Difference between revisions of "MTB-1(2)"

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m (Survivability and armour: "section" -> "compartment")
(Updated Mobility, Armament to 2.5; reverted to standard torpedo table; reverted previous edit)
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The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]]. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
 
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]]. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
  
The MTB-1 2 series is as a premium variant of [[MTB-1 1 series]], the reserve vehicle of the British coastal fleet tech tree. Largely similar to MTB-1 1 series, MTB-1 2 series differs in the amount of depth charges that she can carry as well as the placement of the gun mounts, the latter being particularly important as the better firing angles allows MTB-1 2 series to better take advantage of her survivability much more than MTB-1 1 series can.
+
The MTB-1 2 series is as a premium variant of {{Specs-Link|uk_mtb_1series}}, the reserve vehicle of the British coastal fleet tech tree. Largely similar to MTB-1 1 series, MTB-1 2 series differs in the amount of depth charges that she can carry as well as the placement of the gun mounts, the latter being particularly important as the better firing angles allows MTB-1 2 series to better take advantage of her survivability much more than MTB-1 1 series can.
  
 
== General info ==
 
== General info ==
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{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''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.'' -->
The survivability of the MTB-1 is fairly average considering the small amount of crew, the wooden hull with no armour, and also the poor means of defence.
 
  
 
MTB-1 2 series has the following armour layout:
 
MTB-1 2 series has the following armour layout:
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Any gun in the game will easily be able to penetrate the hull and superstructure at any practical range.
 
Any gun in the game will easily be able to penetrate the hull and superstructure at any practical range.
  
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. MTB-1 2 series can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than 4 inches (102 mm). At MTB-1 2 series' battle rating, there is only one gun capable of hull-breaking her:
+
The hull is split into three sections. 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. MTB-1 2 series can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than 4 inches (102 mm). At MTB-1 2 series' battle rating, there is only one gun capable of hull-breaking her:
  
 
* the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
 
* the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
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}}
 
}}
  
The mobility is one of the most remarkable aspects of the MTB-1. Despite not having the fastest top speed amongst rank I boats, she is capable to turn tightly and cruise swiftly once finally upgraded. Thanks to the thin wooden structure boosted by 3 engines, the small craft will be able to reach 61 km/h of top speed.
+
While her top speed is on the slower side compared to other motor torpedo boats, MTB-1 2 series' 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.
  
Her reverse speed is decent and, when coupled with a good instant stop,  provides satisfactory control of the boat while in battle. Enabling the captains to retreat efficiently when required, without turning the whole boat.
+
MTB-1 2 series has a displacement of 22.4 tons. Because of her small size and relatively low displacement, MTB-1 2 series can be an unstable firing platform in rough waters.
 
 
The aspiring British captains should recognise these early fast boats were not specially conceived for rough blue waters. They will move abruptly up and down on strong waves and bad weather, causing difficulty in aiming the turrets and possibly the navigation itself. This is notable on some high sea maps. The draft or draught of the boat is considerably shallow so it's one clear indication of reduced seaworthiness and a preferably coastal purpose of the MTB-1 2 series.
 
 
 
MTB-1 2 series has a displacement of 22.4 tons.
 
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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{{main|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 mm)}}
  
The guns are the most insufficient aspect of the MBT-1 2 series. Their range is very short, effective up to approximately 1.500 m. After that, the precision and efficiency drop significantly. Sailors firing these guns to targets on 3 km of distance could feel disappointed by the seeming vanish of their shots at the distance.
+
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 machine guns in two quadruple mounts, one on either side of the bridge. 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.
 
 
 
The firing arcs for the gun mounts are very good, both of which are able to in all directions except in a small ~47° arc in the direction of the other gun mount. They both traverse relatively quickly and can rotate 360°, so switching direction during an engagement isn't much of a problem. That said, as said before, it's best to angle the hull to show as little of the rear hull compartments as much as possible.
 
  
Also, keep in mind that MTB-1 2 series' ammunition is very limited, only being able to carry five reloads per gun, so only fire when you know you can land the shots and make every shot count. Despite the limited ammo, though, it's almost always better to empty out the magazines after each engagement because MTB-1 2 series, along with MTB-1 2 series, has the longest reload of any rank I naval vehicle. Emptying the magazines is done to reload the guns in safety, and while this does waste ammunition, it's certainly better than the alternative of having to reload mid-engagement.
+
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, MTB-1 2 series 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}}
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! Horizontal !! Vertical !! Horizontal !! Vertical
 
! Horizontal !! Vertical !! Horizontal !! Vertical
 
|-
 
|-
| ±180° || -5°/+43° || ±160° || -5°/+43°
+
| ±180° || -5°/+43° || ±180° || -5°/+43°
 
|-
 
|-
 
|}
 
|}
 +
 +
Both gun mounts are able to fire in all directions except for a ~47° arc in the direction of the opposite mount. Both gun mounts are able to fully rotate 360°.
  
 
There are three ammunition types available:
 
There are three ammunition types available:
  
 
* Universal: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 
* Universal: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 
This belt offers a 50-50 distribution of armour-piercing and tracer rounds. This belt serves decently but not outstandingly, on both naval and air targets. Although, just like its distribution the efficiency is reduced by 50% depending on what the boat engages. This is because each round will have a different effect on the target since the belt is not dedicated but to all kinds of threats. Let's say MTB-1 attacks an enemy boat, only half of the belt will damage efficiently the target.
 
 
This belt is ''recommendable if the strategy is to be armed for all types of threats''. Nonetheless, some captains consider this unwise because low magazine count combined with a long reload time of the Lewis machine guns limit the usefulness and the rapid-fire responses. So instead of this, some prefer a more dedicated belt.
 
  
 
* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 
* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 
This belt is comprised of a 75-25 distribution. The Armour-piercing bullets being the predominant round inside the belt produce important damage to fast crafts. ''This should be the favourite belt when attacking other boats.'' The damage to planes is reduced because the bullets could just pass through the aircraft producing no major damage unless a direct hit to some critical parts as the engine or the pilot.
 
 
The small portion of tracer might not be enough to cause any aircraft fire and not suitable to damage boats or ships efficiently. Serving principally as guidance to aiming and ballistics.
 
  
 
* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|AP|Armour-piercing}}
 
* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|AP|Armour-piercing}}
 
As a result, ''this belt should be fully dedicated to air targets''. The incendiary and tracer properties are highly adequate to target planes. Even if the gunners can't achieve a direct hit to anything critical on the aircraft. This belt could ignite on wings and fuel tanks. Anything that can burn, shall burn.
 
 
Biplanes as the German [[He 51 (Family)]] and early naval bombers such as the Japanese [[F1M2]], are prone to catching fire. It's here when this belt provides its value. Contrastingly, this belt is the least recommendable to fight boats. The armour-piercing properties are poor and the incendiary effect is essentially lost.
 
  
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
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| 7.7 mm AP belt || 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
+
| 7.7 mm API belt || 10 || 9 || 7 || 6 || 5 || 5
 
|-
 
|-
 
|}
 
|}
 +
 +
Within all of the belts, the AP round is the main damage dealer. The T round deals very little damage to both surface targets and aircraft, only really being useful as a guide for aiming. As a result, the AP belt, with its 3:1 ratio of AP:T rounds, is the most effective in all situations. The Universal belt, with its 1:1 ratio of AP:T rounds, is a direct downgrade from the AP belt in terms of damage and should not be used as the AP belt is unlocked from the start. While the API belt, comprising wholly of IT rounds, may initially seem like the best option due to the incendiary effect of the IT rounds, the IT round in practice is actually comparable to the T round in damage, rarely starting fires and doing incredibly little damage against surface targets. Against aircraft, the difference in damage between the AP belt and the API belt is negligible.
  
 
=== Additional armament ===
 
=== Additional armament ===
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{{PAGENAME}} has four possible loadouts:
 
{{PAGENAME}} has four possible loadouts:
  
# 2x Mk.XII torpedo
+
# 2 x Mk.XII torpedo
# 6x Mk.VII depth charge
+
# 6 x Mk.VII depth charge
# 2x Mk.XII torpedo, 6x Mk.VII depth charge
+
# 2 x Mk.XII torpedo, 6 x Mk.VII depth charge
 
# Without load
 
# Without load
  
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MTB-1 2 series 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.
 
MTB-1 2 series 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.
 
The 18-inch Mk.XII is fairly average in terms of maximum speed and range, though it has a rather small explosive mass compared to other torpedoes. Still, a hit with the Mk.XII torpedo is more than enough to destroy any boat. Besides that, this torpedo is unnoteworthy.
 
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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! 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
+
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 1559 || 83 || 5.50 || 1 || 50 || TNT || 224 || 224
 
|-
 
|-
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 74 || 1.37
+
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 1559 || 107 || 3.67 || 1 || 50 || TNT || 224 || 224
 
|}
 
|}
 +
 +
The 18-inch Mk.XII is fairly average in terms of maximum speed and range, though it has a rather small explosive mass compared to other torpedoes. Still, a hit with the Mk.XII torpedo is more than enough to destroy any boat. Besides that, this torpedo is unnoteworthy.
  
 
The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:
 
The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:
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|}
 
|}
  
Once unlocked, sailors can opt for always keeping the Torpedo Mode 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. Note that the Torpedo Mode modification on MTB-1 2 series has the opposite effect compared to most other vehicles. Typically, the maximum range is increased at the cost of speed.
+
Since it's unlocked from the start, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is much of 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 MTB-1 2 series has the opposite effect compared to most other vessels. Typically, the maximum range is increased at the cost of speed.
  
If using torpedoes, be aware that, unless already launched, the torpedoes can be shot at, and there is a small chance for them to detonate if destroyed. To avoid this, fire the torpedoes early on — and after 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 captains want to take them or not.
+
In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that MTB-1 2 series can face will not have a deep enough draught to fuze 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.
  
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 
 
'''Depth Charges'''
 
'''Depth Charges'''
  
There are not many practical reasons to use depth charges. But they usually result in a one-hit kill if used properly, even early destroyers such as the [[Type 1924 Leopard]] can be quickly decimated by one depth charge, so this really speaks about the amount of damage they are able to generate. The depth charges can also become a liability during combat; their onboard detonation will usually be fatal to the MTB-1 since they essentially act as exposed ammo racks before they're dropped.
+
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 
 
Some will think best to equip all the lethal and useful armaments to battle, while others will prefer to not carry such delicate cargos at all. It's up to the captains to decide if the risk is worth a potential reward.
 
 
 
Their use is also extremely situational, this is because they require the carrying ship to get really close to the target to then release the charges. This means the depth charges won't be the ideal weapon to deal with the usual long-distance engagements. 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 a minimum of 3 seconds, since any higher time delay will only mean that the depth charge will sink further, and thus away, from the target.
 
  
 
The Mk.VII depth charges are carried around the bridge area, three on each side. They are dropped one at a time in the following order:
 
The Mk.VII depth charges are carried around the bridge area, three on each side. They are dropped one at a time in the following order:
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| 196 || TNT || 130 || 130
 
| 196 || TNT || 130 || 130
 
|}
 
|}
 +
 +
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 very close to a slower opponent. When doing this, remember the depth charge drop order, since most likely, only the depth charges dropped on the side closed to the enemy will deal any damage. Additionally set the depth charge time delay to the minimum 3 seconds, since any higher time delay only 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 ==
 
== Usage in battles ==

Revision as of 02:24, 26 February 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the British motor torpedo boat MTB-1(2). For other versions, see MTB-1 (Family).
MTB-1(2)
uk_mtb_2series.png
GarageImage MTB-1(2).jpg
MTB-1(2)
Purchase:250 Specs-Card-Eagle.png
Show in game

Description

The MTB-1 2 series is a premium rank I British motor torpedo boat with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic". With the split of the naval tech trees in Update "New Power", MTB-1(2) was moved to the coastal fleet tech tree.

The MTB-1 2 series is as a premium variant of MTB-1(1), the reserve vehicle of the British coastal fleet tech tree. Largely similar to MTB-1 1 series, MTB-1 2 series differs in the amount of depth charges that she can carry as well as the placement of the gun mounts, the latter being particularly important as the better firing angles allows MTB-1 2 series to better take advantage of her survivability much more than MTB-1 1 series can.

General info

Survivability and armour

Armourfront / side / back
Hull24 mm (wood)
Superstructure2 mm (steel)
Number of section3
Displacement22 t
Crew11 people

MTB-1 2 series 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 practical range.

The hull is split into three sections. 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. MTB-1 2 series can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than 4 inches (102 mm). At MTB-1 2 series' battle rating, there is only one gun capable of hull-breaking her:

MTB-1(2) internals (starboard side). Note the ammo storages just in front of the bridge.

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 boat.

MTB-1 2 series has a crew complement of 11. With a stock crew, vehicle is knocked out when 7 crew are lost; with an aced crew, this is increased to 8. Compared to vessels of similar battle rating, MTB-1 2 series' crew complement is average, but compared to everything she can face, the crew complement is below-average. However, the guns are all arranged in such a way that all of them can be brought to bear while facing forwards, which allowed MTB-1 2 series to effectively bow-tank without needing to sacrifice firepower, making her overall survivability average.

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, MTB-1 2 series' 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.

MTB-1 2 series has a displacement of 22.4 tons. Because of her small size and relatively low displacement, MTB-1 2 series can be an unstable firing platform in rough waters.

Modifications and economy

Repair cost
AB94 Sl icon.png
RB95 Sl icon.png
Total cost of modifications4 390 Rp icon.png
445 Sl icon.png
Crew training150 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces145 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 20 / 20 / 50 % Sl icon.png
Talisman.png 2 × 75 / 75 / 75 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
600 Rp icon.png
Cost:
60 Sl icon.png
55 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:
500 Rp icon.png
Cost:
50 Sl icon.png
45 Ge icon.png
Mods new ship pumps.png
New Pumps
Mods tank ammo.png
7.7 mm AP belt
Research:
600 Rp icon.png
Cost:
60 Sl icon.png
55 Ge icon.png
Mods tank ammo.png
7_7mm_lewis_navy_incendiary_ammo_pack
Research:
500 Rp icon.png
Cost:
50 Sl icon.png
45 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Mods depth charge.png
Depth Charges
Research:
750 Rp icon.png
Cost:
75 Sl icon.png
70 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
720 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
720 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png

Armament

Primary armament

Turret4 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3880 rounds
Belt capacity97 rounds
Fire rate551 shots/min
Turret4 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3395 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, MTB-1 2 series 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 (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
±180° -5°/+43° ±180° -5°/+43°

Both gun mounts are able to fire in all directions except for a ~47° arc in the direction of the opposite mount. Both gun mounts are 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 · 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 10 9 8 7 6 5
7.7 mm AP belt 10 9 8 7 6 5
7.7 mm API belt 10 9 7 6 5 5

Within all of the belts, the AP round is the main damage dealer. The T round deals very little damage to both surface targets and aircraft, only really being useful as a guide for aiming. As a result, the AP belt, with its 3:1 ratio of AP:T rounds, is the most effective in all situations. The Universal belt, with its 1:1 ratio of AP:T rounds, is a direct downgrade from the AP belt in terms of damage and should not be used as the AP belt is unlocked from the start. While the API belt, comprising wholly of IT rounds, may initially seem like the best option due to the incendiary effect of the IT rounds, the IT round in practice is actually comparable to the T round in damage, rarely starting fires and doing incredibly little damage against surface targets. Against aircraft, the difference in damage between the AP belt and the API belt is negligible.

Additional armament

Setup 12 x 18 inch Mk.XII torpedo
Setup 26 x Mk.VII depth charge
Setup 32 x 18 inch Mk.XII torpedo
6 x Mk.VII depth charge

MTB-1(2) has four possible loadouts:

  1. 2 x Mk.XII torpedo
  2. 6 x Mk.VII depth charge
  3. 2 x Mk.XII torpedo, 6 x Mk.VII depth charge
  4. Without load

Torpedoes

MTB-1 2 series 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 1559 83 5.50 1 50 TNT 224 224
Yes 1559 107 3.67 1 50 TNT 224 224

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

The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:

Torpedo Mode Specification Changes
Max Distance (m) Max Speed (m/s)
-1829 +7

Since it's unlocked from the start, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is much of 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 MTB-1 2 series 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 MTB-1 2 series can face will not have a deep enough draught to fuze 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 (click to view a larger image).

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

  1. Port, foremost
  2. Starboard, foremost
  3. Port, centre
  4. Starboard, centre
  5. Port, aftmost
  6. 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)
196 TNT 130 130

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 very close to a slower opponent. When doing this, remember the depth charge drop order, since most likely, only the depth charges dropped on the side closed to the enemy will deal any damage. Additionally set the depth charge time delay to the minimum 3 seconds, since any higher time delay only 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

MTB-1 2 series is, for the most part, identical to her tech tree equivalent, MTB-1(1). She shares many of the same drawbacks — low per-hit damage, low maximum range, and poor survivability — but with one key difference: whereas the gun turrets are mounted on the fore and aft on MTB-1 2 series, they are mounted side-by-side amidships on MTB-1 2 series. This allows MTB-1 2 series to bring all of her guns to bear without having to expose the rear hull compartments at all, greatly increasing her potential survivability. In general, MTB-1 2 series has the exact same playstyle as MTB-1 2 series but with a bit of extra versatility because of the gun mount placements.

During battles, avoid long-distance (+2 km) duels with enemy boats because MTB-1 will likely lose against them. Certain long-distance duels are often in maps as the Black seaport and Mediterranean port. Here one of the capture points will be quite far from the main action. If the MTB-1 attempts to capture it, captains should not forget to avoid distant engagements. A common German enemy; the LS 3, outguns and outspeeds the MTB-1. Despite having a lesser crew, this type of enemy can cause a lot of trouble while the MTB's guns will be ineffective.

Some roles in which the MTB-1 Series 1 can perform:

Sea brawler

This is one of the MTB-1's strengths. With good manoeuvrability, the MTB-1 can surprise enemy boats and open fire really close to them. Using the good turning abilities to try and dodge the enemy's main guns while firing too; working with every cover to become a harder target to hit. Employ the MTB-1's mobility to sneak close and personal, using secondary armaments such as the torpedoes and depth charges to multiply the damage; is here when depth charges and torpedoes take an important role. Big targets such as the R-boots and the VAS 201 are vulnerable to them. Be aware, they can carry depth charges and mines so sometimes is better to use the torpedoes and keep the distance. Perform lighting attacks then retreating with a smoke cover back to allies.

There is also always available the possibility to request a battleship's main calibre artillery. This one is very important if sailors see groups of enemies seizing a point or going through a tight coastal passage. Often this artillery will swing apart the fragile and light boats. Pretty remarkably sighting indeed!

Close-range aircraft interception

The MTB-1 2 series can be used to intercept enemy planes, flying boats, and bombers flying low towards allied shipping. Considering these planes sometimes will be slow, the work is pretty much doable for the MTB-1 (The guns provide immediate sustained fire, enough to track and fix the leading). If about to be attacked by an enemy plane, the MTB-1 can disengage, turn in the opposite direction and use a smoke cover to defend. This tactic is also valuable if is needed to protect an allied ship. Thanks to the decent turret range and mobility, the MTB-1 could always keep the enemy plane at gunpoint.

An important thing to remember is to avoid firing planes out of range. This often could lead to several planes attacking overwhelmingly since the location of the MTB-1 got exposed by its own tracers. It could be wiser to wait for a closer enemy approach before opening fire.

With these tactics, captains could additionally appeal for the speed and the small silhouette, attempting to avoid combat not only staying behind the allied side of the map but often going after the allied boats and ships; providing fire support and also repairing any bigger squadmate in need. Any sort of indirect fire without taking damage is the goal. Help maintain capture points or help attack points then fall back when necessary.

  • On arcade, the torpedoes are particularly useful in close maps such as Andaman sea or African gulf. There MTB-1 can constantly reload torpedoes and keep launching them in numerous directions. Such as capture zones and the enemy's spawn zones; something should eventually get to them. Don't forget the availability of torpedo mode.
  • Don't forget to destroy the whole enemy's compartments (coloured black once destroyed). Proceed to fire on other areas of the boat, once a compartment has been destroyed. This means the ammo of the MTB-1 will be used efficiently while exposing the boat to the minimum amount of damage.
  • If the MTB fires at a single section of the enemy boat, is unlikely it will be destroyed. Scatter the fire tactically.
  • Always angle the hull to show as little of the sides and rear and possible.
  • Stick to close-range engagements so that the guns' low maximum range isn't an issue.

Pros and cons

Pros:

  • Relatively large magazine capacity: can destroy most opponents without needing to reload
  • Placement of guns allows all guns to fire directly ahead
  • Large volume of fire can quickly take down low-flying aircraft
  • Third best crew count among reserve boats
  • Due to large spaced compartments, it can survive relatively well
  • Now is possible to target all guns to stern and bow; unlike the MTB-1 1 series
  • Premium bonus allows good rewards
  • 6 depth charges, 2+ compared to the MTB-1 1 series

Cons:

  • Only armed with small-calibre guns: low damage output per gun and low maximum range
  • Longest reload of any reserve boat
  • Relatively weak torpedoes (low explosive mass compared to other similar torpedoes)
  • Guns are severely outranged by most of the other Rank I boats (+1.5 km)
  • The ability to fire with all guns to both port and starboard is reduced; compared to the MTB-1 1 series
  • Big target compared to other smaller reserve boats; it receives a lot of fire

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 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.

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

Images
MTB-1(2) featured in an in-game art.

See also

External links


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