Difference between revisions of "MGB-61"

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(Special armament: Updated to 1.101)
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<!--''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 get 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).''-->
  
MGB-61's primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts. With all four on target, they have a very good damage output, roughly comparable to the damage output of a twin 20 mm cannon mount. However, when moving at high speeds, the bow of the boat will lift out of the water by quite a bit. This creates a blind spot in front of the boat for several hundred meters where one or both of the Vickers Mk.V mounts won't be able to depress their guns far enough to get shots on target. When on the move, either keep the enemy at an angle in front of the boat or keep them directly behind the boat where there's no.
+
As a motor gun boat, MGB-61's primary armament is actually quite good, unlike many previous vessels in the tech tree. With four 12.7 mm Vickers Mk.V machineguns, the damage output is roughly comparable to two or three 20 mm cannons, and, with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. Whereas most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, which makes her well suited for aggressive playstyles. This firepower, however, comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.  
  
The 12.7 mm Vickers Mk.V gun has a rather large belt capacity of 200 round, and, with a rate of fire of either 600 or 685 rounds per minute, it can fire for 20 or 17.5 seconds. Compared to her cannon-armed counterparts, MGB-61 can sustain fire for much longer, though this comes at the cost of a very long reload, between 13 and 10 seconds depending on the crew level. Running out of ammunition mid-engagement is almost always a death sentence due to the long reload. Because of this, always fire off any remaining ammunition after engagements if there are less than 300 or so rounds of ammunition between the four guns.  
+
In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred meters where one or both of the mounts are unable to depress far enough to get guns on target.  
  
MGB-61's secondary gun, a 40 mm Rolls Royce cannon, hits harder than the 12.7 mm machine guns. It's particularly useful against larger boats with its powerful HE rounds and is practically a necessity against certain armoured targets, since the machine guns can only penetrate a maximum of 22 mm of armour; with an AP rounds capable of penetrating 60 mm of armour, it is more than enough to deal with any armoured targets MGB-61 might face. The 40 mm cannon is also useful for shooting at enemies outside of the machine guns' maximum range, roughly 2 km. All that said, the 40 mm cannon actually has a lower damage output against most targets than the four machine guns because of its lower rate of fire and because it has a ~1 second reload every four rounds. The gun also can't rotate a full 360°, making it less versatile than the machine guns. Outside of the cases mentioned above, the machine guns will generally do much better. Still, the 40 mm can be switched to in a pinch if really needed, for example, if the machine guns are reloading.
+
With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns and adapt your playstyle accordingly. Because of the long reload, be sure to fire off any remaining ammo after engagements if there isn’t much left in the belts, around 250 rounds or less between all four guns. Likewise, because of the poor firing arcs, keep enemies either directly in front or directly behind you so that all guns are able to fire, and speed up or slow down as needed to eliminate the blindspots as needed. MGB-61's survivability is rather poor and largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any of the aforementioned reasons, or any other reason for that matter, will often result in your own destruction.
  
The 12.7 mm Vickers Mk.V mounts can fire in all directions except in a ~117° arc towards the opposite mount. There's also a blind spot for ~275 m directly behind the boat where both guns can't fire. When on the move, the rear blind spot is virtually eliminated, though a new blind spot in front of the boat is created. Overall, firing arcs are poor. The rear 40 mm Rolls Royce mount, on the other hand, has very good firing arcs, able to fire in all directions except for a ~62° arc centred towards the front of the boat.
+
Lastly, if you come across any armoured targets that the 12.7 mm machineguns fail to penetrate, switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, which makes it useful for long-range engagements. However, its damage output is noticeably lower than the four machineguns, so always be prepared to switch to it at a moment’s notice, but only if you have to.
  
;Ammunition Choices
+
;Ammunition
  
For the 12.7 mm Vickers Mk.V, the 12.7 mm I belt is slightly better against both aircraft and surface targets compared to the 12.7 mm API belt. Though the AP rounds penetrate 5 mm more armour at point-blank than the I rounds, with such a small difference, the AP rounds won't be able to penetrate any armour that the I rounds can't. That said, the damage output difference between the I and API belt is so little that it's largely down to preference which to use.
+
For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a noticeably higher damage output than both the Universal and 12.7 mm API belts, both of which are about the same in terms of damage. Because it lacks the AP round, the 12.7 mm I belt has slightly less armour penetration than the other two belts, but in general, anything that can stop the incendiary round will also stop the armour-piercing round. Take only the 12.7 mm I belt and switch the 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.  
  
For the 40 mm 2pdr Rolls Royce cannon, the best ammunition choice is the 40 mm HE because it has the highest ratio of HE rounds to AP rounds, meaning that it will be the most effective against both aircraft and surface targets. The 40 mm HE belt should be the main ammunition choice, but a few of the 40 mm AP belt should also be taken into battle for use against armoured targets. The AP belt is also useful against enemies heading directly bow-in. In this situation, HE rounds will only damage the bow compartment and, if that compartment is already destroyed, will deal only minimal damage. AP rounds can pass through the bow compartment and deal damage to the rest of the vessel.
+
For the 40 mm 2pdr Rolls Royce cannon, the best ammunition for general use is the 40 mm HE magazine because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. This should be the main round for the AI gunners to use while you're not directly controlling the gun. In addition, take a substantial amount of 40 mm AP as well for use against armoured targets. Another option is to take only Universal if you want to avoid the reload between switching ammunition types at the cost of lower damage efficiency.
  
 
;Depth Charges
 
;Depth Charges
  
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.  
+
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, unless they're dropped, they essentially act as exposed ammo racks.
  
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.  
+
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 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.
 +
 
 +
The recommended loadout is:
 +
 
 +
* Without load
  
 
=== Modules ===
 
=== Modules ===

Revision as of 15:43, 5 November 2020

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
uk_70ft_mgb.png
MGB-61
AB RB SB
1.7 1.7 1.7
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

GarageImage MGB-61.jpg


The 70 ft MGB-61 is a rank I British motor gun boat with a battle rating of 1.7 (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

MGB-61 internals (starboard). Note the ammo storages below the bridge and in front of the rear gun.

MGB-61 has the following armour layout:

While the gun shield may stop low-calibre machineguns, heavy machineguns and cannons will have no trouble with them at any range. The hull and superstructure will not stop any sort of gunfire.

MGB-61 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 MGB-61's battle rating, there is only one gun capable of hull-breaking her:

The hull is split into three compartments. The first compartment starts at the bow and ends in front of the bridge; the second ends between the fuel tanks and the engines; the third ends at the stern.

MGB-61 has two ammunition storages. The first is located just above the waterline in front of the aft 40 mm 2pdr Rolls Royce cannon, and it holds the ammunition for the primary armament. The other ammunition storage is located just above the waterline directly underneath each of the two twin 12.7 mm Vickers Mk.V machinegun mounts, and it holds the ammunition for the secondary armament. Destroying either will instantly destroy the boat.

With a crew complement of 12, MGB-61's overall survivability is below-average.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 20 ~23.21 ~42.07
Upgraded 99 27 ~15.41 ~26.57
RB/SB Stock 64 17 ~25.64 ~47.61
Upgraded 74 20 ~21.18 ~38.39

MGB-61 has a displacement of 34 tons.

When moving forwards at high speeds, the bow will lift out of the water. This creates a blind spot at close ranges in front of the boat where , depending on the angle, one or both of the twin 12.7 mm Vickers Mk.V mounts won't be able depress far enough to get the guns on target.

Armament

Primary armament

The primary armament consists of four 12.7 mm Vickers Mk.V machineguns in two twin mounts, one on either side of the bridge. There are 4,000 rounds of ammunition available for each mount, 2,000 rounds per gun, for a total of 8,000 rounds. Stock, the mounts can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a stated cyclic rate of fire of 600 rounds/min, though in actuality, they fire at slightly different rates: for the starboard mount, the gun on the gunner's right side fires at a faster rate, around 685 rounds/min, firing all 200 of its rounds in the time it takes the left side gun to fire about 175 rounds; for the port mount, the opposite is true. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Primary Armament Guidance
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
±180° -10°/+70° ±180° -10°/+70°

There are three ammunition choices available:

  • Universal: T · AP · I
  • 12.7 mm I: T · I · I · I · I
  • 12.7 mm API: T · AP · I · 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 24 24 21 18 16 15
12.7 mm I 20 19 16 14 12 11
12.7 mm API 24 24 21 18 16 15

Secondary armament

The secondary armament consists of a single 40 mm 2pdr Rolls Royce cannon mounted aft, with 1,200 rounds of ammunition available for it. Stock, the mount can traverse horizontally at a rate of 38°/s and vertically at a rate of 47°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 45°/s and 55°/s respectively. The gun has a magazine capacity of 4 rounds and a cyclic rate of fire of 231 rounds/min. With a stock crew, the gun can be reloaded in 1.7 seconds; with an aced crew, it can be reloaded in 0.85 seconds.

Secondary Armament Guidance width="25%"
Horizontal Vertical
±151° -12°/+60°

There are three ammunition choices available:

  • Universal: HEF · AP-T · HEF · AP-T
  • 40 mm HE: HEF · HEF · HEF · AP-T
  • 40 mm AP: AP-T · AP-T · AP-T · HEF
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 60 57 50 43 38 34
40 mm HE 60 57 50 43 38 34
40 mm AP 60 57 50 43 38 34

Special armament

Main article: Mk.VII depth charge
Mk.VII depth charges numbered according to their drop order (click to view a larger image).

MGB-61 has two possible loadouts:

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

The Mk.VII depth charges are carried amidships in front of the aft gun, one on each side. They are dropped one at a time in the following order:

  1. Starboard
  2. Port

Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.

Depth Charge Characteristics
Mass (kg) Explosive Type Explosive Mass (kg) TNT Equivalent (kg)
196 TNT 130 130

Usage in battles

As a motor gun boat, MGB-61's primary armament is actually quite good, unlike many previous vessels in the tech tree. With four 12.7 mm Vickers Mk.V machineguns, the damage output is roughly comparable to two or three 20 mm cannons, and, with a belt capacity of 200 rounds each, they can sustain fire for much longer than most contemporary autocannons. Whereas most of her cannon-armed counterparts must reload after one or two kills, MGB-61 can easily take out multiple enemies in quick succession, which makes her well suited for aggressive playstyles. This firepower, however, comes at the cost of a long reload, anywhere between 13 and 10 seconds depending on the level of the crew.

In addition to a long reload, the primary armament's firing arcs are also somewhat restrictive. Both gun mounts are unable to fire in a ~117° arc in the direction of the other mount, and at rest, both are unable to fire at anything within ~275 m directly behind the boat. When on the move, the bow will lift out the water, eliminating the rear blind spot, but also creating a new one in front of the boat that extends for several hundred meters where one or both of the mounts are unable to depress far enough to get guns on target.

With all of this in mind, play MGB-61 aggressively, but always be aware of the limits of the guns and adapt your playstyle accordingly. Because of the long reload, be sure to fire off any remaining ammo after engagements if there isn’t much left in the belts, around 250 rounds or less between all four guns. Likewise, because of the poor firing arcs, keep enemies either directly in front or directly behind you so that all guns are able to fire, and speed up or slow down as needed to eliminate the blindspots as needed. MGB-61's survivability is rather poor and largely reliant on being able to destroy opponents before they can deal much damage in return, so not being able to fire for even just for a few seconds due to any of the aforementioned reasons, or any other reason for that matter, will often result in your own destruction.

Lastly, if you come across any armoured targets that the 12.7 mm machineguns fail to penetrate, switch to the secondary 40 mm 2pdr Rolls Royce cannon. This gun is more than capable of punching through any armour MGB-61 might come across, and it also has a higher effective range, which makes it useful for long-range engagements. However, its damage output is noticeably lower than the four machineguns, so always be prepared to switch to it at a moment’s notice, but only if you have to.

Ammunition

For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a noticeably higher damage output than both the Universal and 12.7 mm API belts, both of which are about the same in terms of damage. Because it lacks the AP round, the 12.7 mm I belt has slightly less armour penetration than the other two belts, but in general, anything that can stop the incendiary round will also stop the armour-piercing round. Take only the 12.7 mm I belt and switch the 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.

For the 40 mm 2pdr Rolls Royce cannon, the best ammunition for general use is the 40 mm HE magazine because it has the highest ratio of HE rounds to AP rounds, which means that it's the most effective against both aircraft and the vast majority of surface targets. This should be the main round for the AI gunners to use while you're not directly controlling the gun. In addition, take a substantial amount of 40 mm AP as well for use against armoured targets. Another option is to take only Universal if you want to avoid the reload between switching ammunition types at the cost of lower damage efficiency.

Depth Charges

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, unless they're dropped, they essentially act as exposed ammo racks.

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 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.

The recommended loadout is:

  • Without load

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 40 mm HE 12.7 mm I
II Rudder Replacement Fire Protection System Smokescreen 40 mm AP 12.7 mm API Auxiliary Armament Targeting
III Propeller Replacement Improved Rangefinder Depth Charges Primary Armament Targeting
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • 12.7 mm Vickers Mk.V: high rate of fire, large belt capacity, good damage output, can rotate 360°
  • 40 mm 2pdr Rolls Royce: very quick reload, high penetration with AP rounds, good firing arcs
  • Good mobility

Cons:

  • Blind spot directly in front when moving at high speeds
  • 12.7 mm Vickers Mk.V: long reload, poor firing arcs
  • 40 mm 2pdr Rolls Royce: cannot fire directly forwards, small magazine capacity, cannot rotate 360°

History

Over the course of the Second World War, British Power Boat Company (BPB), based at Hythe, manufactured three motor anti-submarine boat (MASB) designs which were essentially three differently sized versions of the same overall design, as follows: a 60-foot version, consisting of MASBs 1-5; a 63-foot version, consisting of MASBs 22-45; and a 70-foot version, consisting of MASBs 6-21, 46, and 50-67). These boats were originally designed as motor torpedo boats (MTBs), but with the increasing threat of German U-Boats, those ordered by the Royal Navy were ordered as MASBs, their torpedo tubes replaced with depth charge racks and ASDIC equipment.

The 70-foot boats, in particular, had a standard displacement of around 30 tons, with a full displacement of up to 38 tons, depending on the boat. They had a length of 70 feet (21.3 m), a beam of 16 feet 7 inches (5.05 m), and a draught of around 3 feet (~1 m) depending on the boat. The boats were powered as follows:

  • MASBs 6-21: ordered by the Royal Navy as MASBs, all completed throughout 1940 and 1941. These were originally planned to be powered by Rolls Royce petrol engines. However, these engines became reserved only for Hurricane and Spitfire fighter aircraft by the time the boats were built. Instead, they were powered by two weaker Napier Sea Lion petrol engines driving two shafts and could only achieve 23 knots. In 1942, they received stronger Packard petrol engines and could achieve 38 knots.
  • MASB 46: ordered by the Royal Netherlands Navy as an MTB. With the capitulation of the Netherlands in May 1940 before her completion, she was requisitioned by the Royal Navy in July 1940 and completed as a MASB on 13th July 1941. MASB 46 was powered by three Rolls Royce petrol engines driving three shafts and could achieve 42.5 knots.
  • MASBs 50-67: ordered by the French Navy as MTBs. With the capitulation of France in June 1940 before the completion of most of the boats, they were requisitioned by the Royal Navy in July 1940 and completed as a MASB throughout 1940 and 1941. MASBs 50-67 were powered by three Isotta-Fraschini engines driving three shafts and could achieve 40 knots.

Around 1941, to counter the more heavily armed German E-Boats, the Royal Navy converted most of their MASBs, including all of the BPB 70-foot MASBs, into motor gun boats (MGBs). During this time, the BPB 70-foot boats were redesignated MGBs 6-21, 46, and 50-67 and were refitted with a standardized armament consisting of 2-pdr aft gun and two twin .50 calibre machine gun mounts on either side of the bridge.

MASB-61 was one of the ex-French BPB 70-foot boats. She was completed on 12th April 1941, but with the capitulation of France, she was requisitioned by the Royal Navy in July 1940 and converted into an MASB. In January 1941, she was refitted as a motor gun boat and redesignated as MGB-61. MGB-61 was commanded by the following:

  • Lt. P.N. Howes, RN: December 1940 to August 1941
  • Lt. I.R. Griffiths, RN: August 1941 to December 1941
  • T/Lt. D.P. James, RNVR: December 1941 to July 1942
  • T/Lt. J. Collins, RNVR: July 1942 to August 1943

MGB-61 served as part of the 6th MGB Flotilla with HMS Beehive at Felixstowe from 1941 to 1943. She was disposed of in February 1945.

Media

GEN LIVE WT 1 HPL.jpg

See also

External links

References

Bibliography

  • Konstam, Angus (2010). British Motor Gun Boat 1939–45. Osprey Publishing Ltd. ISBN 978-1-84908-077-4.


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