Difference between revisions of "Dark Adventurer"

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== Description ==
 
== Description ==
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
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.
+
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. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
  
 
== General info ==
 
== General info ==
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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.'' -->
 
<!-- ''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.'' -->
  
Dark Adventurer has the following armour layout:
+
Dark class (FPB 1101) has the following armour layout:
  
 
* [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]] gunshield: 12.7 mm, hardened armour
 
* [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]] gunshield: 12.7 mm, hardened armour
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* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
[[File:Dark_class_(FPB_1101)_internals.png|thumb|Dark Class, Dark Adventurer (FPB 1101) internals (starboard side). Note the ammo racks below the forward gun.]]
+
[[File:{{PAGENAME}}_internals.png|thumb|Dark class (FPB 1101) internals (starboard side). Note the ammo racks below the forward gun.]]
  
Dark Adventurer has practically no armour to speak of. Even light machine guns will easily penetrate anywhere on the boat. The 12.7 mm gunshield is largely superficial, and any direct hits will knock out the gun. There are also two large ammunition racks in the bow that cannot be removed unless the ammo for both the 114 mm 8cwt QF Mk 1 and the 40 mm QF Mark VII are used up. In addition, being a small boat herself, Dark Adventurer can be hull-broken by any gun larger than 4 inches (102 mm). With only a crew of 15, altogether, this makes Dark Adventurer's survivability very low. However, aside from the ammo racks in the bow, this shouldn't really be seen as a drawback, but rather as a typical aspect of boats of this size.
+
Like most coastal vessels, Dark class (FPB 1101) has no practical armour. The gunshield is largely superficial, so while it may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate it at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.  
  
Luckily though for Dark Adventurer, within its battle rating range, there are only two boats with guns large enough to hull-break it: itself, with its own [[8cwt QF Mk I (114 mm)]], and {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}, with its [[10.5 cm SK C/32 (105 mm)]]. In general, these are rather rare to come across and both can be destroyed relatively quickly by Dark Adventurer. Don't sail in a straight line or otherwise present an easy target, and make use of cover to close the distance.
+
The hull is split into four hull sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends just in front of forward gun; the second ends just after the bridge; the third ends where the fuel tanks end, just in front of the engines; and the fourth ends at the stern. Dark class (FPB 1101) can be destroyed 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 or equal to 4 inches (102 mm) and with an explosive mass greater than 1.5 kg. At Dark class (FPB 1101)'s battle rating, the only guns capable of taking her out in a single shot are:
  
Since Dark Adventurer only has two guns, and of those two, only the 40 mm QF Mark VII mounted on the aft is particularly useful, Dark Adventurer can be played behind cover, leaving only the aft gun exposed. This way, the ammo racks and, more importantly, the middle and bow compartments are hidden. All three compartments of the hull need to be destroyed to knock out Dark Adventurer (with the exception of hull-break), so being able to hide two-thirds of the hull while still being able to keep the most effective gun in action is a major advantage. That said, doing this exposes the engines.
+
* the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]], found on {{Specs-Link|germ_escort_typem1943}}; and
 +
* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on Dark class (FPB 1101) herself.
 +
 
 +
There is one ammunition storage that holds ammunition for both the primary and secondary gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy the boat.  
 +
 
 +
Dark class (FPB 1101) has a crew complement of 15. With a stock crew, Dark class (FPB 1101) is knocked out when 10 crew are lost; with an aced crew, this is increased to 11. Overall, the survivability is average.  
  
 
=== Mobility ===
 
=== Mobility ===
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<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
  
{| class="wikitable" style="text-align:center"
+
{{NavalMobility
! colspan="6" | '''Mobility Characteristics'''
+
|SpeedForwardStockAB = 73
|-
+
|SpeedBackStockAB = 27
! rowspan="2" | Game Mode
+
|TurnTimeStockAB = 26.46
! rowspan="2" | Upgrade Status
+
|TurnSpeedStockAB = 45.62
! colspan="2" | Maximum Speed (km/h)
+
 
! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
+
|TurnTimeSpadedAB = 17.53
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
+
|TurnSpeedSpadedAB = 28.67
|-
+
 
! rowspan="1" | Forward
+
|SpeedForwardStockRB = 64
! rowspan="1" | Reverse
+
|SpeedBackStockRB = 24
 +
|TurnTimeStockRB = 29.42
 +
|TurnSpeedStockRB = 52.03
  
|-
+
|TurnTimeSpadedRB = 23.53
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
+
|TurnSpeedSpadedRB = 40.57
| {{Annotation|Stock|All modifications removed}} || 73 || 27 || ~26.46 || ~45.62
+
}}
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 100 || 37 || ~17.53 || ~28.67
 
|-
 
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 
| {{Annotation|Stock|All modifications removed}} || 64 || 24 || ~29.42 || ~52.03
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 74 || 27 || ~23.53 || ~40.57
 
|-
 
|}
 
  
Dark Adventurer's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any other boats around its battle rating.
+
Dark class (FPB 1101) has a displacement of 64 tons.  
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
 +
 +
The recommended modification research order is:
 +
 +
* Tool Set
 +
* Fire Protection System
 +
* 40 mm HE clips
 +
* 40 mm AP clips
 +
* Smokescreen
 +
* Propeller Replacement
 +
* Improved Rangefinder
 +
* Artillery Support
 +
 +
After that, prioritize the rest of the seakeeping modifications first, then finish researching the remaining modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
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{{main|8cwt QF Mk I (114 mm)}}
 
{{main|8cwt QF Mk I (114 mm)}}
  
In its primary armament group, Dark Adventurer has a single 113 8cwt QF Mk I mounted in front of the bridge. There are 100 rounds of ammunition available for it. It can traverse horizontally at a rate of 30°/s and vertically at a rate of 25°/s. With a stock crew, the gun can be reloaded in 6.5 seconds; with an aced crew, it can be reloaded in 5 seconds. The gun can hull-break certain boats if the shot destroys a compartment.
+
The primary armament consists of a single 114 mm 8cwt QF Mk I cannon mounted forwards, with a maximum ammunition load of 100 rounds. Stock, the mount can traverse horizontally at a rate of 26°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 30°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 12 rounds/min. With a stock crew, it can be reloaded in 6.5 seconds; with an aced crew, this is decreased to 5 seconds.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Guidance for the Primary Gun Turret'''
+
! colspan="2" | Primary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
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|}
 
|}
  
There is only one ammunition option available:
+
There is only one ammunition type available:
  
 
* 114 mm HE
 
* 114 mm HE
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{| class="wikitable" style="text-align:center" width="100%"
! colspan="8" | '''Penetration Statistics'''
+
! colspan="8" | Penetration statistics
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! rowspan="2" | Type
+
! rowspan="2" | Type of warhead
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
|-
 
! 1,000 m !! 2,500 !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m
 
! 1,000 m !! 2,500 !! 5,000 m !! 7,500 m !! 10,000 m !! 15,000 m
 
|-
 
|-
| 114 mm HE || {{Annotation|HE|High-Explosive with base fuze}} || 34 || 34 || 34 || 34 || 34 || 34
+
| 114 mm HE || {{Annotation|HE base fuze|High-Explosive with base fuze}} || 34 || 34 || 34 || 34 || 34 || 34
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{| class="wikitable" style="text-align:center" width="100%"
! colspan="12" | '''Shell Details'''
+
! colspan="10" | Shell details
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! rowspan="2" | Type
+
! rowspan="2" | Type of warhead
! rowspan="2" | Projectile Mass (kg)
 
 
! rowspan="2" | Velocity (m/s)
 
! rowspan="2" | Velocity (m/s)
! rowspan="2" | Explosive Type
+
! rowspan="2" | Projectile mass (kg)
! rowspan="2" | Explosive Mass (kg)
+
! rowspan="2" | Fuse delay (m)
! rowspan="2" | TNT Equivalent (kg)
+
! rowspan="2" | Fuse sensitivity (mm)
! rowspan="2" | Fuse Delay (m)
+
! rowspan="2" | Explosive mass<br>(TNT equivalent) (kg)
! rowspan="2" | Fuse Sensitivity (mm)
 
 
! colspan="3" | Ricochet
 
! colspan="3" | Ricochet
 
|-
 
|-
 
! 0% !! 50% !! 100%
 
! 0% !! 50% !! 100%
 
|-
 
|-
| 114 mm HE || {{Annotation|HE|High-Explosive with base fuze}} || 6.66 || 457 || RDX/TNT || 2.264 || 2.9 || 0.0 || 0.1 || 79° || 80° || 81°
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| 114 mm HE || {{Annotation|HE base fuze|High-Explosive with base fuze}} || 457|| 6.66 || 0 || 0.1 || 2.9 || 79° || 80° || 81°
 
|-
 
|-
 
|}
 
|}
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{{main|QF Mark VII (40 mm)}}
 
{{main|QF Mark VII (40 mm)}}
  
In its secondary armament group, Dark Adventurer has a single 40 mm QF Mark VII mounted on its aft. The gun has a magazine size of 4 rounds and has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. With a stock crew, the gun can be reloaded in 0.38 seconds; with an aced crew, it can be reloaded in 0.19 seconds. Firing for too long will cause the gun to jam.
+
The secondary armament consists of a single 40 mm QF Mk VII cannon mounted aft with a maximum ammunition load of 1500 rounds. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 29°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 40°/s and 34°/s respectively. The gun has a magazine capacity of 4 rounds and a cycle rate of fire of 160 rounds/min. With a stock crew, it can be reloaded in 0.49 seconds; with an aced crew, this is decreased to 0.38 seconds. The reload is short enough that there is a seamless transition between magazines, although continuously firing for too long will cause the gun to overheat and jam. This happens after continuously firing for about 1.25 min, or about 200 rounds. There is no noticeable drop in accuracy as the gun overheats.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
+
! colspan="2" | Secondary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
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|}
 
|}
  
There are three ammunition options available:
+
There are three ammunition types available:
  
* Universal: AP-T/HEFI-T
+
* Universal: {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentary incendiary tracer}}
* 40 mm HE clips: HEFI-T/HEFI-T/HEFI-T/AP-T
+
* 40 mm HE clips: {{Annotation|HEFI-T|High-explosive fragmentary incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentary incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentary incendiary tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
* 40 mm AP clips: AP-T/AP-T/AP-T/HEFI-T
+
* 40 mm AP clips: {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentary incendiary tracer}}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="7" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| Universal || 80 || 77 || 66 || 57 || 50 || 45
 +
|-
 +
| 40 mm HE clips || 80 || 77 || 66 || 57 || 50 || 45
 +
|-
 +
| 40 mm AP clips || 80 || 77 || 66 || 57 || 50 || 45
 +
|-
 +
|}
 +
 
 +
The best ammunition is the 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds. Take mostly 40 mm HE clips along with several 40 mm AP clips for armoured targets. Because of the gun's seamless reload, there is no reason to use the Universal belt once the others are unlocked.
  
 
=== Additional armament ===
 
=== Additional armament ===
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{{main|Mk.VII depth charge}}
 
{{main|Mk.VII depth charge}}
  
Dark Adventurer can carry two Mk.VII depth charges in front of the aft 40 mm QF Mark VII gun, one facing each broadside. The depth charges can be dropped one at a time, with the one on the starboard side always dropping before the one on the port side. Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
+
Dark class (FPB 1101) has two possible loadouts:
 +
 
 +
# Without load
 +
# 2x Mk.VII depth charge
 +
 
 +
'''Depth charges'''
 +
 
 +
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 +
 
 +
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:
 +
 
 +
# Starboard
 +
# Port
 +
 
 +
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 +
! colspan="7" | Depth charge characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 +
! HE armour penetration (mm)
 +
! Armoured vehicle destruction radius (m)
 +
! Fragment dispersion radius (m)
 +
|-
 +
| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|-
 
|-
| 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 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. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.
 +
 +
Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
 
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
  
The main armament of Dark Adventurer is a single 114 mm 8cwt QF Mk I. This gun has a powerful HE round with an explosive mass of 2.5 kg of TNT, and, since its larger than 4 inches, it can also hull-break most of the smaller boats seen around this battle rating. Hull-break is triggered by destroying an enemy boat's compartment, and, if done successfully, it will result in a one-shot kill. Despite being one of the only guns at this battle rating capable of hull-breaking, the gun overall is poor. Its rate of fire is relatively slow at 12 rounds per minute, and its muzzle velocity is very low at 457 m/s, both of which contribute to making the gun difficult to use at long ranges and against fast-moving targets. Even at close ranges, it gets outperformed by Dark Adventurer's other weapon anyway. The 8cwt QF Mk I is the primary armament in name only.
+
Dark class (FPB 1101)'s main armament, the 114 mm 8cwt QF Mk I, is one of the largest calibre coastal fleet weapons in the game and fires the single strongest HE round of any coastal vessel, allowing it to knock out anything smaller than a sub-chaser. Guns that can take her out in a single shot are very rare in the coastal fleet, and Dark class (FPB 1101) is, by far, the lowest BR vessel equipped with one. However, against sub-chasers and other larger vessels, the damage is lacklustre, often requiring multiple hits to destroy a single hull segment. Additionally, the terrible muzzle velocity and very poor ballistics make the gun difficult to use in practice, with it only really effective against stationary targets or at very close ranges, within 500 m at most, and while the muzzle velocity is bad, it isn't quite bad enough to allow the 8cwt QF Mk I to fire from behind cover. Because of this, and despite the one-shot potential, the 8cwt QF Mk I is simply outclassed by the secondary 40 mm QF Mark VII in the vast majority of situations.
 
 
The secondary gun, the 40 mm QF Mark VII, is actually a far superior weapon, and there is generally no reason to even use the 8cwt QF Mk I over it. The QF Mark VII is a 40 mm Bofors L/60 gun, one of the best naval automatic cannons in the game, and Dark Adventurer is one of the lowest battle rating vehicles to receive it. Where the 114 mm 8cwt QF Mk I lacks, the 40 mm QF Mark VII excels. Its rate of fire, though a bit low for an automatic cannon, is much higher at 160 rounds per minute. The gun's magazine size of only 4 rounds may seem like a disadvantage on paper, but in practice, the reload is quick enough that the gun can fire continuously as if there wasn't a reload at all. The QF Mark VII also has a much larger effective range of roughly 3.25 km thanks to its higher muzzle and relatively large projectile mass. This allows Dark Adventurer to outrange, and thus be effectively immune to, many guns at this battle rating, most notably the [[2 cm/65 C/38 (20 mm)]] and the [[Oerlikon Mk.II (20 mm)]], both of which have a maximum range of roughly 2 km.
 
 
 
The QF Mark VII has a very powerful HE round for its calibre as well as an impressive AP round, the latter of which has a maximum penetration of 80 mm of armour, more than enough to trivialize any armour Dark Adventurer might come across. The gun is very powerful and doesn't require much ammunition to destroy most of its enemies, usually less than 10 rounds if all rounds hit. In fact, it's actually quite rare that Dark Adventurer will use up more than a couple hundred rounds of ammunition throughout the entire match. This is good because firing the gun for too long (indicated by the red circle around the crosshair) will cause the gun to jam and will require a substantial amount of time before it can be fired again. Always pay attention to the red circle and try to never let the gun jam.
 
 
 
Despite how good the QF Mark VII might be, though, the boat it's mounted on has some issues. The first of these is rather obvious: the gun is mounted on the rear of the boat, which of course prevents it from firing forwards. Because of this, there is a ~25° dead zone to either side in which the gun is unable to fire. Second, the survivability of Dark Adventurer is close to nonexistent, especially when considering the ammo racks in the front of the hull. Dark Adventurer can either be played at long range to outrange enemy fire or by using hard cover to hide the hull. Either playstyle is really dependent on the map and is mostly down to player preference. Regardless of how Dark Adventurer is played, she shouldn't be the first to charge into action. If an enemy is met straight-on, time is needed to turn the hull to allow the QF Mark VII to fire, enough time for a smart enemy to inflict major damage.
 
 
 
;Depth Charges
 
  
It should be noted that Dark Adventurer can carry two Mk.VII depth charges. Being an anti-submarine weapon and without the presence of submarines in the game, their usage against surface targets is very situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember that depth charge on the starboard side always drops first and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. For the most part, though, there is no reason to even take them into battle since if they're not dropped, they essentially become extra ammo racks to shoot at.
+
In battle, make the most of the QF Mark VII by switching to manual control with Alt+2. The best advantage of the QF Mark VII over many other coastal weapons is its seamless reload. Without having to worry about reloading, vessels equipped with these types of weapons can be played much more aggressively. However, on Dark class (FPB 1101), the gun is mounted aft, which limits its versatility by preventing it from firing forwards and increasing the time needed to traverse the gun from one side to the other. While being mounted aft does come with some benefits—mainly, it gets destroyed less often—this is an overall net disadvantage and limits Dark class (FPB 1101)'s effectiveness in comparison with vessels with forward-mounted guns, like {{Specs-Link|uk_dark_class_mtb}}.
  
;Ammunition Choices
+
Because of this, try to not be the first to rush into action and avoid meeting enemies head-on as much as possible, since it takes some time to turn the hull to get the QF Mark VII on target. Instead, flank the enemy and try to get into ambush positions behind cover. Once in place, turn the hull around so that the stern is facing towards the enemy and use the QF Mark VII to make short work of anything that passes by, prioritizing armoured targets if possible. Dark class (FPB 1101) has a somewhat poor reaction time, so try not to stay in one place for too long to avoid being flanked yourself. Since the hull is already turned around, you can quickly retreat if necessary by using smoke and going forwards. In general, stick to close-range engagements on the flanks with the QF Mark VII, but don't be afraid to switch back to the 8cwt QF Mk I to one-shot tricky opponents either.
  
The 40 mm HE clips should be the primary ammunition choice since it contains the highest ratio of HE to AP rounds. HE rounds have the highest effectiveness against aircraft and boats, so the choice that maximizes this is the best. A small amount of 40 mm AP clips should also be taken to deal with armoured targets. AP rounds can also be used against boats coming towards Dark Adventurer straight-on. Whereas HE rounds would just explode on an already destroyed bow compartment, AP rounds can pass through and deal damage to the rear of the boat.
+
While manually controlling the QF Mark VII, there are several things to keep in mind. First, while you don't have to worry about reloads, the QF Mark VII is one of the few weapons that can overheat, causing it to jam after continuously firing about 200 rounds. This is more than enough for multiple engagements, though, and the overheating doesn't have any noticeable negative effect on accuracy as is the case with some other guns. However, you should still pay attention to the overheating and occasionally retreat to let the gun cool off. The second thing to consider is what to do with the primary 8cwt QF Mk I. This gun is completely useless against aircraft, and under AI control, it is practically worthless against surface targets too. Because of this, it's best to just disable the AI gunners. This keeps the gun loaded, level, and forward-facing for when it's actually needed. This ties into the last thing to be aware of, which is that there will be no AI anti-aircraft defense while playing like this, so always look out for aircraft. The AI gunners are very inaccurate against aircraft unless the enemy is coming directly head-on, so don't bother giving control of the QF Mark VII back to the AI gunners; just try to shoot down enemy aircraft manually.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 178: Line 220:
  
 
'''Pros:'''
 
'''Pros:'''
* 40 mm QF Mark VII: large explosive mass, high armour penetration, very quick reload, can out-range most enemies
+
 
* 114 mm 8cwt Mk I can hull-break certain boats
+
* Primary armament can destroy most opponents with a single shot
 +
* Secondary armament: very good damage output, high armour penetration, seamless reload
  
 
'''Cons:'''
 
'''Cons:'''
* 40 mm QF Mark VII is mounted on the rear, cannot fire directly forwards
+
 
* 114 8cwt Mk I: very low muzzle velocity, low rate of fire, difficult to use
+
* Primary armament: very low muzzle velocity, low rate of fire, difficult to use
* Two large ammo racks below the forward gun, cannot be removed
+
* Secondary armament is mounted aft, cannot fire directly forwards
* Lack of torpedo armament
 
  
 
== History ==
 
== History ==
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== Media ==
 
== Media ==
 
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{| class="catlist" frame="box" style="background: #efefef;" align="center"
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;Skins
|<span style="white-space:nowrap;">[[File:GEN_LIVE_WT_1_HPL.jpg|510px|link=https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=boat&vehicle=uk_dark_class|]]</span> ||
+
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=gun_boat&vehicle=uk_dark_class Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
|-
 
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;Images
 
;Images
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<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the ship;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
 
* [[wt:en/news/4272-development-newsflash-from-igromir-2016-new-ships-and-first-look-at-japanese-ground-forces-en|[Development] Newsflash from IgroMir 2016! New ships and first look at Japanese Ground Forces!]]
 
* [[wt:en/news/4272-development-newsflash-from-igromir-2016-new-ships-and-first-look-at-japanese-ground-forces-en|[Development] Newsflash from IgroMir 2016! New ships and first look at Japanese Ground Forces!]]
* [https://cfv.org.uk/forum/viewtopic.php?t=215 Coastal Forces Veterans Forum - The British "Dark" Class]
+
* [https://cfv.org.uk/forum/viewtopic.php?t=215 <nowiki>[Coastal Forces Veterans Forum]</nowiki> The British "Dark" Class]
* [http://www.bmpt.org.uk/boat%20histories/Dark%20Class/index.htm British Military Powerboat Team - Dark Class Boats]
+
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
* [http://dave-mills.yolasite.com/saro-dark-class-mtbs.php mprints.co.uk - SARO Dark Class MTBs]
+
* [http://www.bmpt.org.uk/boat%20histories/Dark%20Class/index.htm <nowiki>[British Military Powerboat Team]</nowiki> Dark Class Boats]
* [https://en.wikipedia.org/wiki/Dark-class_patrol_boat Wikipedia - Dark-class patrol boat]
+
* [http://dave-mills.yolasite.com/saro-dark-class-mtbs.php <nowiki>[mprints.co.uk]</nowiki> SARO Dark Class MTBs]
 +
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
  
 
{{Britain boats}}
 
{{Britain boats}}

Revision as of 20:16, 9 May 2021

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
uk_dark_class.png
GarageImage Dark Adventurer.jpg
Dark Adventurer
AB RB SB
2.0 2.0 2.0
Research:14 000 Specs-Card-Exp.png
Purchase:32 000 Specs-Card-Lion.png
Show in game

Description

The Dark-class, Dark Adventurer (FPB 1101) is a rank II British motor gun boat with a battle rating of 2.0 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test. With the split of the naval tech trees in Update "New Power", Dark Adventurer was moved to the coastal fleet tech tree.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement64 t
Crew15 people

Dark class (FPB 1101) has the following armour layout:

  • 114 mm 8cwt QF Mk I gunshield: 12.7 mm, hardened armour
  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood
Dark class (FPB 1101) internals (starboard side). Note the ammo racks below the forward gun.

Like most coastal vessels, Dark class (FPB 1101) has no practical armour. The gunshield is largely superficial, so while it may stop low-calibre machine guns, heavy machine guns and cannons will easily penetrate it at any range. The hull and superstructure are unarmoured and will not stop any sort of gunfire.

The hull is split into four hull sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends just in front of forward gun; the second ends just after the bridge; the third ends where the fuel tanks end, just in front of the engines; and the fourth ends at the stern. Dark class (FPB 1101) can be destroyed 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 or equal to 4 inches (102 mm) and with an explosive mass greater than 1.5 kg. At Dark class (FPB 1101)'s battle rating, the only guns capable of taking her out in a single shot are:

There is one ammunition storage that holds ammunition for both the primary and secondary gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy the boat.

Dark class (FPB 1101) has a crew complement of 15. With a stock crew, Dark class (FPB 1101) is knocked out when 10 crew are lost; with an aced crew, this is increased to 11. Overall, the survivability is average.

Mobility

Speedforward / back
AB100 / 37 km/h
RB74 / 27 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 27 ~26.46 ~53.37
Upgraded 100 37 ~17.53 ~22.22
RB/SB Stock 64 24 ~29.42 ~67.67
Upgraded 74 27 ~23.53 ~42.2

Dark class (FPB 1101) has a displacement of 64 tons.

Modifications and economy

Repair costBasic → Reference
AB911 → 1 148 Sl icon.png
RB1 317 → 1 660 Sl icon.png
Total cost of modifications13 840 Rp icon.png
20 150 Sl icon.png
Talisman cost860 Ge icon.png
Crew training9 200 Sl icon.png
Experts32 000 Sl icon.png
Aces320 Ge icon.png
Research Aces250 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 100 / 100 % Sl icon.png
130 / 130 / 130 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
135 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
90 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
125 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
220 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
135 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
90 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
90 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
220 Ge icon.png
Mods ammo.png
40 mm HE clips
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
135 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
90 Ge icon.png
Mods ammo.png
40 mm AP clips
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
90 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
125 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
125 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
125 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
220 Ge icon.png

The recommended modification research order is:

  • Tool Set
  • Fire Protection System
  • 40 mm HE clips
  • 40 mm AP clips
  • Smokescreen
  • Propeller Replacement
  • Improved Rangefinder
  • Artillery Support

After that, prioritize the rest of the seakeeping modifications first, then finish researching the remaining modifications in whatever order you prefer.

Armament

Primary armament

Turret114 mm/19 8cwt QF Mk I cannon
Ammunition100 rounds
Vertical guidance-8° / 12°
Main article: 8cwt QF Mk I (114 mm)

The primary armament consists of a single 114 mm 8cwt QF Mk I cannon mounted forwards, with a maximum ammunition load of 100 rounds. Stock, the mount can traverse horizontally at a rate of 26°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 30°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 12 rounds/min. With a stock crew, it can be reloaded in 6.5 seconds; with an aced crew, this is decreased to 5 seconds.

Primary armament guidance
Horizontal Vertical
±180° -8°/+12°

There is only one ammunition type available:

  • 114 mm HE
Penetration statistics
Ammunition Type of warhead Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 5,000 m 7,500 m 10,000 m 15,000 m
114 mm HE HE base fuze 34 34 34 34 34 34
Shell details
Ammunition Type of warhead Velocity (m/s) Projectile mass (kg) Fuse delay (m) Fuse sensitivity (mm) Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
114 mm HE HE base fuze 457 6.66 0 0.1 2.9 79° 80° 81°

Secondary armament

Turret40 mm QF Mark VII gun
Ammunition2000 rounds
Belt capacity4 rounds
Fire rate160 shots/min
Main article: QF Mark VII (40 mm)

The secondary armament consists of a single 40 mm QF Mk VII cannon mounted aft with a maximum ammunition load of 1500 rounds. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 29°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 40°/s and 34°/s respectively. The gun has a magazine capacity of 4 rounds and a cycle rate of fire of 160 rounds/min. With a stock crew, it can be reloaded in 0.49 seconds; with an aced crew, this is decreased to 0.38 seconds. The reload is short enough that there is a seamless transition between magazines, although continuously firing for too long will cause the gun to overheat and jam. This happens after continuously firing for about 1.25 min, or about 200 rounds. There is no noticeable drop in accuracy as the gun overheats.

Secondary armament guidance
Horizontal Vertical
±180° -10°/+89°

There are three ammunition types available:

  • Universal: AP-T · HEFI-T
  • 40 mm HE clips: HEFI-T · HEFI-T · HEFI-T · AP-T
  • 40 mm AP clips: AP-T · AP-T · AP-T · HEFI-T
Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Universal 80 77 66 57 50 45
40 mm HE clips 80 77 66 57 50 45
40 mm AP clips 80 77 66 57 50 45

The best ammunition is the 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds. Take mostly 40 mm HE clips along with several 40 mm AP clips for armoured targets. Because of the gun's seamless reload, there is no reason to use the Universal belt once the others are unlocked.

Additional armament

Setup 12 x Mk.VII depth charge
Main article: Mk.VII depth charge

Dark class (FPB 1101) has two possible loadouts:

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

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 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) HE armour penetration (mm) Armoured vehicle destruction radius (m) Fragment dispersion radius (m)
196 TNT 130 130 101 8 122

There is almost no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns 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. They can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.

Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.

Usage in battles

Dark class (FPB 1101)'s main armament, the 114 mm 8cwt QF Mk I, is one of the largest calibre coastal fleet weapons in the game and fires the single strongest HE round of any coastal vessel, allowing it to knock out anything smaller than a sub-chaser. Guns that can take her out in a single shot are very rare in the coastal fleet, and Dark class (FPB 1101) is, by far, the lowest BR vessel equipped with one. However, against sub-chasers and other larger vessels, the damage is lacklustre, often requiring multiple hits to destroy a single hull segment. Additionally, the terrible muzzle velocity and very poor ballistics make the gun difficult to use in practice, with it only really effective against stationary targets or at very close ranges, within 500 m at most, and while the muzzle velocity is bad, it isn't quite bad enough to allow the 8cwt QF Mk I to fire from behind cover. Because of this, and despite the one-shot potential, the 8cwt QF Mk I is simply outclassed by the secondary 40 mm QF Mark VII in the vast majority of situations.

In battle, make the most of the QF Mark VII by switching to manual control with Alt+2. The best advantage of the QF Mark VII over many other coastal weapons is its seamless reload. Without having to worry about reloading, vessels equipped with these types of weapons can be played much more aggressively. However, on Dark class (FPB 1101), the gun is mounted aft, which limits its versatility by preventing it from firing forwards and increasing the time needed to traverse the gun from one side to the other. While being mounted aft does come with some benefits—mainly, it gets destroyed less often—this is an overall net disadvantage and limits Dark class (FPB 1101)'s effectiveness in comparison with vessels with forward-mounted guns, like Dark Aggressor.

Because of this, try to not be the first to rush into action and avoid meeting enemies head-on as much as possible, since it takes some time to turn the hull to get the QF Mark VII on target. Instead, flank the enemy and try to get into ambush positions behind cover. Once in place, turn the hull around so that the stern is facing towards the enemy and use the QF Mark VII to make short work of anything that passes by, prioritizing armoured targets if possible. Dark class (FPB 1101) has a somewhat poor reaction time, so try not to stay in one place for too long to avoid being flanked yourself. Since the hull is already turned around, you can quickly retreat if necessary by using smoke and going forwards. In general, stick to close-range engagements on the flanks with the QF Mark VII, but don't be afraid to switch back to the 8cwt QF Mk I to one-shot tricky opponents either.

While manually controlling the QF Mark VII, there are several things to keep in mind. First, while you don't have to worry about reloads, the QF Mark VII is one of the few weapons that can overheat, causing it to jam after continuously firing about 200 rounds. This is more than enough for multiple engagements, though, and the overheating doesn't have any noticeable negative effect on accuracy as is the case with some other guns. However, you should still pay attention to the overheating and occasionally retreat to let the gun cool off. The second thing to consider is what to do with the primary 8cwt QF Mk I. This gun is completely useless against aircraft, and under AI control, it is practically worthless against surface targets too. Because of this, it's best to just disable the AI gunners. This keeps the gun loaded, level, and forward-facing for when it's actually needed. This ties into the last thing to be aware of, which is that there will be no AI anti-aircraft defense while playing like this, so always look out for aircraft. The AI gunners are very inaccurate against aircraft unless the enemy is coming directly head-on, so don't bother giving control of the QF Mark VII back to the AI gunners; just try to shoot down enemy aircraft manually.

Pros and cons

Pros:

  • Primary armament can destroy most opponents with a single shot
  • Secondary armament: very good damage output, high armour penetration, seamless reload

Cons:

  • Primary armament: very low muzzle velocity, low rate of fire, difficult to use
  • Secondary armament is mounted aft, cannot fire directly forwards

History

The Dark class fast patrol boats, also known as the Admiralty Type "A" Fast Patrol Boat (FPB), were 18 patrol boats used by the Royal Navy, with another 8 built for export. The class was originally ordered in the late 1940s, calling for a new diesel-powered FPB, with Saunders-Roe eventually winning the design contract in early 1952. The Dark class was built between 1954 and 1958 primarily by Saunders-Roe alongside several other British shipbuilding companies. The Dark class had interchangeable armaments and could be configured as motor torpedo boats, as motor gun boats, or as minelayers. These armaments include:

  • 4x 21-inch torpedoes
  • 1x 40 mm Bofors gun (forward), 2x 21-inch torpedoes
  • 1x 40 mm Bofors gun (aft), 1x 4.5-inch cannon (forward)
  • 16x mines

The Dark class boats had a length of 71 ft. 8 in., a beam of 19 ft. 5 in., a draught of 6 ft. 1 in, and a standard displacement of 50 long tons and were the first of their kind in Royal Navy service to use diesel engines. Each boat was powered by two 18 cylinder Napier Deltic diesel engines, each producing 2,500 bhp and driving a single shaft, with an exhaust port on the port side hull. The first few Dark class boats were painted entirely in standard grey. However, the port side of the hulls would quickly become stained by the diesel exhaust fumes, even after only a short period of use. Initially, an experimental paint scheme was tried on HMS Dark Biter (P1104) around March 1956 that had the rear hull painted in black with the front hull still in grey. This, too, was found to be unsatisfactory, and eventually, it was decided that the entire hull of the Dark class boats was to be painted in black.

Eighteen Dark class boats served with the Royal Navy. All of these were built with wooden hulls and aluminium decks on aluminium hull frames with the exception of the final boat, the unique HMS Dark Scout (P1116), which had an all-aluminium welded construction, a redesigned bridge, and transom exhaust ports. In addition to these, eight more Dark class boats were also built for export, all built by Saunders-Roe: two standard boats to Finland; five riveted, all-aluminium boats with an additional electric drive system to Burma; and one standard boat to Japan. A further nine Dark class boats were planned to be built as well for Royal Navy service, but these were all cancelled in 1955. During the 1960s and 1970s, of the 18 Dark class boats in Royal Navy service, two were used as target practice with one being sunk. The surviving 17 were sold to various places, including several to Italian law enforcement in the late 1960s.

HMS Dark Adventurer, pennant number P1101, was the first of the Dark-class boats. She was built by Saunders-Roe in Beaumaris and was completed on 28th October 1954. She was sold in early 1970.

Media

Skins
Images
Videos

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 · MGB-61 · MGB-75 · ML 1383 · SGB Grey Fox · SGB Grey Goose
Gunboats  HMS Spey