a low projectile mass, giving them a very low absolute maximum range of only about 1.7 km. Their effective range is even less at only about 1-1.25 km, since the poor ballistics of the guns makes it rather difficult to consistently hit moving targets at any further distance. Being able to consistently hit targets is especially important with the MTB-1(1) as, although she carries a large number of guns, each individual machine gun has an incredibly low per-hit damage output, leaving the overall damage output less than that of her heavy machine gun or autocannon-armed counterparts. Because of this, along with the range limitation of the guns, the MTB-1(1) is best played at close ranges, with engagement distances ideally starting at 1 km or less. At such short ranges, the poor ballistics of the guns aren't nearly as pronounced, making them much easier to aim.
  
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 and lack of tracer rounds, the IT rounds can actually be stopped by some wooden hulls and almost all metal hulls. Additionally, their damage output is closer to that of the standard tracer round than the AP round, and they rarely start fires, if ever. While the IT rounds are technically the best against aircraft, with such a long reload time to switch to the API belt and with barely any noticable difference, there's really no point in using the API belt for that either. Take only the AP belt.
+
Make use of the MTB-1(1)'s relatively fast top speed and terrain cover to either flank the enemy team or to rush into contested areas around capture points, but avoid long, open areas of the map wherever possible. In those areas, the MTB-1(1) will most likely be completely outranged, giving giving the enemy free hits. Once in close range, try to avoid direct engagements with enemies, as the MTB-1(1) will most likely lose. Instead, try to flank, supporting the team by picking off small targets distracted by teammates and calling artillery on larger enemies that the guns are are unable to damage.
  
;Torpedoes
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Although she can mostly handle one-on-one engagements, the MTB-1(1) is particularly poor at dealing with multiple enemies at once. This is because of the low damage output and extremely long reload. At all times, be aware of the how much ammo are left in the guns. Getting caught during a reload will almost always lead to the MTB-1(1)'s destruction, so always keep an escape route open, and use smoke to run away if necessary. In general, but especially for guns with long reloads, it's better to be proactive with the reloads. Before the magazines empty, run back to cover, then fire off any remaining ammunition in order to start reloading in safety. A good time to consider doing this with the MTB-1(1) is when the magazines about half empty, or when it shows about 750 rounds left between all guns, since with any less ammo, it may be difficult to finish an engagement before needing to reload. However, do be aware that MTB-1(1) can, at most, only carry enough ammunition for 10 reloads. This doesn't tend to be much of an issue in practice because the MTB-1(1) doesn't tend to survive long enough for it to become an issue, but it is something to keep in mind.
  
The 18-inch Mk.XII is fairly average in terms of maximum speed and range, though it has a very low TNT equivalence compared to other torpedoes. Still, a hit with the Mk.XII torpedo is more than enough to destroy any boat. Otherwise, this torpedo is unnoteworthy. Once unlocked, always have the Torpedo Mode modification installed. The higher maximum speed is much more valuable against the fast boats of this tier, and the maps are small enough that the decreased maximum range doesn't really matter.
+
As for torpedoes, either launch them down choke points or prioritize larger, slower targets such as sub-chasers that the guns are ineffective against. If targeting a specific enemy, try to launch them as close to the target as possible to allow them the least amount of time to dodge. However, try to only do this on distracted targets and when other enemies aren't around, since exposing the MTB-1(1) to enemy fire just to launched the torpedoes is generally not worth the risk. If the situation doesn't present itself, it's better to just mark the target on the map for your teammates, call artillery, then disengage. As mentioned in the previous section, torpedoes are a situational weapon, and taking them at all negatively impacts survivability, so only take them if you prefer the extra utility at the cost of survivability.
 
 
Be aware though that, unless already launched, the torpedoes can be shot at, and, if destroyed, there is a chance for them detonate. To avoid this, fire the torpedoes early on or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether you want to take them or not.
 
 
 
;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 will only mean 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.  
 
 
 
The recommended loadouts are, depending on personal preference:
 
* 2x Mk.XII torpedo; or
 
* Without load
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="2" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="2" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
|
 
| Tool Set
 
|
 
| 7.7 mm AP belt
 
|
 
|-
 
| II
 
|
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 7.7 mm API belt
 
|
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
|
 
| Primary Armament Targeting
 
| Depth Charges
 
|-
 
| IV
 
|
 
| Engine Maintenance
 
| New Pumps
 
|
 
| Artillery Support
 
| Torpedo Mode
 
|-
 
|}
 
  
 
=== 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 - 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:'''
  
* Relatively large magazine capacity, can destroy most opponents without needing to reload
+
* Relatively large magazine capacity: can destroy most opponents without needing to reload
 +
* Good manoeuvrability
  
 
'''Cons:'''
 
'''Cons:'''
  
* Main armament consists only of low-calibre machineguns: low damage output per gun and low maximum range
+
* Only armed with low-calibre guns: very poor damage output and limited effective range
* Longest reload of any reserve boat
+
* Very long reload: longest of any reserve and one of the longest among coastal vessels
* Below-average survivability
+
* Poor survivability
* Relatively weak torpedoes (low TNT equivalence)
+
* Relatively weak torpedoes: low explosive mass compared to other similar torpedoes
  
 
== 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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, 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).'' -->
+
 
 
Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order being given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this initial order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936 and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.
 
Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order being given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this initial order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936 and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.
  
These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a drought of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored internally on rails above the engines. On the stern were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade their path. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the exact boat, up to eight Lewis guns.
+
These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a draught of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored internally on rails above the engines. On the stern were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade their path. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the exact boat, up to eight Lewis guns.
  
 
MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.
 
MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.
Line 272: Line 226:
  
 
== Media ==
 
== Media ==
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
;'''Skins'''
<div class="portale" align="center">
+
 
{| class="catlist" frame="box" style="background: #efefef;" align="center"
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_mtb_1series 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=torpedo_boat&vehicle=uk_mtb_1series|]]</span> ||
+
 
|-
+
;'''Images'''
|}
+
<gallery mode="packed" heights="200">
</div>
+
Mtb-1 1 series.png|The MTB-1(1) in the hangar
 +
MTB-1 damaged-1.jpg|The MTB-1(1) defends a capture point, despite numerous damages.
 +
</gallery>
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
 
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
* ''links to approximate analogues of other nations and research trees.''-->
+
* ''links to approximate analogues of other nations and research trees.'' -->
  
* [[MTB-1 (Family)]]
+
;[[MTB-1 (Family)|Vehicles of the same class]]
 
* {{Specs-Link|uk_mtb_2series}}
 
* {{Specs-Link|uk_mtb_2series}}
 +
 +
;Similar vehicles
 +
* {{Specs-Link|uk_fairmile_a_ml100}}
 
* {{Specs-Link|uk_mtb_vosper_1series}}
 
* {{Specs-Link|uk_mtb_vosper_1series}}
* {{Specs-Link|uk_fairmile_a_ml100}}
 
  
 
== 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.''-->
 
  
* [https://www.unithistories.com/units_british/RN_MTBs.html#MTB_Boats unithistories.com - Royal Navy Coastal Forces 1940-1945]
+
* [https://www.unithistories.com/units_british/RN_MTBs.html#MTB_Boats <nowiki>[Unit Histories]</nowiki> Royal Navy Coastal Forces 1940-1945]
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm naval-history.net - 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
+
* [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
* [http://www.mwadui.com/HongKong/Coastal-Forces-Hong-Kong.htm mwadui.com - Royal Navy Coastal Forces - Hong Kong]
+
* [http://www.mwadui.com/HongKong/Coastal-Forces-Hong-Kong.htm <nowiki>[mwadui.com]</nowiki> Royal Navy Coastal Forces - Hong Kong]
* [http://www.coastal-forces.org.uk/history.html Coastal Forces Heritage Trust - History]
+
* [http://www.coastal-forces.org.uk/history.html <nowiki>[Coastal Forces Heritage Trust]</nowiki> Coastal Forces of World War II - History]
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co.htm yalumba.co.uk - British Power Boat Co Page 1] and [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20page%205,%20MTBs.html British Power Boat Co Page 5]
+
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co.htm <nowiki>[yalumba.co.uk]</nowiki> British Power Boat Co Page 1]
* [https://en.wikipedia.org/wiki/Coastal_Forces_of_the_Royal_Navy Wikipedia - Coastal Forces of the Royal Navy]
+
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20page%205,%20MTBs.html <nowiki>[yalumba.co.uk]</nowiki> British Power Boat Co Page 5]
 +
* [[wikipedia:Coastal_Forces_of_the_Royal_Navy|[Wikipedia] Coastal Forces of the Royal Navy]]
  
 +
{{ShipManufacturer British Power Boat Company}}
 
{{Britain boats}}
 
{{Britain boats}}

Latest revision as of 18:43, 1 March 2023

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the British motor torpedo boat MTB-1(1). For other versions, see MTB-1 (Family).
uk_mtb_1series.png
GarageImage MTB-1(1).jpg
MTB-1(1)
Research:Free
Purchase:Free
Show in game

Description

The MTB-1 1 series is a rank I British motor torpedo 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", MTB-1(1) was moved to the coastal fleet tech tree where it is now the reserve vehicle.

Decently fast and manoeuvrable, the MTB-1(1) is the reserve vehicle of the British coastal fleet tech tree. It carries a pair of torpedoes and sports a large number of guns, eight 7.72 mm Lewis 1916 machine guns in total. However, each machine gun individually has a poor damage output and a low effective range, so combined with her low survivability, extra caution is needed to fully utilize the MTB-1(1).

There is a premium version of this vehicle, MTB-1(2), which differs in the gun mount placement and number of depth charges.

General info

Survivability and armour

Armourfront / side / back
Hull24 mm (wood)
Superstructure2 mm (steel)
Number of section3
Displacement22 t
Crew11 people
MTB-1(1) internals (starboard). Note the ammo storage between the bridge and the forward gun mount.

The MTB-1(1) 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 range.

The hull is split into three sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends after the ammunition storage; the second ends just behind the bridge; and the third ends at the stern.

Any round with a large enough diameter and explosive mass can hull break the MTB-1(1). In general, this is limited to HE rounds with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MTB-1(1)'s own battle rating, there is only one gun capable of hull-breaking her:

There is one ammunition storage that holds ammunition for both the fore and aft gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy the MTB-1(1).

The MTB-1(1) has a crew complement of 11. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8.

While the MTB-1(1)'s crew complement is about average when comparing vessels with the same battle rating, her overall survivability is rather poor when compared to everything in her battle rating range. The placement of the guns also forces the MTB-1(1) to expose the rear hull sections to get all the guns on target, something not required with most other reserve vessels.

Mobility

Speedforward / back
AB86 / 43 km/h
RB61 / 31 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 63 32 ~18.64 ~35.43
Upgraded 86 43 ~12.67 ~22.41
RB/SB Stock 53 26 ~20.77 ~36.73
Upgraded 61 31 ~17.44 ~33.15

While her top speed is on the slower side compared to other motor torpedo boats, the MTB-1(1)'s manoeuvrability is actually rather good. With a tight turning circle and a decent enough top speed, the mobility is suitable enough for most situations, although the lower top speed really hurts her potential for flanking on certain maps.

The MTB-1(1) has a displacement of 22.4 tons. Because of her small size and relatively low displacement, the MTB-1(1) can be an unstable firing platform in rough waters.

Modifications and economy

Repair cost
ABfree
RBfree
Total cost of modifications3 240 Rp icon.png
147 Sl icon.png
Talisman cost190 Ge icon.png
Crew trainingfree
Experts1 000 Sl icon.png
Aces10 Ge icon.png
Research Aces80 000 Rp icon.png
Reward for battleAB / RB / SB
10 / 10 / 100 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
440 Rp icon.png
Cost:
19 Sl icon.png
45 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Mods new ship screw.png
Propeller Replacement
Mods new ship engine.png
Engine Maintenance
Mods ship damage control crew.png
Damage Control Division
Mods ship fire control crew.png
Fire Division
Mods engine smoke screen system.png
Smokescreen
Research:
380 Rp icon.png
Cost:
17 Sl icon.png
40 Ge icon.png
Mods new ship pumps.png
New Pumps
Mods tank ammo.png
7.7 mm AP belt
Research:
440 Rp icon.png
Cost:
19 Sl icon.png
45 Ge icon.png
Mods tank ammo.png
7_7mm_lewis_navy_incendiary_ammo_pack
Research:
380 Rp icon.png
Cost:
17 Sl icon.png
40 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Mods depth charge.png
Depth Charges
Research:
540 Rp icon.png
Cost:
25 Sl icon.png
60 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
530 Rp icon.png
Cost:
25 Sl icon.png
55 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
530 Rp icon.png
Cost:
25 Sl icon.png
55 Ge icon.png

As a reserve vehicle, the following modifications are unlocked for free: Rudder Replacement, Propeller Replacement, Engine Maintenance, Tool Set, Fire Protection System, New Pumps, and Primary Armament Targeting.

The recommended modification research order is:

  1. 7.7 mm API belt
  2. Smokescreen
  3. Artillery Support
  4. Dry-Docking

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

Armament

Primary armament

2 х Turret4 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 primary armament consists of eight 7.72 mm Lewis 1916 machine guns in two quadruple mounts, one on the bow and one on the stern. There are 3,880 rounds of ammunition available for each mount, 970 rounds per gun, for a total of 7,760 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a magazine capacity of 97 rounds and a cyclic rate of fire of 551 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 7.72 mm Lewis 1916 machine gun has an absolute maximum range of about 1.7 km against surface targets.

The 7.72 mm Lewis 1916 machine guns, like other low-calibre machine guns, each individually have very poor damage outputs. With their relatively large magazine size and eight of them in total, though, the MTB-1(1) is able to destroy most opponents without needing to reload, assuming that most of the shots land. This, however, comes at the cost of an incredibly long reload, the longest of any reserve vessel and one of the longest of any coastal fleet vessel in general. Because of this, it's best to always fire off any remaining ammunition after engagements to begin reloading in safety and to ensure full magazines at the start of the next engagement.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Primary armament guidance
No.1 Turret (fore) No.2 Turret (aft)
Horizontal Vertical Horizontal Vertical
±180° -5°/+43° ±160° -5°/+43°

The front gun mount is able to fire in all directions except in a ~34° arc directly behind it. Because of the depth charge racks, the aft gun mount is unable to target any close-range targets in a ~42° arc on each side facing forwards, even if the depth charge racks are empty. The rear gun mount also cannot fire in a ~30° arc directly behind either. Only the front gun mount is able to fully rotate 360°.

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 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 12 x 18 inch Mk.XII torpedo
Setup 24 x Mk.VII depth charge
Setup 32 x 18 inch Mk.XII torpedo
4 x Mk.VII depth charge

The MTB-1(1) can be outfitted with the following:

  • Without load
  • 2 x Mk.XII torpedo
  • 4 x Mk.VII depth charge
  • 2 x Mk.XII torpedo, 4 x Mk.VII depth charge

Torpedoes

The MTB-1(1) can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched through the transom tail first, i.e. facing forwards.

Torpedo characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 702 50 3.20 1 50 TNT 176 176
Yes 702 74 1.37 1 50 TNT 176 176

The 18-inch Mk.XII is fairly average in terms of maximum speed, though it has a rather short maximum range and small explosive mass compared to other torpedoes. Still, the range is good enough for coastal maps, and a hit with the Mk.XII torpedo is more than enough to destroy any boat.

Once unlocked, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is much more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue. Note, though, that the Torpedo Mode modification on the MTB-1(1) has the opposite effect compared to most other vessels. Typically, the maximum range is increased at the cost of speed.

In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that the MTB-1(1) can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.

When using torpedoes, be aware that unless they are already launched, the torpedoes be shot at and destroyed. Upon being destroyed, there is relatively high chance for them to detonate, instantly destroying the boat. To avoid this, fire the torpedoes early on in battle — as well as after any subsequent reloads in AB — or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.

Depth Charges

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

The Mk.VII depth charges are carried behind the bridge in racks, two on each side. They are dropped one at a time in the following order:

  1. Port, foremost
  2. Starboard, foremost
  3. Port, aftmost
  4. Starboard, aftmost

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. Like torpedoes, 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.

Usage in battles

The MTB-1(1) with the historical camouflage "MTB-1 '01', available on the War Thunder Market.

Like any other vessel armed only with low-calibre machine guns, the MTB-1(1) is severely limited by her armament. The 7.72 mm Lewis 1916 machine guns have both a poor muzzle velocity and a low projectile mass, giving them a very low absolute maximum range of only about 1.7 km. Their effective range is even less at only about 1-1.25 km, since the poor ballistics of the guns makes it rather difficult to consistently hit moving targets at any further distance. Being able to consistently hit targets is especially important with the MTB-1(1) as, although she carries a large number of guns, each individual machine gun has an incredibly low per-hit damage output, leaving the overall damage output less than that of her heavy machine gun or autocannon-armed counterparts. Because of this, along with the range limitation of the guns, the MTB-1(1) is best played at close ranges, with engagement distances ideally starting at 1 km or less. At such short ranges, the poor ballistics of the guns aren't nearly as pronounced, making them much easier to aim.

Make use of the MTB-1(1)'s relatively fast top speed and terrain cover to either flank the enemy team or to rush into contested areas around capture points, but avoid long, open areas of the map wherever possible. In those areas, the MTB-1(1) will most likely be completely outranged, giving giving the enemy free hits. Once in close range, try to avoid direct engagements with enemies, as the MTB-1(1) will most likely lose. Instead, try to flank, supporting the team by picking off small targets distracted by teammates and calling artillery on larger enemies that the guns are are unable to damage.

Although she can mostly handle one-on-one engagements, the MTB-1(1) is particularly poor at dealing with multiple enemies at once. This is because of the low damage output and extremely long reload. At all times, be aware of the how much ammo are left in the guns. Getting caught during a reload will almost always lead to the MTB-1(1)'s destruction, so always keep an escape route open, and use smoke to run away if necessary. In general, but especially for guns with long reloads, it's better to be proactive with the reloads. Before the magazines empty, run back to cover, then fire off any remaining ammunition in order to start reloading in safety. A good time to consider doing this with the MTB-1(1) is when the magazines about half empty, or when it shows about 750 rounds left between all guns, since with any less ammo, it may be difficult to finish an engagement before needing to reload. However, do be aware that MTB-1(1) can, at most, only carry enough ammunition for 10 reloads. This doesn't tend to be much of an issue in practice because the MTB-1(1) doesn't tend to survive long enough for it to become an issue, but it is something to keep in mind.

As for torpedoes, either launch them down choke points or prioritize larger, slower targets such as sub-chasers that the guns are ineffective against. If targeting a specific enemy, try to launch them as close to the target as possible to allow them the least amount of time to dodge. However, try to only do this on distracted targets and when other enemies aren't around, since exposing the MTB-1(1) to enemy fire just to launched the torpedoes is generally not worth the risk. If the situation doesn't present itself, it's better to just mark the target on the map for your teammates, call artillery, then disengage. As mentioned in the previous section, torpedoes are a situational weapon, and taking them at all negatively impacts survivability, so only take them if you prefer the extra utility at the cost of survivability.

Pros and cons

Pros:

  • Relatively large magazine capacity: can destroy most opponents without needing to reload
  • Good manoeuvrability

Cons:

  • Only armed with low-calibre guns: very poor damage output and limited effective range
  • Very long reload: longest of any reserve and one of the longest among coastal vessels
  • Poor survivability
  • Relatively weak torpedoes: low explosive mass compared to other similar torpedoes

History

Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order being given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this initial order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936 and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.

These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a draught of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored internally on rails above the engines. On the stern were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade their path. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the exact boat, up to eight Lewis guns.

MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.

The 1st MTB Flotilla was sent to the Mediterranean at the start of WWII and was based at HMS Vulcan in Malta. They were soon recalled back to England in December 1939 to be based at HMS Beehive, Felixstowe, though MTB 19 was sent to HMS Vernon, Portsmouth. Along the way back, due to bad weather, MTB 6 had to be foundered. After they arrived, the remaining boats continued to operate in the English Channel until they were either lost or replaced. Those lost were MTBs 15, 16, and 17, all of which were mined in 1940.

The 2nd MTB Flotilla was commissioned in 1938 and assigned to HMS Tamar, Hong Kong. They were all lost during the Battle of Hong Kong in December 1941. MTB 8 was bombed by IJN aircraft and was damaged beyond repair, and MTB 12 was sunk in action by IJN landing craft. The remainder of the 2nd MTB Flotilla was scuttled on 26th December 1941.

Media

Skins
Images

See also

Vehicles of the same class
Similar vehicles

External links


British Power Boat Company
Motor Torpedo Boat (MTB) 
60 ft British Power Boat MTB  MTB-1(1) · MTB-1(2)
Motor Gun Boat (MGB) 
70 ft British Power Boat MGB  MGB-61
71 ft British Power Boat MGB  MGB-75

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