Difference between revisions of "HMS Eskimo"
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== 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).--> | |
− | + | While the Tribal can fill numerous roles (and works well as a general all-rounder destroyer), it excels best as a gunnery ship. Thanks to the hefty calibre of its shells, as well as the accuracy of the guns, the Tribal can give other destroyers a good beating even from a distance. In addition, the concentration of 2/3rds of the Tribal's guns at the front of the ship means the Tribal can still pump out a good amount of damage while keeping a small profile. Still, if the Tribal's position is relatively safe from being shot at, don't be afraid to swing the rear turret around and let rip. While the rate-of-fire (RoF) of the guns is nothing special compared to some of the 4.7+ destroyers, it's more than enough for 4.3 | |
− | The main downside to the Tribal is its vulnerability. Not only is it far from the smallest destroyer, making it a big target, but it's also built out of ammo racks. The ready-use ammo located on the deck, as well as the thousands of shells under the turrets, can cause very unwelcome detonations from well-aimed enemy fire. The Tribal also suffers at close quarters, due to the mediocre traverse speed of the main turrets, and its lackluster torpedoes, which are few in number and lack the speed of contemporary torpedoes (though they do pack a big punch if they hit). Keep the Tribal away from close quarters fighting however, and | + | The Tribal does also boast a hefty secondary armament for a destroyer. The 4-inch dual-mounted gun located towards the aft of the ship can also damage enemy destroyers, and can be a nasty surprise for coastal ships trying to get the jump on the Tribal. In addition, the Tribal is littered with AA guns that can make short work of both aircraft big and small, and torpedo boats. Combined with the Tribal's fast speed, this can make the Tribal an excellent support/escort ship if brought into higher-rank games, where the ship's 4.7-inch guns will begin to struggle against cruisers. |
+ | |||
+ | The main downside to the Tribal is its vulnerability. Not only is it far from the smallest destroyer, making it a big target, but it's also built out of ammo racks. The ready-use ammo located on the deck, as well as the thousands of shells under the turrets, can cause very unwelcome detonations from well-aimed enemy fire. The Tribal also suffers at close quarters, due to the mediocre traverse speed of the main turrets, and its lackluster torpedoes, which are few in number and lack the speed of contemporary torpedoes (though they do pack a big punch if they hit). Keep the Tribal away from close quarters fighting however, and it can out-gun its opponents at long range comfortably. | ||
=== Pros and cons === | === Pros and cons === |
Revision as of 16:04, 5 February 2021
This page is about the British Destroyer HMS Eskimo. For other ships of her class, see Tribal (Family). |
Contents
Description
The Tribal-class, HMS Eskimo (F75), 1941 is a rank II British destroyer with a battle rating of 4.3 (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
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.
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.
Mobility Characteristics | |||
---|---|---|---|
Game Mode | Upgrade Status | Maximum Speed (km/h) | |
Forward | Reverse | ||
AB | |||
Upgraded | 82 | 31 | |
RB/SB | |||
Upgraded | 67 | 25 |
Modifications and economy
Armament
Primary armament
Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: {{main|Weapon name (calibre)}}
. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.
Secondary armament
Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control Select secondary weapon
. 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.
Anti-aircraft armament
An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons
. 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.
Additional armament
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
While the Tribal can fill numerous roles (and works well as a general all-rounder destroyer), it excels best as a gunnery ship. Thanks to the hefty calibre of its shells, as well as the accuracy of the guns, the Tribal can give other destroyers a good beating even from a distance. In addition, the concentration of 2/3rds of the Tribal's guns at the front of the ship means the Tribal can still pump out a good amount of damage while keeping a small profile. Still, if the Tribal's position is relatively safe from being shot at, don't be afraid to swing the rear turret around and let rip. While the rate-of-fire (RoF) of the guns is nothing special compared to some of the 4.7+ destroyers, it's more than enough for 4.3
The Tribal does also boast a hefty secondary armament for a destroyer. The 4-inch dual-mounted gun located towards the aft of the ship can also damage enemy destroyers, and can be a nasty surprise for coastal ships trying to get the jump on the Tribal. In addition, the Tribal is littered with AA guns that can make short work of both aircraft big and small, and torpedo boats. Combined with the Tribal's fast speed, this can make the Tribal an excellent support/escort ship if brought into higher-rank games, where the ship's 4.7-inch guns will begin to struggle against cruisers.
The main downside to the Tribal is its vulnerability. Not only is it far from the smallest destroyer, making it a big target, but it's also built out of ammo racks. The ready-use ammo located on the deck, as well as the thousands of shells under the turrets, can cause very unwelcome detonations from well-aimed enemy fire. The Tribal also suffers at close quarters, due to the mediocre traverse speed of the main turrets, and its lackluster torpedoes, which are few in number and lack the speed of contemporary torpedoes (though they do pack a big punch if they hit). Keep the Tribal away from close quarters fighting however, and it can out-gun its opponents at long range comfortably.
Pros and cons
Pros:
- Has a lot of secondary and tertiary weapons which can create a dense wall of bullets against enemy planes and small boats
- Primary guns have great precision even at long ranges (~10 km)
- Time-fused shells for both primary and secondary guns makes it easier to destroy aircraft and light vessels
Cons:
- Ammo racks are easily detonated by armour-piercing shells
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 long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main
template. Be sure to reference text and sources by using <ref></ref>
, as well as adding them at the end of the article with <references />
. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===
, also if applicable).
Media
Excellent additions to the article would be video guides, screenshots from the game, and photos.
See also
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;
- links to approximate analogues of other nations and research trees.
External links
Britain destroyers | |
---|---|
Town-class | HMS Churchill · HMS Montgomery |
V-class | HMS Valhalla · HMS Vega · HMS Verdun |
G-class | HMS Grafton · ORP Garland |
Hunt-class | HMS Calpe · HMS Brissenden |
Tribal-class | HMCS Haida · HMS Eskimo · HMS Mohawk |
J-class | HMS Jervis |
K-class | HMS Kelvin |
N-class | HMAS Nepal |
Battle-class | HMS Armada · HMS Cadiz · HMAS Tobruk |
Daring-class | HMS Daring · HMS Diamond · HMS Diana |