Difference between revisions of "MGB-61"

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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 understand which ship is being discussed.''-->
+
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
{{break}}
 
The '''{{specs|name}}''' is a rank {{specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
<!--''Talk about the vehicle’s armor. 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 maneuverability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the “Use in battle” section.
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<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
 
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armor.''-->
 
  
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.]]
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.]]
  
{{PAGENAME}} has the following armour layout:  
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{{PAGENAME}} has the following armour layout:
  
 
* [[2pdr Rolls Royce (40 mm)| 40 mm 2pdr Rolls Royce]] gun shield: 12.7 mm hardened armour
 
* [[2pdr Rolls Royce (40 mm)| 40 mm 2pdr Rolls Royce]] gun shield: 12.7 mm hardened armour
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* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
While the gun shield may stop low-calibre machineguns, heavy machineguns and cannons will have no trouble with them at any range. The hull and superstructure will not stop any sort of gunfire.
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While the gun shield may stop low-calibre machineguns, heavy machineguns and cannons will have no trouble with them at any range. The hull and superstructure will not stop any sort of gunfire.
  
 
{{PAGENAME}} can be hull-broken by any gun that is greater than 4 inches (102 mm) in diameter. Hull-break is triggered when any such gun hits and destroys any hull compartment — or in some cases, the bridge — with a high-explosive round, upon which the rest of the boat will be destroyed. At {{PAGENAME}}'s battle rating, there is only one gun capable of hull-breaking her:
 
{{PAGENAME}} can be hull-broken by any gun that is greater than 4 inches (102 mm) in diameter. Hull-break is triggered when any such gun hits and destroys any hull compartment — or in some cases, the bridge — with a high-explosive round, upon which the rest of the boat will be destroyed. At {{PAGENAME}}'s battle rating, there is only one gun capable of hull-breaking her:
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=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{Specs-Fleet-Mobility}}
<!--''Write about the ship’s mobility. Evaluate its power and maneuverability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''-->
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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
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=== Primary armament ===
 
=== Primary armament ===
 
{{Specs-Fleet-Primary}}
 
{{Specs-Fleet-Primary}}
 +
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|Vickers Mk.V (12.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)}}
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells.
 
  
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
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The primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 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 belt capacity of 200 rounds and a stated cyclic rate of fire of 600 rounds/min, though in actuality, they fire at slightly different rates: for the starboard mount, the gun on the gunner's right side fires at a faster rate, around 685 rounds/min, firing all 200 of its rounds in the time it takes the left side gun to fire about 175 rounds; for the port mount, the opposite is true. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.
 
 
The primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 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 belt capacity of 200 rounds and a stated cyclic rate of fire of 600 rounds/min, though in actuality, they fire at slightly different rates: for the starboard mount, the gun on the gunner's right side fires at a faster rate, around 685 rounds/min, firing all 200 of its rounds in the time it takes the left side gun to fire about 175 rounds; for the port mount, the opposite is true. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.  
 
  
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
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=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 +
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|2pdr Rolls Royce (40 mm)}}
 
{{main|2pdr Rolls Royce (40 mm)}}
<!--''Some ships are fitted with weapons of various calibers. Secondary armament is defined by the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that anti-air armament, even heavy caliber weapons, belong in the next section.''-->
 
  
The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with 1,200 rounds of ammunition available for it.  Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 1.7 seconds; with an aced crew, it can be reloaded in 0.85 seconds.  
+
The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with 1,200 rounds of ammunition available for it.  Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 1.7 seconds; with an aced crew, it can be reloaded in 0.85 seconds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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|}
 
|}
  
=== Special armament ===
+
=== Additional armament ===
{{Specs-Fleet-Special}}
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{{Specs-Fleet-Additional}}
 +
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
{{main|Mk.VII depth charge}}
 
{{main|Mk.VII depth charge}}
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''-->
 
  
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
  
{{PAGENAME}} has two possible loadouts:  
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{{PAGENAME}} has two possible loadouts:
  
 
# 2x Mk.VII depth charge
 
# 2x Mk.VII depth charge
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| 196 || TNT || 130 || 130
 
| 196 || TNT || 130 || 130
 
|}
 
|}
 
=== Additional armament ===
 
{{Specs-Fleet-Additional}}
 
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.''
 
 
''If there is no additional armament, remove this section.''
 
  
 
== 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 get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''-->
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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).'' -->
  
As a motor gun boat, MGB-61's primary armament is actually quite good, unlike many previous vessels in the tech tree. With four 12.7 mm Vickers Mk.V machineguns, the damage output is roughly comparable to two or three 20 mm cannons, and, with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. Whereas most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, which makes her well suited for aggressive playstyles. This firepower, however, comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.  
+
As a motor gun boat, MGB-61's primary armament is actually quite good, unlike many previous vessels in the tech tree. With four 12.7 mm Vickers Mk.V machineguns, the damage output is roughly comparable to two or three 20 mm cannons, and, with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. Whereas most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, which makes her well suited for aggressive playstyles. This firepower, however, comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.
  
In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred meters where one or both of the mounts are unable to depress far enough to get guns on target.  
+
In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred meters where one or both of the mounts are unable to depress far enough to get guns on target.
  
With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns and adapt your playstyle accordingly. Because of the long reload, be sure to fire off any remaining ammo after engagements if there isn’t much left in the belts, around 250 rounds or less between all four guns. Likewise, because of the poor firing arcs, keep enemies either directly in front or directly behind you so that all guns are able to fire, and speed up or slow down as needed to eliminate the blindspots as needed. MGB-61's survivability is rather poor and largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any of the aforementioned reasons, or any other reason for that matter, will often result in your own destruction.
+
With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns and adapt your playstyle accordingly. Because of the long reload, be sure to fire off any remaining ammo after engagements if there isn't much left in the belts, around 250 rounds or less between all four guns. Likewise, because of the poor firing arcs, keep enemies either directly in front or directly behind you so that all guns are able to fire, and speed up or slow down as needed to eliminate the blindspots as needed. MGB-61's survivability is rather poor and largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any of the aforementioned reasons, or any other reason for that matter, will often result in your own destruction.
  
Lastly, if you come across any armoured targets that the 12.7 mm machineguns fail to penetrate, switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, which makes it useful for long-range engagements. However, its damage output is noticeably lower than the four machineguns, so always be prepared to switch to it at a moment’s notice, but only if you have to.
+
Lastly, if you come across any armoured targets that the 12.7 mm machineguns fail to penetrate, switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, which makes it useful for long-range engagements. However, its damage output is noticeably lower than the four machineguns, so always be prepared to switch to it at a moment's notice, but only if you have to.
  
 
;Ammunition
 
;Ammunition
  
For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a noticeably higher damage output than both the Universal and 12.7 mm API belts, both of which are about the same in terms of damage. Because it lacks the AP round, the 12.7 mm I belt has slightly less armour penetration than the other two belts, but in general, anything that can stop the incendiary round will also stop the armour-piercing round. Take only the 12.7 mm I belt and switch the 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.  
+
For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a noticeably higher damage output than both the Universal and 12.7 mm API belts, both of which are about the same in terms of damage. Because it lacks the AP round, the 12.7 mm I belt has slightly less armour penetration than the other two belts, but in general, anything that can stop the incendiary round will also stop the armour-piercing round. Take only the 12.7 mm I belt and switch the 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.
  
 
For the 40 mm 2pdr Rolls Royce cannon, the best ammunition for general use is the 40 mm HE magazine because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. This should be the main round for the AI gunners to use while you're not directly controlling the gun. In addition, take a substantial amount of 40 mm AP as well for use against armoured targets. Another option is to take only Universal if you want to avoid the reload between switching ammunition types at the cost of lower damage efficiency.
 
For the 40 mm 2pdr Rolls Royce cannon, the best ammunition for general use is the 40 mm HE magazine because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. This should be the main round for the AI gunners to use while you're not directly controlling the gun. In addition, take a substantial amount of 40 mm AP as well for use against armoured targets. Another option is to take only Universal if you want to avoid the reload between switching ammunition types at the cost of lower damage efficiency.
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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. This is because, unless they're dropped, they essentially act as exposed ammo racks.
 
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. This is because, unless they're dropped, they essentially act as exposed ammo racks.
  
With some luck, 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 that there is no reason to set the depth charge delay above the minimum 3 seconds, since a higher delay time means that the depth charge will only sink further, and thus away, from the target. Again, this is extremely situational.  
+
With some luck, 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 that there is no reason to set the depth charge delay above the minimum 3 seconds, since a higher delay time means that the depth charge will only sink further, and thus away, from the target. Again, this is extremely situational.
  
 
The recommended loadout is:
 
The recommended loadout is:
  
 
* Without load
 
* Without load
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="1" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 40 mm HE
 
| 12.7 mm I
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 40 mm AP
 
| 12.7 mm API
 
| Auxiliary Armament Targeting
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Improved Rangefinder
 
| Depth Charges
 
| Primary Armament Targeting
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
| Artillery Support
 
|
 
|
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
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<!-- ''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:'''
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== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''-->
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<!-- ''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).'' -->
  
 
Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs — all three essentially being scaled-up versions of the same overall design — as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67. These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered instead as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.
 
Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs — all three essentially being scaled-up versions of the same overall design — as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67. These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered instead as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.
  
The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 ft (21.3 m), a beam of 16 ft 7 in (5.05 m), and a draught of around 3 ft (~1 m) depending on the boat. They were powered as follows:  
+
The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 ft (21.3 m), a beam of 16 ft 7 in (5.05 m), and a draught of around 3 ft (~1 m) depending on the boat. They were powered as follows:
  
 
* MASBs 6-21: ordered by the Royal Navy as MASBs, all were completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce petrol engines. However, these engines eventually became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion petrol engines and could only achieve 23 knots. In 1942, they received stronger Packard petrol engines and could achieve a top speed of 38 knots.
 
* MASBs 6-21: ordered by the Royal Navy as MASBs, all were completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce petrol engines. However, these engines eventually became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion petrol engines and could only achieve 23 knots. In 1942, they received stronger Packard petrol engines and could achieve a top speed of 38 knots.
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== Media ==
 
== Media ==
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
 
<div class="portale" align="center">
 
<div class="portale" align="center">
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== 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.'' -->
  
 
* {{Specs-Link|uk_fairmile_a_ml100}}
 
* {{Specs-Link|uk_fairmile_a_ml100}}
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== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
<!-- ''Paste links to sources and external resources, such as:''
 
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''encyclopedia page on ship;''
 
* ''encyclopedia page on ship;''
* ''other literature.''-->
+
* ''other literature.'' -->
  
 
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
 
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
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* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20Page%204,%20MGBs.html yalumba.co.uk - British Power Boat Co Page 4]
 
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20Page%204,%20MGBs.html yalumba.co.uk - British Power Boat Co Page 4]
 
* [http://www.coastal-forces.org.uk/boats.html Coastal Forces Heritage Trust - Boats]
 
* [http://www.coastal-forces.org.uk/boats.html Coastal Forces Heritage Trust - Boats]
 
==References==
 
  
 
===Bibliography===
 
===Bibliography===

Revision as of 20:27, 12 January 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
uk_70ft_mgb.png
GarageImage MGB-61.jpg
MGB-61
AB RB SB
1.7 1.7 1.7
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The 70 ft MGB-61 is a rank I British motor gun boat with a battle rating of 1.7 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section3
Displacement34 t
Crew12 people
MGB-61 internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.

MGB-61 has the following armour layout:

While the gun shield may stop low-calibre machineguns, heavy machineguns and cannons will have no trouble with them at any range. The hull and superstructure will not stop any sort of gunfire.

MGB-61 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 MGB-61's 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 in front of the bridge; the second ends between the fuel tanks and the engines; the third ends at the stern.

MGB-61 has two ammunition storages. The first is located just above the waterline in front of the aft 40 mm 2pdr Rolls Royce cannon, and it holds the ammunition for the primary armament. The other ammunition storage is located just above the waterline directly underneath each of the two twin 12.7 mm Vickers Mk.V machinegun mounts, and it holds the ammunition for the secondary armament. Destroying either will instantly destroy the boat.

With a crew complement of 12, MGB-61's overall survivability is below-average.

Mobility

Speedforward / back
AB99 / 27 km/h
RB74 / 20 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 20 ~23.21 ~42.07
Upgraded 99 27 ~15.41 ~26.57
RB/SB Stock 64 17 ~25.64 ~47.61
Upgraded 74 20 ~21.18 ~38.39

MGB-61 has a displacement of 34 tons.

When moving forwards at high speeds, the bow will lift out of the water. This creates a blind spot at close ranges in front of the boat where , depending on the angle, one or both of the twin 12.7 mm Vickers Mk.V mounts won't be able depress far enough to get the guns on target.

Modifications and economy

Repair costBasic → Reference
AB296 → 373 Sl icon.png
RB444 → 559 Sl icon.png
Total cost of modifications5 920 Rp icon.png
4 470 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 40 / 100 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_he_ammo_pack
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods ammo.png
12.7 mm I
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
70 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods ammo.png
40mm_qf_mkxv_ap_ammo_pack
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods tank ammo.png
12.7 mm API
Research:
220 Rp icon.png
Cost:
165 Sl icon.png
50 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
85 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
145 Ge icon.png

Armament

Primary armament

2 х Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
Vertical guidance-10° / 70°

The primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 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 belt capacity of 200 rounds and a stated cyclic rate of fire of 600 rounds/min, though in actuality, they fire at slightly different rates: for the starboard mount, the gun on the gunner's right side fires at a faster rate, around 685 rounds/min, firing all 200 of its rounds in the time it takes the left side gun to fire about 175 rounds; for the port mount, the opposite is true. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Primary Armament Guidance
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
±180° -10°/+70° ±180° -10°/+70°

There are three ammunition choices available:

  • Universal: T · AP · I
  • 12.7 mm I: T · I · I · I · I
  • 12.7 mm API: T · AP · I · AP
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 24 24 21 18 16 15
12.7 mm I 20 19 16 14 12 11
12.7 mm API 24 24 21 18 16 15

Secondary armament

Turret40 mm 2pdr Rolls Royce semi-automatic cannon
Ammunition1200 rounds
Belt capacity4 rounds
Fire rate231 shots/min

The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with 1,200 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 1.7 seconds; with an aced crew, it can be reloaded in 0.85 seconds.

Secondary Armament Guidance width="25%"
Horizontal Vertical
±151° -12°/+60°

There are three ammunition choices 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

Additional armament

Setup 12 x Mk.VII depth charge
Main article: Mk.VII depth charge
Mk.VII depth charges numbered according to their drop order (click to view a larger image).

MGB-61 has two possible loadouts:

  1. 2x Mk.VII depth charge
  2. Without load

The Mk.VII depth charges are carried amidships in front of the aft gun, one on each side. They are dropped one at a time in the following order:

  1. Starboard
  2. Port

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

As a motor gun boat, MGB-61's primary armament is actually quite good, unlike many previous vessels in the tech tree. With four 12.7 mm Vickers Mk.V machineguns, the damage output is roughly comparable to two or three 20 mm cannons, and, with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. Whereas most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, which makes her well suited for aggressive playstyles. This firepower, however, comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.

In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred meters where one or both of the mounts are unable to depress far enough to get guns on target.

With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns and adapt your playstyle accordingly. Because of the long reload, be sure to fire off any remaining ammo after engagements if there isn't much left in the belts, around 250 rounds or less between all four guns. Likewise, because of the poor firing arcs, keep enemies either directly in front or directly behind you so that all guns are able to fire, and speed up or slow down as needed to eliminate the blindspots as needed. MGB-61's survivability is rather poor and largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any of the aforementioned reasons, or any other reason for that matter, will often result in your own destruction.

Lastly, if you come across any armoured targets that the 12.7 mm machineguns fail to penetrate, switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, which makes it useful for long-range engagements. However, its damage output is noticeably lower than the four machineguns, so always be prepared to switch to it at a moment's notice, but only if you have to.

Ammunition

For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a noticeably higher damage output than both the Universal and 12.7 mm API belts, both of which are about the same in terms of damage. Because it lacks the AP round, the 12.7 mm I belt has slightly less armour penetration than the other two belts, but in general, anything that can stop the incendiary round will also stop the armour-piercing round. Take only the 12.7 mm I belt and switch the 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.

For the 40 mm 2pdr Rolls Royce cannon, the best ammunition for general use is the 40 mm HE magazine because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. This should be the main round for the AI gunners to use while you're not directly controlling the gun. In addition, take a substantial amount of 40 mm AP as well for use against armoured targets. Another option is to take only Universal if you want to avoid the reload between switching ammunition types at the cost of lower damage efficiency.

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. This is because, unless they're dropped, they essentially act as exposed ammo racks.

With some luck, 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 that there is no reason to set the depth charge delay above the minimum 3 seconds, since a higher delay time means that the depth charge will only sink further, and thus away, from the target. Again, this is extremely situational.

The recommended loadout is:

  • Without load

Pros and cons

Pros:

  • 12.7 mm Vickers Mk.V: high rate of fire, large belt capacity, good damage output, can rotate 360°
  • 40 mm 2pdr Rolls Royce: very quick reload, high penetration with AP rounds, good firing arcs
  • Good mobility

Cons:

  • Blind spot directly in front when moving at high speeds
  • 12.7 mm Vickers Mk.V: long reload, poor firing arcs
  • 40 mm 2pdr Rolls Royce: cannot fire directly forwards, small magazine capacity, cannot rotate 360°

History

Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs — all three essentially being scaled-up versions of the same overall design — as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67. These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered instead as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.

The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 ft (21.3 m), a beam of 16 ft 7 in (5.05 m), and a draught of around 3 ft (~1 m) depending on the boat. They were powered as follows:

  • MASBs 6-21: ordered by the Royal Navy as MASBs, all were completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce petrol engines. However, these engines eventually became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion petrol engines and could only achieve 23 knots. In 1942, they received stronger Packard petrol engines and could achieve a top speed of 38 knots.
  • MASB 46: originally ordered by the Royal Netherlands Navy as an MTB, with the capitulation of the Netherlands before her completion in May 1940, she was requisitioned by the Royal Navy in July 1940 and completed as a MASB on 13th July 1941. MASB 46 was powered by three Rolls Royce petrol engines and could achieve a top speed of 42.5 knots.
  • MASBs 50-67: originally ordered by the French Navy as MTBs, with the capitulation of France before the completion of most of the order in June 1940, they were requisitioned by the Royal Navy in July 1940 and completed as a MASB throughout 1940 and 1941. MASBs 50-67 were powered by three Isotta-Fraschini engines and could achieve a top speed of 40 knots.

Around 1941, to counter the more heavily armed German E-Boats, the Royal Navy converted most of their MASBs, including all of the BPB 70-foot MASBs, into motor gun boats (MGBs). During this time, the BPB 70-foot boats were redesignated MGBs 6-21, 46, and 50-67 and were all refitted with a standardized armament consisting of 2-pdr aft gun and a twin .50 calibre machine gun mount on either side of the bridge.

MASB-61 was one of the ex-French BPB 70-foot boats. She was completed on 12th April 1941, but with the capitulation of France, she was requisitioned by the Royal Navy in July 1940 and converted into a MASB. In January 1941, she was refitted as a motor gun boat and redesignated as MGB-61. MGB-61 was commanded by the following:

  • Lt. P.N. Howes, RN: December 1940 to August 1941
  • Lt. I.R. Griffiths, RN: August 1941 to December 1941
  • T/Lt. D.P. James, RNVR: December 1941 to July 1942
  • T/Lt. J. Collins, RNVR: July 1942 to August 1943

MGB-61 served as part of the 6th MGB Flotilla with HMS Beehive at Felixstowe from 1941 to 1943. She was disposed of in February 1945.

Media

GEN LIVE WT 1 HPL.jpg

See also

External links

Bibliography

  • Konstam, Angus (2010). British Motor Gun Boat 1939–45. Osprey Publishing Ltd. ISBN 978-1-84908-077-4.


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