Difference between revisions of "HMS Tiger"

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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
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{{Specs-Fleet-Armour}}
 
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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.'' -->
  
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=== Mobility ===
 
=== Mobility ===
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{{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.''
 
''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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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
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{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{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.'' -->
 
<!-- ''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|6 inch/50 QF Mark N5 (152 mm)}}
 
{{main|6 inch/50 QF Mark N5 (152 mm)}}
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=== Secondary armament ===
 
=== Secondary armament ===
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{{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.'' -->
 
<!-- ''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|3 inch/70 Mark 6 (76 mm)}}
 
{{main|3 inch/70 Mark 6 (76 mm)}}
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The best use of these anti-aircraft guns requires an active role from the captain, changing the angle of the ship to maintain at least one gun, if not two, on target. Additionally, the guns start firing when an aircraft is at around 8 km from the ship. This is too far out of their effective range to do any damage of not and is simply a waste of precious ammunition. The deactivation of the anti-air armament until the target is within 3 km makes the guns much more deadly.
 
The best use of these anti-aircraft guns requires an active role from the captain, changing the angle of the ship to maintain at least one gun, if not two, on target. Additionally, the guns start firing when an aircraft is at around 8 km from the ship. This is too far out of their effective range to do any damage of not and is simply a waste of precious ammunition. The deactivation of the anti-air armament until the target is within 3 km makes the guns much more deadly.
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=== Additional armament ===
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{{Specs-Fleet-Additional}}
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''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.''
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''If there is no additional armament, remove this section.''
  
 
== Usage in battles ==
 
== Usage in battles ==

Revision as of 11:58, 29 December 2020

HMS Tiger
uk_cruiser_tiger.png
GarageImage HMS Tiger.jpg
HMS Tiger
AB RB SB
5.7 5.7 5.7
Show in game
MARKET

Description

GarageImage HMS Tiger.jpg


The Tiger-class, HMS Tiger (C20), 1960 is a gift rank V British light cruiser with a battle rating of 5.7 (AB/RB/SB). It was introduced in Update 1.87 "Locked On" as a reward for the "Battlefield Engineer" event.

General info

Survivability and armour

Armourfront / side / back
Citadel51 / 89 / 51 mm
Main fire tower55 / 20 / 20 mm
Hull25 mm (steel)
Superstructure8 mm (steel)
Number of section8
Displacement11 700 t
Crew880 people

Armour

Overall, HMS Tiger has adequate, but not impenetrable, protection with large areas vulnerable in a close-range engagement. The armour on HMS Tiger follows an all-or-nothing scheme with only the critical areas of the ship protected. The belt consists of a main 89 mm RHA section that extends across most of the ship's length, protecting just above and just below the waterline. There is also the second section of 51 mm RHA that extends above the main belt to provide additional protection to the engine compartment. The main guns are lightly armoured, ranging from 55 mm RHA on the front turret face to 20 mm RHA on the turret sides. The strongest armour on HMS Tiger is the 50 mm RHA deck armour that covers the entire length of the ship. Unlike the majority of its tech tree equivalents, this armour is situated on the weather deck, effectively protecting not just the engines rooms but all systems below the bridge and turrets. This provides effective protection against plunging fire from all guns smaller than cruiser calibre.

The main battery magazines are poorly protected with only half of each covered by the main belt. Additionally, they are situated entirely above the waterline, making them highly vulnerable to detonations. These magazines are also massive, each taking up an entire turrets worth of space within the ship. Compared to the main magazines, the secondary magazines are significantly smaller and more protected, situated entirely behind the main armour belt.

The bridge and radio room sit exposed in the superstructure opposed to below deck or within an armoured conning tower. This makes them extremely vulnerable to any form of gunfire, not just cruiser calibre shells.

Survivability

Survivability on the HMS Tiger is lower than a lot of cruisers of the same size. This can be attributed to her overall low number of guns combined with her exposed main battery magazines. As the main armament consists of only two turrets, a couple of shells from a high calibre gun can entirely knock out her main guns, removing her ability to retaliate. The secondary guns don't fare much better as they are also low in number and easy to damage. The biggest boon to her survivability is her crew count of 880, meaning any shells that don't cause damage to a critical system will have minimal effect on the performance of the ship.

Mobility

Speedforward / back
AB68 / 40 km/h
RB58 / 34 km/h

Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 68 40
RB/SB Stock ___ ___
Upgraded 58 34

Modifications and economy

Repair costBasic → Reference
AB13 258 → 16 903 Sl icon.png
RB13 611 → 17 354 Sl icon.png
Total cost of modifications174 300 Rp icon.png
275 000 Sl icon.png
Talisman cost2 000 Ge icon.png
Crew training140 000 Sl icon.png
Experts490 000 Sl icon.png
Aces1 500 Ge icon.png
Research Aces670 000 Rp icon.png
Reward for battleAB / RB / SB
450 / 600 / 100 % Sl icon.png
190 / 190 / 190 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
340 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
9 700 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
8 700 Rp icon.png
Cost:
14 000 Sl icon.png
250 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
340 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
9 700 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
9 700 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
8 700 Rp icon.png
Cost:
14 000 Sl icon.png
250 Ge icon.png
Mods ship venting.png
Ventilation
Research:
8 700 Rp icon.png
Cost:
14 000 Sl icon.png
250 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png
Mods tank ammo.png
152mm_uk_mk5_navy_ap_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
340 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
9 700 Rp icon.png
Cost:
15 000 Sl icon.png
280 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
8 700 Rp icon.png
Cost:
14 000 Sl icon.png
250 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
8 700 Rp icon.png
Cost:
14 000 Sl icon.png
250 Ge icon.png
Mods he frag proxi fuze ship.png
152mm_uk_mk5_navy_he_vt_ammo_pack
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
400 Ge icon.png

Armament

Primary armament

2 х Turret2 x 6 inch/50 QF Mark N5 cannon
Ammunition800 rounds
Vertical guidance-5° / 80°

The main armament consists of four 6 inch/50 QF Mark N5 guns mounted in two turrets, one forward and one aft. These guns are able to fire 6-inch HE stock and 6-inch AP as a Tier 1 modification.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
6 inch HE HE 59 59 59 59 59 59
6 inch AP APCBC 271 242 207 184 167 147
6 inch HE-VT HE-VT 59 59 59 59 59 59
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%
6 inch HE HE 768 59.9 0.03 0.1 7,810 79° 80° 81°
6 inch AP APCBC 768 58.9 6 7 972.4 48° 63° 71°
6 inch HE-VT HE-VT 768 59.9 0.03 0.1 7,810 79° 80° 81°

The main armament's strength comes not from the weight of their broadside, as it only consists of four shells, but from their reload speed. The main calibre reload varies from 3s to 3.9s depending on crew skills, giving HMS Tiger by far the quickest reload of a gun this size. Her quick reload allows her to rapidly switch ammunition types to best suit the current situation. It also means her overall shells per minute is comparable to other cruisers, even with her low barrel count.

The mounting for these guns is also very versatile due to their quick turn rate of 17° per second and wide firing angles of ±150°. This allows her to quickly react to changes in the engagement, taking under 18 seconds to fully rotate her turrets and only 10.5 seconds to turn them 180°. These wide firing angles also mean she can show minimal broadside to get all her main guns engaged, reducing the chance of an enemy shell penetrating her belt.

Because these guns are the dual purpose, they fire at anything and everything within range, micromanagement of priorities by the captain can greatly increase their effectiveness.

Secondary armament

3 х Turret2 x 3 inch/70 Mark 6 cannon
Ammunition2024 rounds

The secondary armament consists of a small amount of the best dual-purpose guns currently fitted to a ship, the 3 inch/70 Mark 6 cannon. This cannon is mounted in three twin mounts in various positions across the ship (one front and one on either side of the superstructure), proving good all round firing arcs with minimal blind spots. These turrets only fire one type of ammunition, the 3 inch NC101 HE-VT radio fused shell.

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 inch NC101 HE-VT HE-VT 9 9 9 9 9 9
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 inch NC101 HE-VT HE-VT 1,036 6.8 0 0.1 528 79° 80° 81°

These guns effectiveness is minimal against other cruisers due to them only being able to fire high explosive. However, this round is highly effective at destroying smaller, less armoured ships, even ships as large as destroyers are quickly dealt with. The guns main strength against other surface vessels lies in their extremely quick reload, between 0.35s and 0.57s depending on crew training. This means that a literal rain of high explosive rains down on any ship within their targeting range, doing low but rapid damage to any unarmoured section.

The secondary armament is best left to be aimed by the AI gunners in most situations due to the high levels of lead required to hit any target at a decent range.

These guns really shine in the anti-aircraft role as they are able to throw up a large wall of accurate, high damage flak. This is due to their excellent fire rate and arcs of fire. These guns are not a perfect shield against air attack however as they struggle to lead the target correctly until the aircraft is within 3 km, a dangerously short distance to dodge a torpedo attack.

The wide firing arcs of these guns leave most approaches to the ship covered by at least two turrets, with particularly high approaches able to be engaged by all three. However, two major blind spots at the rear and front of the ship leave certain attack angles unguarded.

The best use of these anti-aircraft guns requires an active role from the captain, changing the angle of the ship to maintain at least one gun, if not two, on target. Additionally, the guns start firing when an aircraft is at around 8 km from the ship. This is too far out of their effective range to do any damage of not and is simply a waste of precious ammunition. The deactivation of the anti-air armament until the target is within 3 km makes the guns much more deadly.

Additional armament

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.

If there is no additional armament, remove this section.

Usage in battles

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).

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 6 inch AP
II Rudder Replacement Fire Protection System Smokescreen Auxiliary Armament Targeting
III Propeller Replacement Shrapnel Protection Ventilation Improved Rangefinder Primary Armament Targeting
IV Engine Maintenance New Pumps Ammo Wetting 6 inch HE-VT

Pros and cons

Pros:

  • Fastest firing cruiser guns in the game
  • Extremely deadly, extremely fast firing secondary armament against unarmoured vessels and aircraft
  • High crew count

Cons:

  • Low broadside shell count of only four shells
  • No torpedo armament
  • No mid or short range AA armament
  • Two major secondary armament blind spots at the front and aft
  • Unprotected magazines can lead to an ammo detonation, destroying the HMS Tiger
  • Unarmoured bridge and radio room

History

The three Tiger-class cruisers were initially laid down as Minotaur-class cruisers early on in WW2. However, their construction priority was considered low as British naval warfare at the time centred a lot around anti-submarine warfare - a role which ships of this class weren't intended to fill. Thus, the ships would only be partially completed by the end of WW2, with their design being acknowledged as outdated.

After WW2, the decision was made to complete the ships' construction, but to a different design. Work on completing the new Tiger-class light cruiser began in the early 1950s with the ships seeing completion by the end of the decade. The ships were refitted and modernized extensively, however, they remained outdated designs due to rapid advancements in technology and the changing nature of warfare. As a result, the class was soon afterwards converted into helicopter cruisers and went on to serve with the Royal Navy until the late 1970s. Tiger-class light cruisers were the final British 6-inch gun armed cruisers and the world's last large-calibre artillery ships, no one else has built such ships.

- From Devblog

Media

Skins
Videos

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links


Britain light cruisers
Emerald-class  HMS Enterprise
Dido-class  HMS Dido
Leander-class  HMNZS Leander
Arethusa-class  HMS Arethusa
Town-class  HMS Belfast · HMS Liverpool · HMS Southampton
Tiger-class  HMS Tiger
Abdiel-class*  HMS Abdiel