Difference between revisions of "Fairmile D (697)"

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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Fleet-Armour}}
 
{{Specs-Fleet-Armour}}
All around the Fairmile D (697) has same survivability as the other Farimiles. The boat is protected with thin wooden structure and all HE-shells from 40mm to upwards will wipe out the (697) with ease. If you see even a small burst of shells heading to your way, you know the bottom awaits at that point.  
+
<!-- ''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.'' -->
 +
All around the Fairmile D (697) has same survivability as the other Fairmiles. The boat is protected with thin wooden structure and all HE shells 40 mm calibre upwards will wipe out the Fairmile D with ease. If you see even a small burst of shells heading to your way, you know the bottom awaits at that point.
  
Crew size of 30 doesn't help much either as most of them tend to get wiped from the first hits to the boats wooden structure.
+
Crew size of 30 doesn't help much either as most of them tend to get wiped from the first hits to the boat's wooden structure.
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Fleet-Mobility}}
 
{{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.'' -->
 
Mobility is comparable to other Fairmiles. For such a streamlined build the Fairmile D (697) is rather slow and tends to be the last on the cap if compared to other similar boats such as the S-boats or PTs.
 
Mobility is comparable to other Fairmiles. For such a streamlined build the Fairmile D (697) is rather slow and tends to be the last on the cap if compared to other similar boats such as the S-boats or PTs.
  
Like the other Fairmiles, the (697) is somewhat responsive when switching between reverse and forward. There is a delay like with all boats, so getting accustomed to it is recommended. Long build of the boat and sluggishness affects the turning with unfavorable results and it is recommended to not to end up in tight or narrow spaces with (697).
+
Like the other Fairmiles, the Fairmile D (697) is somewhat responsive when switching between reverse and forward. There is a delay like with all boats, so getting accustomed to it is recommended. Long build of the boat and sluggishness affects the turning with unfavourable results and it is recommended to not to end up in tight or narrow spaces.
  
 
{{NavalMobility}}
 
{{NavalMobility}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
{{Specs-Economy}}As the Fairmile D (697) sits at rank V, it's RP cost for most of the modules is between 9000 to 16 000 research points.
+
{{Specs-Economy}}
  
RP boosters, premium account or talisman wont make spading the vehicle any easier as gaining any points in match with (697) is really hard to due to the boats awful survivability and subpar armament.
+
As the Fairmile D (697) sits at rank V, its RP cost for most of the modules is between 9,000 to 16,000 research points.
 +
 
 +
RP boosters, premium account or talisman wont make spading the vehicle any easier as gaining any points in match with it is really hard to due to the boat's awful survivability and subpar armament.
  
 
== Armament ==
 
== Armament ==
Line 32: Line 36:
 
=== Primary armament ===
 
=== Primary armament ===
 
{{Specs-Fleet-Primary}}
 
{{Specs-Fleet-Primary}}
{{main|6pdr 7cwt QF Mk IIA (57 mm)}}The Fairmile D (697) is armed with two 6pdr 7cwt QF Mk IIA (57mm) guns. One on the front and one on the rear. These guns pose a mediocre fire rate with mediocre shell velocity and are far inferior to 40mm Bofors for example. 57mm guns are only capable of firing HE so dealing with armored targets is out of it's league, but can reliably hit larger vessels up to a 3,5 kilometres away.
+
<!-- ''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|6pdr 7cwt QF Mk IIA (57 mm)}}
 +
 
 +
The Fairmile D (697) is armed with two 6pdr 7cwt QF Mk IIA (57 mm) guns, one on the front and one on the rear. These guns pose a mediocre fire rate with mediocre shell velocity and are far inferior to 40 mm Bofors for example. 57 mm guns are only capable of firing HE so dealing with armoured targets is out of its league, but can reliably hit larger vessels up to a 3.5 kilometres away.
  
Focus on lightly armored and small wooden vessels with these guns.
+
Focus on lightly armoured and small wooden vessels with these guns.
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 
{{Specs-Fleet-Secondary}}
 
{{Specs-Fleet-Secondary}}
 +
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}
 
{{main|20 mm/70 Oerlikon Mark V (20 mm)}}
  
Positioned awkwardly in middle of the boat, the dual 20mm Oerlikon is made to fend off small boats which might get too close for the 57mm guns to be effective. Although this requires some maneuvering and thinking your positioning.
+
Positioned awkwardly in middle of the boat, the dual 20 mm Oerlikon is made to fend off small boats which might get too close for the 57 mm guns to be effective. Although this requires some manoeuvring and thinking your positioning. They can also work as extra AA armaments.
 
 
Works also as AA gun when the AI wants to hit stuff.
 
 
 
 
=== Anti-aircraft armament ===
 
=== Anti-aircraft armament ===
 
{{Specs-Fleet-AA}}
 
{{Specs-Fleet-AA}}
 +
<!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control <code>Select anti-aircraft weapons</code>. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' -->
 
{{main|Vickers Mk.V (12.7 mm)|Vickers GO No.5 (7.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)|Vickers GO No.5 (7.7 mm)}}
  
Marginally bad 7,7mm Vickers AA guns have terrible horizontal traverse, so you can forget them as an anti-aircraft guns and also the damage dealt to enemy ships with them is quite minimal.
+
Marginally bad 7.7 mm Vickers AA guns have terrible horizontal traverse, so you can forget them as an anti-aircraft guns and also the damage dealt to enemy ships with them is quite minimal.
  
12,7mm Vickers Mk.V heavy machine guns are excellent weapons for anti-aircraft purpose for planes that are in close proximity, but keep in mind that if the plane is already close, it means you are probably dead in few seconds. Fire rate and damage is decent enough to deal with smaller non-armored boats with lower battle rating. Boats such as LS-3s and Pr.123s are still common sight at 3.3, so taking control of your AA weaponry is recommended in naval CQB.
+
12.7 mm Vickers Mk.V heavy machine guns are excellent weapons for anti-aircraft purpose for planes that are in close proximity, but keep in mind that if the plane is already close, it means you are probably dead in few seconds. Fire rate and damage is decent enough to deal with smaller non-armoured boats with lower battle rating. Boats such as LS-3s and Pr.123s are still common sight, so taking control of your AA weaponry is recommended in naval CQB.
  
 
=== Additional armament ===
 
=== Additional armament ===
 
{{Specs-Fleet-Additional}}
 
{{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|18 inch Mark XV (450 mm)|Mk.VII depth charge}}
 
{{main|18 inch Mark XV (450 mm)|Mk.VII depth charge}}
  
Like some of the Fairmiles, the (697) is armed with the common British Four 18" Mark XV torpedos. These torpedos have slow speed of 54 km/h and range of only 5km with the torpedo mode unlocked.
+
Like some of the Fairmiles, the Fairmile D is armed with the common British Four 18" Mark XV torpedoes. These torpedoes have slow speed of 54 km/h and range of only 5 km with the torpedo mode modification installed.
  
Mk.VII depth charge is a depth charge. You'll might get a kill with them in one game out of hundred if someone is foolish enough to sail too close of you, but due to the survivability of (697),  sailing close to the enemy and using the depth charges with purpose is not recommended.
+
Mk.VII depth charge is a depth charge. You'll might get a kill with them in one game out of hundred if someone is foolish enough to sail too close of you, but due to the survivability of the Fairmile D,  sailing close to the enemy and using the depth charges with purpose is not recommended.
  
 
== Usage in battles ==
 
== Usage in battles ==
Both in AB and RB: try to find a cover or a small island. Use your reverse and forward speed to peek. Unload a burst of 57mm HE-shells from range and reverse back to cover. Keep your eyes open for possible targets and avoid heavily armored Russian patrol boats like the MBKs at all cost. It might feel "lowish", but look for weak or half-dead opponents as they are the only prey you can feast upon with the (697)s underwhelming 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).'' -->
 +
Try to find cover or a small island. Use your reverse and forward speed to peek. Unload a burst of 57 mm HE shells from range and reverse back to cover. Keep your eyes open for possible targets and avoid heavily armoured Russian patrol boats like the MBKs at all cost. Look for weak or half-dead opponents as they are the only prey you can feast upon with the Fairmile D's underwhelming armament.
  
If taking cover is not possible in the map: stay on the move and try to avoid fire and enemies as the (697) tends to lose against everything due to it's awful survivability. Try to hit enemies on the move with the 57mm guns. Over all avoid sharp turns and combat against multiple enemies in the same time.  
+
If taking cover is not possible in the map: stay on the move and try to avoid fire and enemies as the Fairmile D tends to lose against everything due to its awful survivability. Try to hit enemies on the move with the 57 mm guns. Overall, avoid sharp turns and combat against multiple enemies in the same time.
  
 
Only engage in combat with Fairmile D (697) when you know that you have sure shot, upper hand or you are facing a weaker opponent.
 
Only engage in combat with Fairmile D (697) when you know that you have sure shot, upper hand or you are facing a weaker opponent.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
'''Pros:'''  
+
<!-- ''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:'''
  
* 12,7mm Vickers are decent against planes and smaller boats.
+
* 12.7 mm Vickers are decent against planes and smaller boats.
  
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Wooden structure and no reliable armor means that your survivability in all sorts of engagements is abysmal.
+
* Wooden structure and no reliable armour means that your survivability in all sorts of engagements is abysmal.
* Armament is subpar when compared to other Fairmiles armed with 40mm Bofors.  
+
* Armament is subpar when compared to other Fairmiles armed with 40 mm Bofors.
* QF 57mm are capable of firing only HE and can't deal with boats with armor.
+
* QF 57 mm are capable of firing only HE and can't deal with boats with armour.
* Unfavorably high battle rating of 3.3 will ensure that you will face far more superior enemy 3.3 boats and even 4.3 MTBs.
+
* 105 mm or larger HE shells will one-shot Fairmile D (697).
* Fairmile D (697) is rank V, so the RP cost for modifications reach up to 16 000.
 
 
 
* HE large as 105mm or bigger will one shot Fairmile D (697).
 
 
 
*
 
  
 
== History ==
 
== History ==
Line 103: Line 107:
 
== External links ==
 
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''encyclopedia page on ship;''
 
* ''encyclopedia page on ship;''

Revision as of 20:10, 13 January 2021

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
Fairmile D (697)
uk_fairmile_d_697_800.png
GarageImage Fairmile D (697).jpg
Fairmile D (697)
Research:75 000 Specs-Card-Exp.png
Purchase:250 000 Specs-Card-Lion.png
Show in game

Description

The Fairmile D (697) is a rank IV British motor torpedo boat with a battle rating of 2.7 (AB/RB/SB). It was introduced in Update 1.83 "Masters of the Sea" as part of the British fleet closed beta test.

General info

Survivability and armour

Armourfront / side / back
Hull28 mm (wood)
Superstructure15 mm (wood)
Number of section5
Displacement120 t
Crew30 people

All around the Fairmile D (697) has same survivability as the other Fairmiles. The boat is protected with thin wooden structure and all HE shells 40 mm calibre upwards will wipe out the Fairmile D with ease. If you see even a small burst of shells heading to your way, you know the bottom awaits at that point.

Crew size of 30 doesn't help much either as most of them tend to get wiped from the first hits to the boat's wooden structure.

Mobility

Speedforward / back
AB75 / 29 km/h
RB54 / 21 km/h

Mobility is comparable to other Fairmiles. For such a streamlined build the Fairmile D (697) is rather slow and tends to be the last on the cap if compared to other similar boats such as the S-boats or PTs.

Like the other Fairmiles, the Fairmile D (697) is somewhat responsive when switching between reverse and forward. There is a delay like with all boats, so getting accustomed to it is recommended. Long build of the boat and sluggishness affects the turning with unfavourable results and it is recommended to not to end up in tight or narrow spaces.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 75 29
RB/SB Stock ___ ___
Upgraded 54 21

Modifications and economy

Repair costBasic → Reference
AB2 513 → 3 239 Sl icon.png
RB3 300 → 4 253 Sl icon.png
Total cost of modifications66 600 Rp icon.png
127 400 Sl icon.png
Talisman cost1 500 Ge icon.png
Crew training72 000 Sl icon.png
Experts250 000 Sl icon.png
Aces940 Ge icon.png
Research Aces480 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 220 / 100 % Sl icon.png
166 / 166 / 166 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods ammo.png
20 mm HE magazines
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
195 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods ammo.png
20 mm AP magazines
Research:
3 000 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
4 200 Rp icon.png
Cost:
8 200 Sl icon.png
250 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
5 400 Rp icon.png
Cost:
10 000 Sl icon.png
320 Ge icon.png

As the Fairmile D (697) sits at rank V, its RP cost for most of the modules is between 9,000 to 16,000 research points.

RP boosters, premium account or talisman wont make spading the vehicle any easier as gaining any points in match with it is really hard to due to the boat's awful survivability and subpar armament.

Armament

Primary armament

2 х Turret57 mm 6pdr 7cwt QF Mk IIA mounting
Ammunition140 rounds
Vertical guidance-10° / 12°

The Fairmile D (697) is armed with two 6pdr 7cwt QF Mk IIA (57 mm) guns, one on the front and one on the rear. These guns pose a mediocre fire rate with mediocre shell velocity and are far inferior to 40 mm Bofors for example. 57 mm guns are only capable of firing HE so dealing with armoured targets is out of its league, but can reliably hit larger vessels up to a 3.5 kilometres away.

Focus on lightly armoured and small wooden vessels with these guns.

Secondary armament

Turret2 x 20 mm/70 Oerlikon Mark V autocannon
Ammunition3600 rounds
Belt capacity60 rounds
Fire rate450 shots/min

Positioned awkwardly in middle of the boat, the dual 20 mm Oerlikon is made to fend off small boats which might get too close for the 57 mm guns to be effective. Although this requires some manoeuvring and thinking your positioning. They can also work as extra AA armaments.

Anti-aircraft armament

2 х Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min
2 х Turret2 x 7.7 mm Vickers GO No.5 machine gun
Ammunition4000 rounds
Belt capacity100 rounds
Fire rate949 shots/min

Marginally bad 7.7 mm Vickers AA guns have terrible horizontal traverse, so you can forget them as an anti-aircraft guns and also the damage dealt to enemy ships with them is quite minimal.

12.7 mm Vickers Mk.V heavy machine guns are excellent weapons for anti-aircraft purpose for planes that are in close proximity, but keep in mind that if the plane is already close, it means you are probably dead in few seconds. Fire rate and damage is decent enough to deal with smaller non-armoured boats with lower battle rating. Boats such as LS-3s and Pr.123s are still common sight, so taking control of your AA weaponry is recommended in naval CQB.

Additional armament

Setup 14 x 450 mm Mk XV torpedo
Setup 22 x Mk.VII depth charge
Setup 34 x 450 mm Mk XV torpedo
2 x Mk.VII depth charge

Like some of the Fairmiles, the Fairmile D is armed with the common British Four 18" Mark XV torpedoes. These torpedoes have slow speed of 54 km/h and range of only 5 km with the torpedo mode modification installed.

Mk.VII depth charge is a depth charge. You'll might get a kill with them in one game out of hundred if someone is foolish enough to sail too close of you, but due to the survivability of the Fairmile D, sailing close to the enemy and using the depth charges with purpose is not recommended.

Usage in battles

Try to find cover or a small island. Use your reverse and forward speed to peek. Unload a burst of 57 mm HE shells from range and reverse back to cover. Keep your eyes open for possible targets and avoid heavily armoured Russian patrol boats like the MBKs at all cost. Look for weak or half-dead opponents as they are the only prey you can feast upon with the Fairmile D's underwhelming armament.

If taking cover is not possible in the map: stay on the move and try to avoid fire and enemies as the Fairmile D tends to lose against everything due to its awful survivability. Try to hit enemies on the move with the 57 mm guns. Overall, avoid sharp turns and combat against multiple enemies in the same time.

Only engage in combat with Fairmile D (697) when you know that you have sure shot, upper hand or you are facing a weaker opponent.

Pros and cons

Pros:

  • 12.7 mm Vickers are decent against planes and smaller boats.


Cons:

  • Wooden structure and no reliable armour means that your survivability in all sorts of engagements is abysmal.
  • Armament is subpar when compared to other Fairmiles armed with 40 mm Bofors.
  • QF 57 mm are capable of firing only HE and can't deal with boats with armour.
  • 105 mm or larger HE shells will one-shot Fairmile D (697).

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

  • Fairmile D (601) - Sister ship that is slightly faster with 57 mm armaments replaced with automatic 40 mm cannons and no torpedoes.
  • Fairmile D (617) - Sister ship that is slightly faster with Mk.VIII torpedoes.
  • Fairmile D (5001) - Sister ship available as a pack, armed with a pair of Mk.VIII and Mk XV torpedoes.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on ship;
  • other literature.


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