Difference between revisions of "MGB-75"

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(Added garage image, Survivability and armour, Mobility (blank table for now), Armament (no depth charge image), Modules, Pros and cons, live.wt skins link, See also)
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== 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.'' -->
 
<!-- ''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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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
{{break}} -->
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{{break}}
 
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''
+
<!--''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.''-->
  
 +
MGB-75 has the following armour layout:
 +
 +
* [[2pdr QF Mk.IIc (40 mm)|2pdr QF Mk.IIc]] gunshield: 12.7 mm hardened armour
 +
* [[Oerlikon Mk.V (20 mm)|Oerlikon Mk.V]] gunshield: 12.7 mm hardened armour
 +
* Hull: 40 mm, wood
 +
* Superstructure: 15 mm, wood
 +
 +
[[File:MGB-75_internals.png|thumb|MGB-75 internals (starboard side).]]
 +
 +
Any gun in the game will easily be able to penetrate anywhere on the boat, including the gunshields, at practically any range.
 +
 +
MGB-75 can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. At MGB-75's battle rating, the only guns capable of hull-breaking her are the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}, and the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]], found on {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, MGB-61 isn't better or worse than most other boats.
 +
 +
MGB-75's hull is split into three compartments. The first compartment starts at the bow and ends just in front of the forward gun mount. The second starts at the forward gun mount and ends in front of the engines. The third starts at the engines and ends at the stern. Overall, with a crew complement of 12, survivability is average.
 +
 +
MGB-75 has 4 fairly large ammunition storages, two in front of the fore [[2pdr QF Mk.IIc (40 mm)]] mount and two in front of the rear [[Oerlikon Mark V (20 mm)]] mount, housed in the superstructure. Destroying these will also destroy the rest of the boat.
 +
 +
<!--In practice, though, this almost never happens, since they are relatively small targets and because most guns at this battle rating are either machine guns or low-calibre autocannons which require many hits to destroy ammo storages. It's often both quicker and easier to target the hull compartments and knock out the crew.-->
 
=== Mobility ===
 
=== Mobility ===
 
<!--''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''-->
 
<!--''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.''-->
{| class="wikitable" style="text-align:center" width="40%"
+
 
! rowspan="3" | Game Mode
+
{| class="wikitable" style="text-align:center"
! colspan="3" | Mobility characteristics
+
! colspan="6" | '''Mobility Characteristics'''
 +
|-
 +
! rowspan="2" | Game Mode
 +
! rowspan="2" | Upgrade Status
 +
! colspan="2" | Maximum Speed (km/h)
 +
! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
 +
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
 +
|-
 +
! rowspan="1" | Forward
 +
! rowspan="1" | Reverse
 
|-
 
|-
! colspan="2" | {{Annotation|Max speed|Maximum forward speed (km/h)}}
+
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
! rowspan="2" | {{Annotation|Displacement|Ship displacement (tons)}}
+
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 
|-
 
|-
! Stock
+
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
! Upgraded
 
 
|-
 
|-
! Arcade
+
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
| 77 || 104 || rowspan="2" | 51.5
+
| {{Annotation|Stock|All modifications removed}} || _ || _ || ~_ || ~_
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || _ || _ || ~_ || ~_
 
|-
 
|-
! {{Annotation|Realistic|Simulator uses Realistic FMs}}
 
| 67 || 78
 
 
|}
 
|}
 +
 +
MGB-75 has a displacement of 51.5 tons.
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
 
{{main|2pdr QF Mk.IIc (40 mm)}}
 
{{main|2pdr QF Mk.IIc (40 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.''
+
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells.''
  
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
 +
 
 +
In her primary armament group, MGB-75 has one 40 mm 2pdr QF Mk.IIc automatic cannon in a single mount, mounted centerline in front of the bridge. It has 1,400 rounds of ammunition available. The mount can traverse horizontally at a rate of 25°/s and vertically at a rate of 25°/s. The gun has a magazine capacity of 56 rounds and has a rate of fire of 200 rounds/min. With a stock crew, it can be reloaded in 7.8 seconds; with an aced crew, it can be reloaded in 6 seconds. Its maximum range against surface targets is roughly 3.1 km.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | '''Guidance for the Primary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -5°/+70°
 +
|-
 +
|}
 +
 
 +
There are three choices of ammunition available:
 +
 
 +
* Universal: {{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}
 +
 
 +
* 40 mm HE: {{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|HEF|High-explosive fragmentation}}/{{Annotation|AP-T|Armour-piercing tracer}}
 +
 
 +
* 40 mm AP: {{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|AP-T|Armour-piercing tracer}}/{{Annotation|HEF|High-explosive fragmentation}}
 +
 
 +
{| 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 || 60 || 57 || 50 || 43 || 38 || 34
 +
|-
 +
| 40 mm HE || 60 || 57 || 50 || 43 || 38 || 34
 +
|-
 +
| 40 mm AP || 60 || 57 || 50 || 43 || 38 || 34
 +
|-
 +
|}
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{main|Oerlikon Mk.V (20 mm)}}
 
{{main|Oerlikon Mk.V (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.''
+
<!--''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''-->
 +
 
 +
In her secondary armament group, MGB-75 has two 20 mm Oerlikon Mk.II in a twin mount, mounted centerline behind the bridge. It has 4,080 rounds of ammunition available, 2,040 per gun. The mount can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a belt capacity of 60 rounds and has a rate of fire of 450 rounds/min. With a stock crew, it can be reloaded in 8 seconds; with an aced crew, it can be reloaded in 4 seconds. Its maximum range against surface targets is roughly 2.1 km.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 +
|-
 +
| ±180° || -10°/+60°
 +
|-
 +
|}
 +
 
 +
There are three choices of ammunition available:
 +
 
 +
* 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}}
 +
 
 +
{| 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 || 39 || 36 || 29 || 23 || 20 || 17
 +
|-
 +
| 20 mm HE || 39 || 36 || 29 || 23 || 20 || 17
 +
|-
 +
| 20 mm AP || 39 || 36 || 29 || 23 || 20 || 17
 +
|-
 +
|}
  
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 
{{main|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 mm)}}
''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.''
+
<!--''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.''-->
 +
 
 +
In her anti-aircraft armament group, MGB-75 has four 7.72 mm Lewis machinegun 1916s in two twin mounts, one on either side of the bridge. For each mount, there are 1,940 rounds of ammunition available, 970 rounds per gun, for a total of 3,880 rounds. There are no stated horizontal or vertical traverse rates given in-game, but the mounts handle very similarly, if not exactly, like other twin and quadruple 7.72 mm Lewis machinegun 1916 mounts which can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 18.2 seconds; with an aced crew, they can be reloaded in 14 seconds. Their maximum range against surface targets is roughly 1.6 km.
 +
 
 +
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="65%"
 +
! colspan="8" | '''Guidance for the Anti-Aircraft Gun Turrets'''
 +
|-
 +
! colspan="2" rowspan="1" | No.1 Turret (starboard)
 +
! colspan="2" rowspan="1" | No.2 Turret (port)
 +
|-
 +
! Horizontal !! Vertical !! Horizontal !! Vertical
 +
|-
 +
| -45°/+170° || -5°/+60° || -170°/+45° || -5°/+60°
 +
|-
 +
|}
 +
 
 +
There are no choices available. Though not directly stated in-game, there is one tracer round every other round, so the guns most likely fire the standard default ammunition choice of 7.72 mm Lewis machinegun 1916s, which has the following composition:
 +
 
 +
* Default: {{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
 +
 
 +
{| 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
 +
|-
 +
| Default || 20 || 19 || 16 || 13 || 11 || 10
 +
|-
 +
|}
  
 
=== Special armament ===
 
=== Special armament ===
 
{{main|Mk.VII depth charge}}
 
{{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. If there are no special armaments, remove this section.''
+
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.''-->
 +
 
 +
MGB-75 can carry two Mk.VII depth charges mounted amidships, one on each side in front of the twin 7.72 mm Lewis machinegun 1916 mounts facing outwards. The depth charges are dropped one at a time in this order (see the image):
 +
 
 +
# Starboard side
 +
# Portside
 +
 
 +
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="4" | '''Depth Charge Characteristics'''
 +
|-
 +
! Mass (kg)
 +
! Explosive Type
 +
! Explosive Mass (kg)
 +
! TNT Equivalent (kg)
 +
|-
 +
| 196 || TNT || 130 || 130
 +
|}
  
 
== Usage in battles ==
 
== Usage in battles ==
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''
+
<!--''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''-->
 +
 
 +
;Ammunition Choices
 +
 
 +
For the 40 mm 2pdr  QF Mk.IIc cannon, the best ammunition choice is the 40 mm HE because it has the highest ratio of HE rounds to AP rounds, meaning that it will be the most effective against both aircraft and surface targets. The 40 mm HE belt should be the main ammunition choice, but a few of the 40 mm AP belt should also be taken into battle for use against armoured targets.
 +
 
 +
For the 20 mm Oerlikon Mk.V cannons, the best ammunition choice is the 20 mm HE. There isn't much of a point in using the 20 mm AP belt because the primary armament is much more suited for engaging armoured targets anyway.
 +
 
 +
;Depth Charges
 +
 
 +
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.
 +
 
 +
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.
 +
 
 +
=== Modules ===
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! Tier
 +
! colspan="1" | Seakeeping
 +
! colspan="2" | Unsinkability
 +
! colspan="3" | Firepower
 +
|-
 +
| I
 +
| Dry-Docking
 +
| Tool Set ||
 +
| 40 mm HE || 20 mm HE || Anti-Air Armament Targeting
 +
|-
 +
| II
 +
| Rudder Replacement
 +
| Fire Protection System || Smokescreen
 +
| 40 mm AP || {{Annotation|20 mm AP|Requires '20 mm HE'}} || {{Annotation|Auxiliary Armament Targeting|Requires 'Anti-Air Armament Targeting'}}
 +
|-
 +
| III
 +
| Propeller Replacement
 +
|  ||
 +
| Improved Rangefinder || Depth Charges || {{Annotation|Primary Armament Targeting|Requires 'Auxiliary Armament Targeting'}}
 +
|-
 +
| IV
 +
| Engine Maintenance
 +
| New Pumps ||
 +
| Artillery Support || ||
 +
|-
 +
|}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
+
<!--''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
  
 
'''Pros:'''
 
'''Pros:'''
*
+
* Powerful primary armament
 +
* Secondary armament is very good as an anti-aircraft weapon
 +
* Both primary and secondary armament can rotate 360°
 +
* Good firing arcs
  
 
'''Cons:'''
 
'''Cons:'''
*
+
* Primary armament: long reload, poor traverse rates, easily disabled
 +
* Anti-aircraft armament: can only elevate 60°, low damage output
 +
* Large ammo racks
  
 
== History ==
 
== History ==
Line 65: Line 260:
  
 
== 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.''-->
 +
 
 +
<div class="portale" align="center">
 +
{| class="catlist" frame="box" style="background: #efefef;" align="center"
 +
|<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_71ft_mgb|]]</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_70ft_mgb}}
 +
* {{Specs-Link|uk_dark_class}}
  
 
== External links ==
 
== External links ==

Revision as of 04:32, 10 May 2020

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
MGB-75
uk_71ft_mgb.png
MGB-75
Purchase:1 000 Specs-Card-Eagle.png
Show in game

Description

GarageImage MGB-75.jpg


The 71 ft MGB-75 is a premium rank II British motor gun boat with a battle rating of 2.0 (AB) and 2.3 (RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

MGB-75 has the following armour layout:

  • 2pdr QF Mk.IIc gunshield: 12.7 mm hardened armour
  • Oerlikon Mk.V gunshield: 12.7 mm hardened armour
  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood
MGB-75 internals (starboard side).

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

MGB-75 can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. At MGB-75's battle rating, the only guns capable of hull-breaking her are the 8cwt QF Mk I, found on Dark Adventurer, and the 10.5 cm SK C/32, found on AF D3. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, MGB-61 isn't better or worse than most other boats.

MGB-75's hull is split into three compartments. The first compartment starts at the bow and ends just in front of the forward gun mount. The second starts at the forward gun mount and ends in front of the engines. The third starts at the engines and ends at the stern. Overall, with a crew complement of 12, survivability is average.

MGB-75 has 4 fairly large ammunition storages, two in front of the fore 2pdr QF Mk.IIc (40 mm) mount and two in front of the rear Oerlikon Mark V (20 mm) mount, housed in the superstructure. Destroying these will also destroy the rest of the boat.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_
RB/SB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_

MGB-75 has a displacement of 51.5 tons.

Armament

Primary armament

In her primary armament group, MGB-75 has one 40 mm 2pdr QF Mk.IIc automatic cannon in a single mount, mounted centerline in front of the bridge. It has 1,400 rounds of ammunition available. The mount can traverse horizontally at a rate of 25°/s and vertically at a rate of 25°/s. The gun has a magazine capacity of 56 rounds and has a rate of fire of 200 rounds/min. With a stock crew, it can be reloaded in 7.8 seconds; with an aced crew, it can be reloaded in 6 seconds. Its maximum range against surface targets is roughly 3.1 km.

Guidance for the Primary Gun Turret
Horizontal Vertical
±180° -5°/+70°

There are three choices of ammunition available:

  • Universal: HEF/AP-T/HEF/AP-T
  • 40 mm HE: HEF/HEF/HEF/AP-T
  • 40 mm AP: AP-T/AP-T/AP-T/HEF
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Universal 60 57 50 43 38 34
40 mm HE 60 57 50 43 38 34
40 mm AP 60 57 50 43 38 34

Secondary armament

Main article: Oerlikon Mk.V (20 mm)

In her secondary armament group, MGB-75 has two 20 mm Oerlikon Mk.II in a twin mount, mounted centerline behind the bridge. It has 4,080 rounds of ammunition available, 2,040 per gun. The mount can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a belt capacity of 60 rounds and has a rate of fire of 450 rounds/min. With a stock crew, it can be reloaded in 8 seconds; with an aced crew, it can be reloaded in 4 seconds. Its maximum range against surface targets is roughly 2.1 km.

Guidance for the Secondary Gun Turret
Horizontal Vertical
±180° -10°/+60°

There are three choices of ammunition available:

  • Universal: HEF-T/HEF-I/AP-T
  • 20 mm HE: HEF-T/HEF-I/AP-T/HEF-I
  • 20 mm AP: AP-T/AP-T/AP-T/HEF-I
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Universal 39 36 29 23 20 17
20 mm HE 39 36 29 23 20 17
20 mm AP 39 36 29 23 20 17

Anti-aircraft armament

Main article: Lewis 1916 (7.72 mm)

In her anti-aircraft armament group, MGB-75 has four 7.72 mm Lewis machinegun 1916s in two twin mounts, one on either side of the bridge. For each mount, there are 1,940 rounds of ammunition available, 970 rounds per gun, for a total of 3,880 rounds. There are no stated horizontal or vertical traverse rates given in-game, but the mounts handle very similarly, if not exactly, like other twin and quadruple 7.72 mm Lewis machinegun 1916 mounts which can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 18.2 seconds; with an aced crew, they can be reloaded in 14 seconds. Their maximum range against surface targets is roughly 1.6 km.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Guidance for the Anti-Aircraft Gun Turrets
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
-45°/+170° -5°/+60° -170°/+45° -5°/+60°

There are no choices available. Though not directly stated in-game, there is one tracer round every other round, so the guns most likely fire the standard default ammunition choice of 7.72 mm Lewis machinegun 1916s, which has the following composition:

  • Default: AP/T/AP/T
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 20 19 16 13 11 10

Special armament

Main article: Mk.VII depth charge

MGB-75 can carry two Mk.VII depth charges mounted amidships, one on each side in front of the twin 7.72 mm Lewis machinegun 1916 mounts facing outwards. The depth charges are dropped one at a time in this order (see the image):

  1. Starboard side
  2. Portside

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)
196 TNT 130 130

Usage in battles

Ammunition Choices

For the 40 mm 2pdr QF Mk.IIc cannon, the best ammunition choice is the 40 mm HE because it has the highest ratio of HE rounds to AP rounds, meaning that it will be the most effective against both aircraft and surface targets. The 40 mm HE belt should be the main ammunition choice, but a few of the 40 mm AP belt should also be taken into battle for use against armoured targets.

For the 20 mm Oerlikon Mk.V cannons, the best ammunition choice is the 20 mm HE. There isn't much of a point in using the 20 mm AP belt because the primary armament is much more suited for engaging armoured targets anyway.

Depth Charges

Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.

There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 40 mm HE 20 mm HE Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 40 mm AP 20 mm AP Auxiliary Armament Targeting
III Propeller Replacement Improved Rangefinder Depth Charges Primary Armament Targeting
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • Powerful primary armament
  • Secondary armament is very good as an anti-aircraft weapon
  • Both primary and secondary armament can rotate 360°
  • Good firing arcs

Cons:

  • Primary armament: long reload, poor traverse rates, easily disabled
  • Anti-aircraft armament: can only elevate 60°, low damage output
  • Large ammo racks

History

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Media

GEN LIVE WT 1 HPL.jpg

See also

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the ship;
  • other literature.


Britain 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

Britain premium ships
Motor torpedo boats  MTB-1(2) · MTB-422 · Fairmile D (5001) · HMS Gay Archer
Motor gun boats  MGB-75 · SGB Grey Goose
Gunboats  HMS Spey
Sub-chasers  LÉ Orla
Frigates  HMS Whitby
Destroyers  HMS Montgomery · HMS Valhalla · HMS Verdun · ORP Garland · HMS Jervis · HMCS Haida · HMS Mohawk · HMS Cadiz · HMS Diamond
Light cruisers  HMS Belfast
Battleships  HMS Iron Duke