Difference between revisions of "Fairmile A (ML100)"

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{{Specs-Card|code=uk_fairmile_a_ml100}}
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{{Specs-Card
 +
|code=uk_fairmile_a_ml100
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== Description ==
 
== Description ==
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
<!-- ''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.'' -->
{{break}}
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor gun boat {{Battle-rating|1}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''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.''-->
+
{{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.'' -->
  
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). The aft ammunition storage is partially obscured by the fuel tanks here.]]
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). The aft ammunition storage is partially obscured by the fuel tanks here.]]
  
{{PAGENAME}} has the following armour layout:  
+
Fairmile A (ML100) has the following armour layout:
  
 
* Hull: 24 mm, wood
 
* Hull: 24 mm, wood
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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.
  
{{PAGENAME}} can be hull-broken by any gun that is greater than 4 inches (102 mm) in diameter. Hull-break is triggered when any such gun hits and destroys any hull compartment — or in some cases, the bridge — with a high-explosive round, upon which the rest of the boat will be destroyed. At {{PAGENAME}}'s battle rating, there is only one gun capable of hull-breaking her:
+
Fairmile A (ML100) can be hull-broken by any round with a large enough diameter and a large enough explosive mass. In general, this is limited to HE rounds fired from guns greater than 4 inches (102 mm) in diameter. Hull-break triggers when such a round hits and destroys any hull compartment — or in some cases, the bridge — upon which the rest of the boat is destroyed. At {{PAGENAME}}'s 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}}.
  
{{PAGENAME}}'s hull is split into four compartments. The first compartment starts at the bow and ends in the middle of the bridge, just in front of the pumps; the second ends just between the radio station and the engines, around the funnel; the third ends in front of the aft gun mount; and the fourth ends at the stern.  
+
The hull is split into four compartments. The first compartment starts at the bow and ends in the middle of the bridge, just in front of the pumps; the second ends just between the radio station and the engines, around the funnel; the third ends in front of the aft gun mount; and the fourth ends at the stern.
  
{{PAGENAME}} has two ammunition storages. One is located in the bow below the fore twin 7.72 mm Lewis 1916 machinegun mount and holds the ammunition for all three Lewis 1916 machinegun mounts. The other ammunition storage is located in the stern on the port side, below and behind the aft 3 pdr QF Hotchkiss cannon, and holds the ammunition for the 3 pdr cannon. Both ammunition storages are located above the waterline and destroying either will instantly destroy the boat.
+
Fairmile A (ML100) has two ammunition storages. The first is located in the bow below the fore twin 7.72 mm Lewis 1916 machinegun mount holds the ammunition for the secondary armament. The other ammunition storage is located in the stern on the port side, below and behind the aft 3 pdr QF Hotchkiss cannon, and holds the ammunition for the primary armament. Both ammunition storages are located just above the waterline and destroying either will instantly destroy the boat.
  
With a crew complement of 14, {{PAGENAME}}'s overall survivability is average.  
+
With a crew complement of 14, Fairmile A (ML100)'s overall survivability is average.
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''-->
+
{{Specs-Fleet-Mobility}}
 +
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
  
 
{{NavalMobility
 
{{NavalMobility
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Fairmile A (ML100) has a displacement of 57 tons.
 
Fairmile A (ML100) has a displacement of 57 tons.
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 +
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|3 pdr QF Hotchkiss (47 mm)}}
 
{{main|3 pdr QF Hotchkiss (47 mm)}}
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells.''
 
 
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
 
  
The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted aft. There are 300 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, it can be reloaded in 2 seconds.  
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The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted aft, with 300 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, it can be reloaded in 2 seconds.
  
 
{| class="wikitable" style="text-align:center" width="25%"
 
{| class="wikitable" style="text-align:center" width="25%"
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|}
 
|}
  
There is only one ammunition choice available:
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There is only one ammunition type available:
  
 
* 3 pdr Mk.2 HE
 
* 3 pdr Mk.2 HE
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=== Secondary armament ===
 
=== Secondary armament ===
 +
{{Specs-Fleet-Secondary}}
 +
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 mm)}}
<!--''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''-->
 
  
The secondary armament consists of six 7.72 mm Lewis 1916 machineguns in three twin mounts with one mount on the bow and two amidships. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 11,640 rounds. Stock, the mount can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. Each gun has a magazine capacity of 97 rounds and a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 14 seconds; with an aced crew, they can be reloaded in 7 seconds.  
+
The secondary armament consists of six 7.72 mm Lewis 1916 machineguns in three twin mounts, one mount on the bow and the other two amidships. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 11,640 rounds. Stock, the mounts can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. 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 14 seconds; with an aced crew, they can be reloaded in 7 seconds.
  
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
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|}
 
|}
  
There are three ammunition choices available:
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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}}
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|}
 
|}
  
=== Special armament ===
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The best ammunition type is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds and lack of tracer rounds, the incendiary tracer rounds can actually be stopped by some wooden hulls and almost all metal hulls. Additionally, their damage output is closer to that of the standard tracer round than the AP round, and they rarely start fires, if ever. While the IT rounds are technically the best against aircraft, with such a long reload time to switch to the API belt and with barely any noticeable difference, there's really no point in using the API belt for that either. Take only the AP belt for maximum effectiveness.
 +
 
 +
=== Additional armament ===
 +
{{Specs-Fleet-Additional}}
 +
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 
{{main|Mk.VII depth charge|Type M Mark I mine}}
 
{{main|Mk.VII depth charge|Type M Mark I mine}}
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.''-->
 
  
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
  
{{PAGENAME}} has four possible loadouts:  
+
{{PAGENAME}} has three possible loadouts:
  
 
# 12x Mk.VII depth charge
 
# 12x Mk.VII depth charge
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# Without load
 
# Without load
  
The Mk.VII depth charges are carried in racks amidships, six on each side, between the funnel and the aft gun mount. They are dropped in the following order (see the image): fore to aft alternating port and starboard, starting at the foremost depth charge on the port side.
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'''Depth Charges'''
 +
 
 +
The Mk.VII depth charges are carried in racks amidships between the funnel and the aft gun mount, six on each side. They are dropped in the following order (see the image): foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.
  
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
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| 196 || TNT || 130 || 130
 
| 196 || TNT || 130 || 130
 
|}
 
|}
 +
 +
There is no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational and are actually a liability in most cases, since they essentially act as exposed ammo racks before they're dropped.
 +
 +
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 the minimum 3 seconds, since any higher time delay will only mean that the depth charge will sink further, and thus away, from the target. Again, this is extremely situational, and you will be better off not using depth charges at all.
 +
 +
'''Mines'''
  
 
[[File:{{PAGENAME}}_Mine_Order.png|thumb|Type M Mk I mines numbered according to their drop order (click to view a larger image).]]
 
[[File:{{PAGENAME}}_Mine_Order.png|thumb|Type M Mk I mines numbered according to their drop order (click to view a larger image).]]
  
The Type M Mk I mines are carried one on the stern and four amidships, two on each side, between the funnel and the aft gun mount. They are dropped in the following order:  
+
The Type M Mk I mines are carried one on the stern and four amidships between the funnel and the aft gun mount, two on each side. They are dropped in the following order:
  
 
# Stern
 
# Stern
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|}
 
|}
  
== Usage in battles ==
+
Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. However, they are vastly more useful than depth charges. With mines, Fairmile A (ML100) can play a utility role by using the mines to cut off narrow passageways and block capture points, then returning back to a friendly capture to reload before repeating the process. This playstyle is still very situational, though, as it requires misplay on the enemy's part. An adept player will destroy the mines with gunfire or will simply sail around them. Additionally, mines will also despawn after some period of time, so complete coverage of all routes is not possible. This playstyle also forces Fairmile A (ML100) to the front lines, which is often undesireable due to her poor gun armament.
<!--''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).''-->
 
  
Fairmile A (ML100)'s primary armament — a single 3 pdr QF Hotchkiss cannon — is rather poor. It's a single-shot cannon and is fairly average compared to similar weapons. However, all single-shot cannons at this calibre have incredibly poor damage output and will be outperformed by almost any automatic weapon. The gun's accuracy also is unreliable, and the muzzle velocity is low enough to make accurately hitting moving targets beyond about 1.5 km impracticle. Additionally, the gun is mounted on the stern which only further reduces its versatility. The secondary armament doesn't fair much better either. Because of their arrangement, only two of the four twin mounts can be brought to bear at once. This essentially limits Fairmile A (ML100) to only half that of {{Specs-Link|uk_mtb_1series}}, whose armament wasn't very outstanding to begin with. Like the 3 pdr QF Hotchkiss, the 7.72 mm Lewis 1916 machineguns are themselves plagued by poor damage output and a low maximum range. With four of them altogether though, their damage output ends up being better than the 3 pdr cannon, so primarily use the machineguns and only switch to the cannon if they get knocked out.
+
Lastly, it should be also be mentioned that, in a pinch, the mines can also be used like a better depth charge as described above, since they have no time delay and have a much larger explosive charge. If using them like this, remember the drop order; it is not the same as the depth charge drop order. All said, mines are still only situationally useful, so take them based on personal preference.
  
Because of the bad damage output, Fairmile A (ML100) will feel much less survivable compared to other vehicles in the tech tree, despite actually having a larger crew. Ironically, the greatest determining factor of a vehicle's survivability is actually its firepower, rather than any direct defensive quality. Fairmile A (ML100) is simply unable to destroy enemies as quickly as others and will naturally be subject to enemy fire for longer periods of time. Because of this, it is especially important to maximize damage output when playing Fairmile A (ML100). Only fire when you know the shots will land and always fire off any remaining ammunition after engagements; this ensures that you have full magazines at the start of the next engagement. The machinegun reloads are quite long, so running out of ammunition in the middle of an engagement is often a death sentence.
+
== 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).'' -->
Like MTB-1 1 series and anything armed with low-calibre machineguns, Fairmile A (ML100) is best played at close ranges to negate the guns' range disadvantage. Unlike those vehicles though, Fairmile A (ML100) lacks the survivability and firepower necessary to stay on the front line, so try to stay on the sidelines and make use of cover as much as possible. From here, play an assist role by ambushing enemies distracted by your teammates. However, only fire at enemies you know you can take out to avoid drawing any unnecessary attention to yourself. As an example, any vehicle with armour will be unaffected by both the machineguns and the cannon, so against such opponents, as long as they don't notice you, it's best to just mark them on the map for your team, call artillery, then simply let them pass.
 
  
;Ammunition
+
Fairmile A (ML100)'s primary armament — a single 3 pdr QF Hotchkiss cannon — is rather poor. It's a single-shot cannon and, while it is fairly average compared to similar weapons, all single-shot cannons at this calibre have incredibly poor damage output and will be outperformed by almost any automatic weapon. The gun's accuracy also is unreliable, and, combined with the low muzzle velocity, hitting moving targets beyond about 1.5 km can be difficult. Additionally, the gun is mounted on the stern which only further reduces its versatility. Unfortunately, the secondary armament doesn't fare much better. Because of their arrangement, only two of the four twin mounts can be brought to bear at once. This essentially limits Fairmile A (ML100) to only half that of {{Specs-Link|uk_mtb_1series}}, whose armament wasn't very outstanding to begin with. Like the 3 pdr QF Hotchkiss, the 7.72 mm Lewis 1916 machineguns are themselves plagued by poor damage output and a low maximum range. Even with only four of them on target though, their damage output actually ends up being better than the 3 pdr cannon, so primarily use the machineguns and only switch to the cannon if they get knocked out.
  
The best ammunition choice is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds and lack of tracer rounds, the IT rounds can actually be stopped by some wooden hulls and almost all metal hulls. Additionally, their damage output is closer to that of the standard tracer round than the AP round, and they rarely start fires, if ever. While the IT rounds are technically the best against aircraft, with such a long reload time to switch to the API belt and with barely any noticeable difference, there's really no point in using the API belt for that either. Take only the AP belt.  
+
Because of the bad damage output, Fairmile A (ML100) will feel much less survivable compared to other vessels in the tech tree, despite actually having a larger crew. Ironically, the greatest determining factor of a vessel's survivability is actually its firepower, rather than any direct defensive quality. Fairmile A (ML100) is simply unable to destroy enemies as quickly as others and will naturally be subject to enemy fire for longer periods of time. Because of this, it is especially important to maximize damage output when playing Fairmile A (ML100). Only fire when you know the shots will land and always fire off any remaining ammunition after every engagements to have full magazines at the start of the next engagement. The machinegun reloads are quite long, so running out of ammunition in the middle of an engagement often leads to your own destruction.
  
;Depth Charges
+
Like MTB-1 1 series and anything armed with low-calibre machineguns, Fairmile A (ML100) is best played at close ranges to negate the guns' range disadvantage. Unlike those though, Fairmile A (ML100) lacks the survivability and firepower necessary to stay on the front line, so try to stay on the sidelines and make use of cover as much as possible. From here, play a supporting role by ambushing enemies distracted by your teammates. However, only fire at enemies you know you can take out to avoid drawing any unnecessary attention to yourself. As an example, any vessels with armour will be practically immune to both the machineguns and the cannon, so if you come up against such opponents, as long as they don't notice you, it's best to just mark them on the map for your team, call artillery, and then simply let them pass.
 
 
There is no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational and are actually a liability in most cases. This is because they essentially act as exposed ammo racks before they're dropped.
 
 
 
With some luck, sailing up right next to a slower target and dropping a depth charge can lead to some success. If attempting this, remember the depth charge drop order and know that there is no reason to set the depth charge delay above the minimum 3 seconds, since a higher delay time means that the depth charge will only sink further, and thus away, from the target. Again, this is extremely situational.
 
 
 
;Mines
 
 
 
Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. Still, they are vastly more useful than depth charges. With mines, Fairmile A (ML100) can play a utility role by using the mines to cut off narrow passageways and block capture points, then returning back to a friendly capture to reload before repeating. This playstyle is still very situational though, as it requires misplay on the enemy's part. An adept player will destroy the mines with gunfire or simply sail around them. Mines will also despawn after some period of time, so complete coverage of all routes will never be possible. Additionally, this playstyle forces Fairmile A (ML100) to the front lines, which is undesirable due to her poor armament.
 
 
 
Lastly, it should be also be mentioned that, in a pinch, the mines can essentially be used as a better depth charge as described above, since they have no time delay and have a much larger explosive charge. If using them like this, remember the drop order; it is not the same as the depth charge drop order. All said, mines are still a situational weapon, so take them or don't based on personal preference.
 
 
 
The recommended loadouts are, depending on personal preference:
 
 
 
* 5x Type M Mk I mines; or
 
* Without load
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="1" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set
 
|
 
| 7.7 mm AP belt
 
|
 
|
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 7.7 mm API belt
 
| Auxiliary Armament Targeting
 
|
 
|-
 
| III
 
| Propeller Replacement
 
|
 
|
 
| Depth Charges
 
| Primary Armament Targeting
 
| Improved Rangefinder
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps
 
|
 
| Artillery Support
 
|Mines
 
|
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Access to mines
+
* Ability to carry mines
  
 
'''Cons:'''
 
'''Cons:'''
  
* Very weak armament
+
* Very weak armament: both primary and secondary guns have low damage outputs
 
* Primary armament has poor accuracy
 
* Primary armament has poor accuracy
* Can only bring 4 secondary guns on target at once
+
* Only 4 secondary guns can be brought to bear at once
* Cannot effectively fight armoured targets
 
 
* Poor survivability
 
* Poor survivability
 
* Below-average top speed and manoeuvrability
 
* Below-average top speed and manoeuvrability
  
 
== History ==
 
== History ==
<!--''Talk about the history of the creation and military application of the ship in greater detail than in the introduction. If there turns out to be too much historical information, put it in a separate article, taking the link to the vehicle article and adding the “/historical” block to it (e.g. https://wiki.warthunder.ru/Vehicle-name/historical) and add a link to it here using the main template. Links to sources must be provided at the end of the article.''-->
+
<!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Ship-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
In early 1939, Noel Macklin, a British industrialist, became aware of the Royal Navy's lack of anti-submarine boats through an article by Vice-Admiral Cecil Vivian Usborne. Macklin formulated a scheme in which prefabricated parts, built as near to completion as possible, would be sent in kit form ready for final assembly and fitting to the many minor boatbuilding companies throughout the country. This would allow parts and materials to be sourced from companies with no boatbuilding experience and assembled by unskilled labour at unutilized boatyards. Under this decentralized system, the boats could be manufactured quicker and cheaper than had they been manufactured at a single yard, all the while without straining major boatbuilding companies, such as Vospers, British Power Boat Co., White, or Thorycroft, which were needed to produce specialized, high-speed MTBs and MGBs. Macklin met with Vice-Admiral Usborne in May 1939, and immediately, they began assembling a team of naval engineers and designers and shortly thereafter formed the Fairmile Marine Company. Fairmile quickly produced a wooden motor launch design and proposed the idea to the Admiralty. Ultimately, the Admiralty declined to make an order. Nevertheless, convinced in the idea, Fairmile proceeded to produce a prototype as a private venture.  
+
In early 1939, Noel Macklin, a British industrialist, first became aware of the Royal Navy's lack of anti-submarine craft through an article by Vice-Admiral Cecil Vivian Usborne. Realizing the growing danger of German U-boats, and because the Royal Navy was already stretched thin as it was, Usborne advised the Admiralty to adopt a vast fleet of anti-submarine boats to counter the threat. This, however, was largely dismissed by the Admiralty, and in response, Macklin devised his own plan to manufacture the boats. Under his plan, prefabricated parts, built as near to completion as possible, would be sent in kit form ready for final assembly and fitting to the many minor boatbuilding companies throughout the country. This would allow parts and materials to be sourced from companies with no boatbuilding experience and assembled by unskilled labour at unutilized boatyards. Under this decentralized system, the boats could be manufactured quicker and cheaper than had they been manufactured at a single yard, all the while without straining major boatbuilding companies such as Vospers, British Power Boat Co., White, or Thornycroft — which were all vital in producing specialized, high-speed MTBs and MGBs. Macklin met with Usborne in May 1939 to discuss his idea, and together, they immediately began assembling a team of naval engineers and designers, founding the Fairmile Marine Company. Fairmile quickly produced a wooden motor launch design and proposed the idea to the Admiralty. Ultimately, though, the Admiralty declined to make an order. Nevertheless, convinced in the idea, Fairmile proceeded to produce a prototype as a private venture.
  
The prototype was ordered from Woodnutt & Co. at St Helens, Isle of Wight, on 27th July 1939 and was laid down on 29th October 1939. It had a hard chine hull and had a length overall of 110 ft, a beam of 17 ft 5 in, a draught of 4 ft 6 in, and a displacement of around 57 tons. It was powered by three Hall-Scott Defender petrol engines, each producing 600 bhp each, allowing it to achieve a top speed of 25 knots. With the prospect of war approaching ever closer, the Admiralty had no choice but to acknowledge the serious submarine threat and reconsidered Macklin's proposal. While the prototype was still under construction, the Admiralty purchased in the summer of 1939. This order was followed by another on 22nd September 1939 for an additional 24 boats, though this was later revised to 11 Fairmile designs — the Fairmile A type — and 13 boats of a new Admiralty design — the Fairmile B type. The twelve Fairmile A motor launches were built by ten different companies and were all be completed between May and June 1940, all twelve entering service shortly after completion as MLs 100-111.
+
The prototype was ordered from Woodnutt & Co. at St Helens, Isle of Wight, on 27th July 1939 and was laid down on 29th October 1939. It had a hard chine hull and had a length overall of 110 ft, a beam of 17 ft 5 in, a draught of 4 ft 6 in, and a displacement of around 57 tons. It was powered by three Hall-Scott Defender petrol engines, each producing 600 bhp each, allowing it to achieve a top speed of 25 knots. At this time, with the prospect of war approaching ever closer, the Admiralty had no choice but to acknowledge the serious submarine threat and reconsidered Macklin's proposal. While the prototype was still under construction, the Admiralty purchased it in the summer of 1939. This order was followed by another on 22nd September 1939 for an additional 24 boats, although this was later revised to 11 Fairmile designs — the Fairmile A type — and 13 boats of a new Admiralty design — the Fairmile B type. The twelve Fairmile A motor launches were built by ten different companies and were all completed between May and June 1940, all twelve entering service shortly thereafter as MLs 100-111.
  
Interestingly, the Fairmile A motor launches were ordered by the Admiralty without a specified armament. As such, the decks of the boats were not built to take heavy mounting equipment. As a stopgap measure, it was decided that they should be armed with a single aft QF 3-pdr Hotchkiss cannon and several twin Lewis gun pintle mounts, with one on the bow and a pair of mounts amidships. For hunting U-boats, the boats were given ASDIC equipment and depth charge racks, one on each side, capable of carrying up to six depth charges each. Early into service, the boats also received a Holman projector which was mounted amidships. In their first months at war, the Fairmile A's hunted U-boats and protected convoys in British coastal waters.
+
Interestingly, the Fairmile A types were ordered by the Admiralty without a specified armament. As such, the decks of the boats were not built to take heavy mounting equipment. As a stopgap measure, it was decided that they should be armed with a single aft QF 3-pdr Hotchkiss cannon and several twin Lewis gun pintle mounts, with one on the bow and a pair of mounts amidships. For hunting U-boats, the boats were given ASDIC equipment and depth charge racks, one on each side, capable of carrying up to six depth charges each. Early into service, the boats also received a Holman projector which was mounted amidships. In their first months at war, the Fairmile A types hunted U-boats and protected convoys in British coastal waters.
  
Throughout their service, The Fairmile A's were plagued by their handling issues and short operating range. By 1941, with the superior Fairmile B motor launches already in service, any surviving Fairmile A's were converted into minelayers, their depth charge racks replaced with mine racks capable of carrying either six bottom mines or nine moored mines. The 3-pdr Hotchkiss was relocated to the bow, a twin 0.5 in Vickers machinegun Mark IV mount added in its place. As minelayers, their funnels were also removed, exhaust rerouted out through the sides instead. In 1943, the Fairmile A's received an upgrade in the form of a single 20 mm Oerlikon cannon in place of the removed funnel and an aft twin 20 mm Oerlikon Mark IX mount. By 1945, the surviving Fairmile A's were converted once again, this time into anti-submarine escorts. As part of this conversion, they received depth charge racks, a Y-gun depth charge thrower, Type 291 radar, and two 2 in rocket flare launchers. After the end of the war, the surviving Fairmile A's were put into reserve and were all eventually sold between 1947 and 1948.
+
Throughout their service, though, the Fairmile A types were plagued by their handling issues and short operational range. By 1941, with the superior Fairmile B type motor launches already in service, any surviving Fairmile A types were converted into minelayers, their depth charge racks replaced with mine racks capable of carrying either six bottom mines or nine moored mines. The 3-pdr Hotchkiss was relocated to the bow with twin 0.5 in Vickers machinegun Mark IV mount added in its place. As minelayers, their funnels were also removed, exhaust rerouted out through the sides instead. In 1943, the Fairmile A types received an upgrade in the form of a single 20 mm Oerlikon cannon in place of the removed funnel and an aft twin 20 mm Oerlikon Mark IX mount. By 1945, any surviving Fairmile A types were converted once again, this time into anti-submarine escorts. As part of this conversion, they received depth charge racks, a Y-gun depth charge thrower, Type 291 radar, and two 2-inch rocket flare launchers. After the end of the war, the surviving Fairmile A types were put into reserve and were all eventually sold between 1947 and 1948.
  
The prototype, ML-100 was the first of the Fairmile A's to be built. She was ordered from Woodnutt & Co. at St Helens on 27th July 1939, laid down on 29th October 1939, and completed on 19th May 1940. From 1940 to 1941, ML-100 was based at HMS Midge, Great Yarmouth and performed anti-submarine escort duties around Grisby. In either late 1941 or early 1942, ML-100 was converted for minelaying operations and was transferred to the 51st ML Flotilla based at HMS Beehive, Felixstowe. She was commanded by the following:
+
As the prototype, ML-100 was the first of the Fairmile A types to be built. She was ordered from Woodnutt & Co. at St Helens on 27th July 1939, laid down on 29th October 1939, and completed on 19th May 1940. From 1940 to 1941, ML-100 was based at HMS Midge, Great Yarmouth and performed anti-submarine escort duties around Grisby. In either late 1941 or early 1942, ML-100 was converted for minelaying operations and was transferred to the 51st ML Flotilla based at HMS Beehive, Felixstowe. She was commanded by the following:
  
* T/Lt. F.E.R. Merritt, RNZNVR: October 1942 to December 1943
+
* T/Lt. F.E.R. Merritt, RNZNVR: October 1942 to December 1943
* T/Lt. G.A. Wright, RCNVR: February 1944 to April 1944
+
* T/Lt. G.A. Wright, RCNVR: February 1944 to April 1944
* T/S.Lt. J.E. Branch, RNVR: June 1944 to October 1944
+
* T/S.Lt. J.E. Branch, RNVR: June 1944 to October 1944
 
* T/Lt. E.C. Mercer, RNVR: March 1945 to July 1945
 
* T/Lt. E.C. Mercer, RNVR: March 1945 to July 1945
  
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== Media ==
 
== Media ==
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== See also ==
 
== See also ==
<!--''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
* ''links to approximate analogues of other nations and research trees.''-->
+
* ''links to approximate analogues of other nations and research trees.'' -->
  
 
* {{Specs-Link|uk_fairmile_b_ml345}}
 
* {{Specs-Link|uk_fairmile_b_ml345}}
 
* {{Specs-Link|uk_mtb_1series}}
 
* {{Specs-Link|uk_mtb_1series}}
* {{Specs-Link|uk_70ft_mgb}}
 
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''encyclopedia page on the ship;''
 
* ''encyclopedia page on the ship;''
* ''other literature.''-->
+
* ''other literature.'' -->
  
 
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
 
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
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===Bibliography===
 
===Bibliography===
  
* Gaumont British News. (Producer). & White, W. B. (Director). (1941). ''THE STORY OF THE FAIRMILE PATROL BOAT'' [Film]. England: Gaumont British News.  
+
* Gaumont British News. (Producer). & White, W. B. (Director). (1941). ''THE STORY OF THE FAIRMILE PATROL BOAT'' [Film]. England: Gaumont British News.
 
* Konstam, A. (2010). ''British Motor Gun Boat 1939–45'' (pp. 12-15, 40-41). Oxford, England: Osprey Publishing. ISBN 978-1-84908-077-4.
 
* Konstam, A. (2010). ''British Motor Gun Boat 1939–45'' (pp. 12-15, 40-41). Oxford, England: Osprey Publishing. ISBN 978-1-84908-077-4.
 
* Lambert, J., & Ross A. (1990). ''Allied Coastal Forces of World War II Volume 1: Fairmile Designs and U.S. Submarine Chasers'' (pp. 9-28). London, England: Conway Maritime Press. ISBN 0-85177-519-5.
 
* Lambert, J., & Ross A. (1990). ''Allied Coastal Forces of World War II Volume 1: Fairmile Designs and U.S. Submarine Chasers'' (pp. 9-28). London, England: Conway Maritime Press. ISBN 0-85177-519-5.
  
 
{{Britain boats}}
 
{{Britain boats}}

Revision as of 12:01, 11 January 2021

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
Fairmile A (ML100)
uk_fairmile_a_ml100.png
GarageImage Fairmile A (ML100).jpg
Fairmile A (ML100)
AB RB SB
1.0 1.0 1.0
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png
Show in game

Description

The Fairmile A (ML100) is a rank I British motor gun boat with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test.

General info

Survivability and armour

Armourfront / side / back
Hull28 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement57 t
Crew14 people
Fairmile A (ML100) internals (starboard). The aft ammunition storage is partially obscured by the fuel tanks here.

Fairmile A (ML100) 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.

Fairmile A (ML100) can be hull-broken by any round with a large enough diameter and a large enough explosive mass. In general, this is limited to HE rounds fired from guns greater than 4 inches (102 mm) in diameter. Hull-break triggers when such a round hits and destroys any hull compartment — or in some cases, the bridge — upon which the rest of the boat is destroyed. At Fairmile A (ML100)'s battle rating, there is only one gun capable of hull-breaking her:

The hull is split into four compartments. The first compartment starts at the bow and ends in the middle of the bridge, just in front of the pumps; the second ends just between the radio station and the engines, around the funnel; the third ends in front of the aft gun mount; and the fourth ends at the stern.

Fairmile A (ML100) has two ammunition storages. The first is located in the bow below the fore twin 7.72 mm Lewis 1916 machinegun mount holds the ammunition for the secondary armament. The other ammunition storage is located in the stern on the port side, below and behind the aft 3 pdr QF Hotchkiss cannon, and holds the ammunition for the primary armament. Both ammunition storages are located just above the waterline and destroying either will instantly destroy the boat.

With a crew complement of 14, Fairmile A (ML100)'s overall survivability is average.

Mobility

Speedforward / back
AB62 / 19 km/h
RB46 / 14 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 46 14 ~40.88 ~61.45
Upgraded 62 19 ~26.99 ~39.38
RB/SB Stock 40 12 ~47.12 ~70.83
Upgraded 46 14 ~37.33 ~56.11

Fairmile A (ML100) has a displacement of 57 tons.

Modifications and economy

Repair costBasic → Reference
AB97 → 122 Sl icon.png
RB153 → 192 Sl icon.png
Total cost of modifications2 975 Rp icon.png
900 Sl icon.png
Talisman cost190 Ge icon.png
Crew training200 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces96 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 20 / 100 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
7.7 mm AP belt
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
60 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods tank ammo.png
7_7mm_lewis_navy_incendiary_ammo_pack
Research:
135 Rp icon.png
Cost:
40 Sl icon.png
40 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
185 Rp icon.png
Cost:
55 Sl icon.png
55 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png
Mods naval mine.png
Mines
Research:
240 Rp icon.png
Cost:
75 Sl icon.png
75 Ge icon.png

Armament

Primary armament

Turret3 pdr QF Hotchkiss cannon
Ammunition300 rounds
Vertical guidance-5° / 25°

The primary armament consists of a single 47 mm 3 pdr QF Hotchkiss cannon mounted aft, with 300 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 34°/s and vertically at a rate of 21°/s; with the "Primary Armament Targeting" modification installed, this is increased to 40°/s and 25°/s respectively. The gun is single-shot with a nominal rate of fire of 30 rounds/min. With a stock crew, it can be reloaded in 2.6 seconds; with an aced crew, it can be reloaded in 2 seconds.

Primary Armament Guidance
Horizontal Vertical
±180° -5°/+25°

There is only one ammunition type available:

  • 3 pdr Mk.2 HE
Penetration Statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
3 pdr Mk.2 HE HE 4 4 4 4 4 4
Shell Details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
3 pdr Mk.2 HE HE 571 1.5 0 0.1 132 79° 80° 81°

Secondary armament

3 х Turret2 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3880 rounds
Belt capacity97 rounds
Fire rate551 shots/min
Main article: Lewis 1916 (7.72 mm)

The secondary armament consists of six 7.72 mm Lewis 1916 machineguns in three twin mounts, one mount on the bow and the other two amidships. There are 3,880 rounds of ammunition available for each mount, 1,940 rounds per gun, for a total of 11,640 rounds. Stock, the mounts can traverse horizontally at a rate of 64°/s and vertically at a rate of 55°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s and 65°/s respectively. 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 14 seconds; with an aced crew, they can be reloaded in 7 seconds.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Secondary Armament Guidance
No.1 Turret (fore) No.2 Turret (starboard) No.3 Turret (port)
Horizontal Vertical Horizontal Vertical Horizontal Vertical
±180° -5°/+70° ±80° -5°/+70° ±80° -5°/+70°

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 8 7 6 5

The best ammunition type is the 7.7 mm AP belt since it has the highest ratio of AP to T rounds. While the 7.7 mm API belt may look tempting because of the incendiary tracer rounds and lack of tracer rounds, the incendiary tracer rounds can actually be stopped by some wooden hulls and almost all metal hulls. Additionally, their damage output is closer to that of the standard tracer round than the AP round, and they rarely start fires, if ever. While the IT rounds are technically the best against aircraft, with such a long reload time to switch to the API belt and with barely any noticeable difference, there's really no point in using the API belt for that either. Take only the AP belt for maximum effectiveness.

Additional armament

Setup 112 x Mk.VII depth charge
Setup 25 x 1123/1323 lbs Type M Mark I moored contact mine
Mk.VII depth charges numbered according to their drop order (click to view a larger image).

Fairmile A (ML100) has three possible loadouts:

  1. 12x Mk.VII depth charge
  2. 5x Type M Mk I mines
  3. Without load

Depth Charges

The Mk.VII depth charges are carried in racks amidships between the funnel and the aft gun mount, six on each side. They are dropped in the following order (see the image): foremost to aftmost and alternating port to starboard, starting with the foremost depth charge on the port side.

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 no practical reason to use depth charges on any naval vessel in the game. Although they usually result in a one-hit kill if used properly, they are extremely situational and are actually a liability in most cases, since they essentially act as exposed ammo racks before they're dropped.

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 the minimum 3 seconds, since any higher time delay will only mean that the depth charge will sink further, and thus away, from the target. Again, this is extremely situational, and you will be better off not using depth charges at all.

Mines

Type M Mk I mines numbered according to their drop order (click to view a larger image).

The Type M Mk I mines are carried one on the stern and four amidships between the funnel and the aft gun mount, two on each side. They are dropped in the following order:

  1. Stern
  2. Port, foremost
  3. Port, aftmost
  4. Starboard, foremost
  5. Starboard, aftmost
Mine Characteristics
Mass (kg) Explosive Type Explosive Mass (kg) TNT Equivalent (kg)
600 TNT 227 227

Like depth charges, naval mines are situational weapons that act like exposed ammunition racks if not dropped. However, they are vastly more useful than depth charges. With mines, Fairmile A (ML100) can play a utility role by using the mines to cut off narrow passageways and block capture points, then returning back to a friendly capture to reload before repeating the process. This playstyle is still very situational, though, as it requires misplay on the enemy's part. An adept player will destroy the mines with gunfire or will simply sail around them. Additionally, mines will also despawn after some period of time, so complete coverage of all routes is not possible. This playstyle also forces Fairmile A (ML100) to the front lines, which is often undesireable due to her poor gun armament.

Lastly, it should be also be mentioned that, in a pinch, the mines can also be used like a better depth charge as described above, since they have no time delay and have a much larger explosive charge. If using them like this, remember the drop order; it is not the same as the depth charge drop order. All said, mines are still only situationally useful, so take them based on personal preference.

Usage in battles

Fairmile A (ML100)'s primary armament — a single 3 pdr QF Hotchkiss cannon — is rather poor. It's a single-shot cannon and, while it is fairly average compared to similar weapons, all single-shot cannons at this calibre have incredibly poor damage output and will be outperformed by almost any automatic weapon. The gun's accuracy also is unreliable, and, combined with the low muzzle velocity, hitting moving targets beyond about 1.5 km can be difficult. Additionally, the gun is mounted on the stern which only further reduces its versatility. Unfortunately, the secondary armament doesn't fare much better. Because of their arrangement, only two of the four twin mounts can be brought to bear at once. This essentially limits Fairmile A (ML100) to only half that of MTB-1(1), whose armament wasn't very outstanding to begin with. Like the 3 pdr QF Hotchkiss, the 7.72 mm Lewis 1916 machineguns are themselves plagued by poor damage output and a low maximum range. Even with only four of them on target though, their damage output actually ends up being better than the 3 pdr cannon, so primarily use the machineguns and only switch to the cannon if they get knocked out.

Because of the bad damage output, Fairmile A (ML100) will feel much less survivable compared to other vessels in the tech tree, despite actually having a larger crew. Ironically, the greatest determining factor of a vessel's survivability is actually its firepower, rather than any direct defensive quality. Fairmile A (ML100) is simply unable to destroy enemies as quickly as others and will naturally be subject to enemy fire for longer periods of time. Because of this, it is especially important to maximize damage output when playing Fairmile A (ML100). Only fire when you know the shots will land and always fire off any remaining ammunition after every engagements to have full magazines at the start of the next engagement. The machinegun reloads are quite long, so running out of ammunition in the middle of an engagement often leads to your own destruction.

Like MTB-1 1 series and anything armed with low-calibre machineguns, Fairmile A (ML100) is best played at close ranges to negate the guns' range disadvantage. Unlike those though, Fairmile A (ML100) lacks the survivability and firepower necessary to stay on the front line, so try to stay on the sidelines and make use of cover as much as possible. From here, play a supporting role by ambushing enemies distracted by your teammates. However, only fire at enemies you know you can take out to avoid drawing any unnecessary attention to yourself. As an example, any vessels with armour will be practically immune to both the machineguns and the cannon, so if you come up against such opponents, as long as they don't notice you, it's best to just mark them on the map for your team, call artillery, and then simply let them pass.

Pros and cons

Pros:

  • Ability to carry mines

Cons:

  • Very weak armament: both primary and secondary guns have low damage outputs
  • Primary armament has poor accuracy
  • Only 4 secondary guns can be brought to bear at once
  • Poor survivability
  • Below-average top speed and manoeuvrability

History

In early 1939, Noel Macklin, a British industrialist, first became aware of the Royal Navy's lack of anti-submarine craft through an article by Vice-Admiral Cecil Vivian Usborne. Realizing the growing danger of German U-boats, and because the Royal Navy was already stretched thin as it was, Usborne advised the Admiralty to adopt a vast fleet of anti-submarine boats to counter the threat. This, however, was largely dismissed by the Admiralty, and in response, Macklin devised his own plan to manufacture the boats. Under his plan, prefabricated parts, built as near to completion as possible, would be sent in kit form ready for final assembly and fitting to the many minor boatbuilding companies throughout the country. This would allow parts and materials to be sourced from companies with no boatbuilding experience and assembled by unskilled labour at unutilized boatyards. Under this decentralized system, the boats could be manufactured quicker and cheaper than had they been manufactured at a single yard, all the while without straining major boatbuilding companies — such as Vospers, British Power Boat Co., White, or Thornycroft — which were all vital in producing specialized, high-speed MTBs and MGBs. Macklin met with Usborne in May 1939 to discuss his idea, and together, they immediately began assembling a team of naval engineers and designers, founding the Fairmile Marine Company. Fairmile quickly produced a wooden motor launch design and proposed the idea to the Admiralty. Ultimately, though, the Admiralty declined to make an order. Nevertheless, convinced in the idea, Fairmile proceeded to produce a prototype as a private venture.

The prototype was ordered from Woodnutt & Co. at St Helens, Isle of Wight, on 27th July 1939 and was laid down on 29th October 1939. It had a hard chine hull and had a length overall of 110 ft, a beam of 17 ft 5 in, a draught of 4 ft 6 in, and a displacement of around 57 tons. It was powered by three Hall-Scott Defender petrol engines, each producing 600 bhp each, allowing it to achieve a top speed of 25 knots. At this time, with the prospect of war approaching ever closer, the Admiralty had no choice but to acknowledge the serious submarine threat and reconsidered Macklin's proposal. While the prototype was still under construction, the Admiralty purchased it in the summer of 1939. This order was followed by another on 22nd September 1939 for an additional 24 boats, although this was later revised to 11 Fairmile designs — the Fairmile A type — and 13 boats of a new Admiralty design — the Fairmile B type. The twelve Fairmile A motor launches were built by ten different companies and were all completed between May and June 1940, all twelve entering service shortly thereafter as MLs 100-111.

Interestingly, the Fairmile A types were ordered by the Admiralty without a specified armament. As such, the decks of the boats were not built to take heavy mounting equipment. As a stopgap measure, it was decided that they should be armed with a single aft QF 3-pdr Hotchkiss cannon and several twin Lewis gun pintle mounts, with one on the bow and a pair of mounts amidships. For hunting U-boats, the boats were given ASDIC equipment and depth charge racks, one on each side, capable of carrying up to six depth charges each. Early into service, the boats also received a Holman projector which was mounted amidships. In their first months at war, the Fairmile A types hunted U-boats and protected convoys in British coastal waters.

Throughout their service, though, the Fairmile A types were plagued by their handling issues and short operational range. By 1941, with the superior Fairmile B type motor launches already in service, any surviving Fairmile A types were converted into minelayers, their depth charge racks replaced with mine racks capable of carrying either six bottom mines or nine moored mines. The 3-pdr Hotchkiss was relocated to the bow with twin 0.5 in Vickers machinegun Mark IV mount added in its place. As minelayers, their funnels were also removed, exhaust rerouted out through the sides instead. In 1943, the Fairmile A types received an upgrade in the form of a single 20 mm Oerlikon cannon in place of the removed funnel and an aft twin 20 mm Oerlikon Mark IX mount. By 1945, any surviving Fairmile A types were converted once again, this time into anti-submarine escorts. As part of this conversion, they received depth charge racks, a Y-gun depth charge thrower, Type 291 radar, and two 2-inch rocket flare launchers. After the end of the war, the surviving Fairmile A types were put into reserve and were all eventually sold between 1947 and 1948.

As the prototype, ML-100 was the first of the Fairmile A types to be built. She was ordered from Woodnutt & Co. at St Helens on 27th July 1939, laid down on 29th October 1939, and completed on 19th May 1940. From 1940 to 1941, ML-100 was based at HMS Midge, Great Yarmouth and performed anti-submarine escort duties around Grisby. In either late 1941 or early 1942, ML-100 was converted for minelaying operations and was transferred to the 51st ML Flotilla based at HMS Beehive, Felixstowe. She was commanded by the following:

  • T/Lt. F.E.R. Merritt, RNZNVR: October 1942 to December 1943
  • T/Lt. G.A. Wright, RCNVR: February 1944 to April 1944
  • T/S.Lt. J.E. Branch, RNVR: June 1944 to October 1944
  • T/Lt. E.C. Mercer, RNVR: March 1945 to July 1945

ML-100 survived the war and was sold in October 1947.

Media

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See also

External links

Bibliography

  • Gaumont British News. (Producer). & White, W. B. (Director). (1941). THE STORY OF THE FAIRMILE PATROL BOAT [Film]. England: Gaumont British News.
  • Konstam, A. (2010). British Motor Gun Boat 1939–45 (pp. 12-15, 40-41). Oxford, England: Osprey Publishing. ISBN 978-1-84908-077-4.
  • Lambert, J., & Ross A. (1990). Allied Coastal Forces of World War II Volume 1: Fairmile Designs and U.S. Submarine Chasers (pp. 9-28). London, England: Conway Maritime Press. ISBN 0-85177-519-5.


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