MGB-75

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Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
MGB-75
uk_71ft_mgb.png
MGB-75
Purchase:1 000 Specs-Card-Eagle.png
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Description

GarageImage MGB-75.jpg


The 71 ft MGB-75 is a premium rank II British motor gun boat with a battle rating of 2.0 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

MGB-75 has the following armour layout:

  • 2pdr QF Mk.IIc gunshield: 12.7 mm hardened armour
  • Oerlikon Mk.V gunshield: 12.7 mm hardened armour
  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood
MGB-75 internals (starboard side).

Any gun in the game will easily be able to penetrate anywhere on the boat, including the gunshields, at practically any range.

MGB-75 can be hull-broken by any gun with a diameter greater than 4 inches (102 mm). Hull-break triggers when a capable gun destroys any hull compartment or the bridge, resulting in instant destruction of the rest of the boat. At MGB-75's battle rating, the only guns capable of hull-breaking her are the 8cwt QF Mk I, found on Dark Adventurer, and the 10.5 cm SK C/32, found on AF D3. The ability to be hull-broken by guns larger than 4 inches is a trait that applies to the vast majority of boats in tier 1 and 2, so in that respect, MGB-61 isn't better or worse than most other boats.

MGB-75's hull is split into three compartments. The first compartment starts at the bow and ends just in front of the forward gun mount. The second starts at the forward gun mount and ends in front of the engines. The third starts at the engines and ends at the stern. Overall, with a crew complement of 12, survivability is average.

MGB-75 has 4 fairly large ammunition storages, two in front of the fore 2pdr QF Mk.IIc (40 mm) mount and two in front of the rear Oerlikon Mark V (20 mm) mount, housed in the superstructure. Destroying these will also destroy the rest of the boat.

Mobility

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_
RB/SB Stock _ _ ~_ ~_
Upgraded _ _ ~_ ~_

MGB-75 has a displacement of 51.5 tons.

Armament

Primary armament

In her primary armament group, MGB-75 has one 40 mm 2pdr QF Mk.IIc automatic cannon in a single mount, mounted centerline in front of the bridge. It has 1,400 rounds of ammunition available. The mount can traverse horizontally at a rate of 25°/s and vertically at a rate of 25°/s. The gun has a magazine capacity of 56 rounds and has a rate of fire of 200 rounds/min. With a stock crew, it can be reloaded in 7.8 seconds; with an aced crew, it can be reloaded in 6 seconds. Its maximum range against surface targets is roughly 3.1 km.

Guidance for the Primary Gun Turret
Horizontal Vertical
±180° -5°/+70°

There are three choices of ammunition 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

Secondary armament

Main article: Oerlikon Mk.V (20 mm)

In her secondary armament group, MGB-75 has two 20 mm Oerlikon Mk.II in a twin mount, mounted centerline behind the bridge. It has 4,080 rounds of ammunition available, 2,040 per gun. The mount can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a belt capacity of 60 rounds and has a rate of fire of 450 rounds/min. With a stock crew, it can be reloaded in 8 seconds; with an aced crew, it can be reloaded in 4 seconds. Its maximum range against surface targets is roughly 2.1 km.

Guidance for the Secondary Gun Turret
Horizontal Vertical
±180° -10°/+60°

There are three choices of ammunition available:

  • Universal: HEF-T/HEF-I/AP-T
  • 20 mm HE: HEF-T/HEF-I/AP-T/HEF-I
  • 20 mm AP: AP-T/AP-T/AP-T/HEF-I
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 39 36 29 23 20 17
20 mm HE 39 36 29 23 20 17
20 mm AP 39 36 29 23 20 17

Anti-aircraft armament

Main article: Lewis 1916 (7.72 mm)

In her anti-aircraft armament group, MGB-75 has four 7.72 mm Lewis machinegun 1916s in two twin mounts, one on either side of the bridge. For each mount, there are 1,940 rounds of ammunition available, 970 rounds per gun, for a total of 3,880 rounds. There are no stated horizontal or vertical traverse rates given in-game, but the mounts handle very similarly, if not exactly, like other twin and quadruple 7.72 mm Lewis machinegun 1916 mounts which can traverse horizontally at a rate of 75°/s and vertically at a rate of 75°/s. Each gun has a magazine capacity of 97 rounds and has a rate of fire of 550 rounds/min. With a stock crew, the guns can be reloaded in 18.2 seconds; with an aced crew, they can be reloaded in 14 seconds. Their maximum range against surface targets is roughly 1.6 km.

Msg-info.png Turrets are named sequentially, clockwise, starting at the bow
Guidance for the Anti-Aircraft Gun Turrets
No.1 Turret (starboard) No.2 Turret (port)
Horizontal Vertical Horizontal Vertical
-45°/+170° -5°/+60° -170°/+45° -5°/+60°

There are no choices available. Though not directly stated in-game, there is one tracer round every other round, so the guns most likely fire the standard default ammunition choice of 7.72 mm Lewis machinegun 1916s, which has the following composition:

  • Default: AP/T/AP/T
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 20 19 16 13 11 10

Special armament

Main article: Mk.VII depth charge

MGB-75 can carry two Mk.VII depth charges mounted amidships, one on each side in front of the twin 7.72 mm Lewis machinegun 1916 mounts facing outwards. The depth charges are dropped one at a time in this order (see the image):

  1. Starboard side
  2. Portside

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

Ammunition Choices

For the 40 mm 2pdr QF Mk.IIc 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.

For the 20 mm Oerlikon Mk.V cannons, the best ammunition choice is the 20 mm HE. There isn't much of a point in using the 20 mm AP belt because the primary armament is much more suited for engaging armoured targets anyway.

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 take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 40 mm HE 20 mm HE Anti-Air Armament Targeting
II Rudder Replacement Fire Protection System Smokescreen 40 mm AP 20 mm AP Auxiliary Armament Targeting
III Propeller Replacement Improved Rangefinder Depth Charges Primary Armament Targeting
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • Powerful primary armament
  • Secondary armament is very good as an anti-aircraft weapon
  • Both primary and secondary armament can rotate 360°
  • Good firing arcs

Cons:

  • Primary armament: long reload, poor traverse rates, easily disabled
  • Anti-aircraft armament: can only elevate 60°, low damage output
  • Large ammo racks

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

GEN LIVE WT 1 HPL.jpg

See also

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the 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

Britain premium ships
Motor torpedo boats  MTB-1(2) · MTB-422 · Fairmile D (5001) · HMS Gay Archer
Motor gun boats  MGB-75 · SGB Grey Goose
Gunboats  HMS Spey
Sub-chasers  LÉ Orla
Frigates  HMS Whitby
Destroyers  HMS Montgomery · HMS Valhalla · HMS Verdun · ORP Garland · HMS Jervis · HMCS Haida · HMS Mohawk · HMS Cadiz · HMS Diamond
Light cruisers  HMS Belfast
Battleships  HMS Iron Duke