Difference between revisions of "MTB-1(2)"

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{{Specs-Card|code=uk_mtb_2series}}
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{{About
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| about = British motor torpedo boat '''{{PAGENAME}}'''
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| usage = other versions
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| link = MTB-1 (Family)
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}}
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{{Specs-Card
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|code=uk_mtb_2series
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
<!--''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 understand which ship is being discussed.''-->
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<!-- ''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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]]. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
{{Break}}
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The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} British motor torpedo boat {{Battle-rating|1}}. It was introduced in [[Update 1.85 "Supersonic"]].
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The MTB-1(2) is as a premium variant of {{Specs-Link|uk_mtb_1series}}, the reserve vehicle of the British coastal fleet tech tree. Largely similar to MTB-1(1), MTB-1(2) differs in the amount of depth charges that she can carry as well as the placement of the gun mounts, the latter being particularly important as the better firing angles gives MTB-1(2) some extra versatility in combat.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Talk about the vehicle’s armor. 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 maneuverability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the “Use in battle” section.
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{{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.'' -->
  
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armor.''-->
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[[File:MTB-1_2_series_internals.png|thumb|{{PAGENAME}} internals (starboard side). Note the ammo storages just in front of the bridge.]]
  
MTB-1 2 series has the following armour layout:  
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MTB-1(2) has the following armour layout:
  
 
* Hull: 24 mm, wood
 
* Hull: 24 mm, wood
 
* Superstructure: 2 mm, steel
 
* Superstructure: 2 mm, steel
  
[[File:MTB-1_2_series_internals.png|thumb|MTB-1 2 series internals (starboard side). Note the ammo storages just in front of the bridge.]]
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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 anywhere on the boat at practically any range.
+
The hull is split into three sections.  Starting from the bow and working towards the stern, the first section starts at the bow and ends after the ammunition storage; the second ends just behind the bridge; and the third ends at the stern.  
  
MTB-1 2 series can be hull-broken by any gun that is greater than or equal to 4 inches (102 mm) in diameter. 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 MTB-1 2 series' battle rating, these include the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]] (found on {{Specs-Link|uk_dark_class}}) and the [[4 in QF Mark V (102 mm)|4 in QF Mark V]] (found on {{Specs-Link|uk_isles_class_trawler}}). While it isn't uncommon for a boat in tier 1 and 2 to be able to be hull-broken by guns larger than 4 inches, it's relatively rare for it to be able to be hull-broken by actual 4-inch guns. This trait is generally given only to reserve boats or boats very early in the tech tree, including MTB-1 2 series.
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MTB-1(2) can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MTB-1(2)'s own battle rating, there is only one gun capable of hull-breaking her:
  
MTB-1 2 series' hull is split into three compartments. The first compartment starts at the bow and ends between the pumps and the ammunition storage in front of the bridge. The second starts where the first ends and ends just behind the bridge. The third starts at the end of the bridge and ends at the stern. Overall, with a crew complement of 10, survivability is average.
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* the [[8cwt QF Mk I (114 mm)|114 mm 8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
  
Of note though are two ammo storages in front of the bridge. Destroying these will also destroy the rest of the boat. In practice, though, this almost never happens, since most guns at this battle rating are either machine guns or low-calibre autocannons which require a large number of hits to destroy the ammo storages. It's both faster and easier to just target the hull compartments and knock out the crew.  
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There is one ammunition storage that holds ammunition for both the fore and aft gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy MTB-1(2).
 +
 
 +
MTB-1(2) has a crew complement of 11. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8.
 +
 
 +
While MTB-1(2)'s crew complement is about average when comparing vessels of the same battle rating, her overall survivability is rather poor when compared to everything in her battle rating range. The placement of the guns does allow MTB-1(2) to bow-tank without sacrificing firepower. However, due to the distribution of the crew, bow-tanking does not increase the survivability nearly as much as it does with some other vessels, so it is not a very viable tactic with MTB-1(2). With an aced crew and no prior damage, destroying only the components possible to hit from the front — the bow section, the bridge, and both gun turrets — already eliminates enough crew to prevent MTB-1(2) from repairing. Either doing slight damage to any of the other hull sections or destroying the bridge again when it is automatically repaired is enough to knock out MTB-1(2).
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the ship’s mobility. Evaluate its power and maneuverability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''-->
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{{Specs-Fleet-Mobility}}
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<!-- ''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.'' -->
  
{| class="wikitable" style="text-align:center"
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{{NavalMobility
! colspan="6" | '''Mobility Characteristics'''
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|SpeedForwardStockAB = 63
|-
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|SpeedBackStockAB = 32
! rowspan="2" | Game Mode
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|TurnTimeStockAB = 18.64
! rowspan="2" | Upgrade Status
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|TurnSpeedStockAB = 43
! colspan="2" | Maximum Speed (km/h)
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! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
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|TurnTimeSpadedAB = 12.67
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
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|TurnSpeedSpadedAB = 40
|-
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! rowspan="1" | Forward
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|SpeedForwardStockRB = 53
! rowspan="1" | Reverse
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|SpeedBackStockRB = 26
 +
|TurnTimeStockRB = 20.77
 +
|TurnSpeedStockRB = 40
 +
 
 +
|TurnTimeSpadedRB = 17.44
 +
|TurnSpeedSpadedRB = 43
 +
}}
 +
 
 +
While her top speed is on the slower side compared to other motor torpedo boats, MTB-1(2)'s manoeuvrability is actually rather good. With a tight turning circle and a decent enough top speed, the mobility is suitable enough for most situations, although the lower top speed really hurts her potential for flanking on certain maps.
 +
 
 +
MTB-1(2) has a displacement of 22.4 tons. Because of her small size and relatively low displacement, MTB-1(2) can be an unstable firing platform in rough waters.
  
|-
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=== Modifications and economy ===
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
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{{Specs-Economy}}
| {{Annotation|Stock|All modifications removed}} || 63 || 32 || ~18.64 || ~33.79
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 86 || 43 || ~12.67 || ~21.85
 
|-
 
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 
| {{Annotation|Stock|All modifications removed}} || 53 || 26 || ~20.77 || ~38.57
 
|-
 
| {{Annotation|Upgraded|All modifications installed}} || 61 || 31 || ~17.44 || ~31.61
 
|-
 
|}
 
  
When moving forwards at high speeds, the bow will slightly lift out of the water, though this is unnoticeable in gameplay and doesn't affect the firing of the guns in any real way. MTB-1 1 series has a displacement of 22.4 tons.
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As a premium vehicle, all modifications are unlocked for free.
  
 
== 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|Lewis 1916 (7.72 mm)}}
 
{{main|Lewis 1916 (7.72 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.''-->
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The primary armament consists of eight 7.72 mm Lewis 1916 machine guns in two quadruple mounts, one on the bow and one on the stern. There are 3,880 rounds of ammunition available for each mount, 970 rounds per gun, for a total of 7,760 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 magazine capacity of 97 rounds and a cyclic rate of fire of 551 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. The 7.72 mm Lewis 1916 machine gun has an absolute maximum range of about 1.7 km against surface targets.
  
In her main armament group, MTB-1 2 series has two quadruple 7.72 mm Lewis machinegun 1916 mounts above the bridge, for a total of 8 guns. For each mount, there are 1940 rounds of ammunition available, 485 rounds per gun, for a total of 3880 rounds. They can traverse horizontally at a rate of 64°/s and vertically at a rate of 64°/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.
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The 7.72 mm Lewis 1916 machine guns, like other low-calibre machine guns, each individually have very poor damage outputs. With their relatively large magazine size and eight of them in total, though, MTB-1(2) is able to destroy most opponents without needing to reload, assuming that most of the shots land. This, however, comes at the cost of an incredibly long reload, the longest of any reserve vessel and one of the longest of any coastal fleet vessel in general. Because of this, it's best to always fire off any remaining ammunition after engagements to begin reloading in safety and to ensure full magazines at the start of the next engagement.
  
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
 
{{Notice|Turrets are named sequentially, clockwise, starting at the bow}}
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
! colspan="4" | '''Guidance for the Main Gun Turrets'''
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! colspan="4" | Primary armament guidance
 
|-
 
|-
! colspan="2" rowspan="1" | No.1 Turret (right)
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! colspan="2" rowspan="1" | No.1 Turret (starboard)
! colspan="2" rowspan="1" | No.2 Turret (left)
+
! colspan="2" rowspan="1" | No.2 Turret (port)
 
|-
 
|-
 
! Horizontal !! Vertical !! Horizontal !! Vertical
 
! Horizontal !! Vertical !! Horizontal !! Vertical
 
|-
 
|-
| ±180° || -5°/+43° || ±160° || -5°/+43°
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| ±180° || -5°/+43° || ±180° || -5°/+43°
 
|-
 
|-
 
|}
 
|}
  
There are three choices of ammunition available:
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Both gun mounts are able to fire in all directions except for a ~47° arc in the direction of the opposite mount. Both gun mounts are able to fully rotate 360°.
 +
 
 +
There are three ammunition types available:
  
* Universal: {{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
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* Universal: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
  
* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|AP|Armour-piercing}}/{{Annotation|T|Tracer}}
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* 7.7 mm AP belt: {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
  
* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|IT|Incendiary tracer}}/{{Annotation|AP|Armour-piercing}}
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* 7.7 mm API belt: {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|AP|Armour-piercing}}
  
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="7" | '''Penetration Statistics'''
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! colspan="7" | Penetration statistics (belt)
 +
|-
 +
! rowspan="2" data-sort-type="text" | Belt
 +
! colspan="6" | 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 || 7 || 6 || 5 || 5
 +
|-
 +
|}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics (shell)
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
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! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
|-
| Universal || 20 || 19 || 16 || 13 || 11 || 10
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| AP || {{Annotation|AP|Armour-piercing}} || 10 || 9 || 8 || 7 || 6 || 5
 +
|-
 +
| T || {{Annotation|T|Tracer}} || 9 || 8 || 7 || 6 || 5 || 4
 +
|-
 +
| IT || {{Annotation|IT|Incendiary tracer}} || 10 || 9 || 7 || 6 || 5 || 5
 +
|-
 +
|}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="10" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! colspan="3" | Ricochet
 
|-
 
|-
| 7.7 mm AP belt || 20 || 19 || 16 || 13 || 11 || 10
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! 0% !! 50% !! 100%
 
|-
 
|-
| 7.7 mm API belt || 20 || 19 || 16 || 13 || 11 || 10
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| AP || {{Annotation|AP|Armour-piercing}} || 853 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°
 +
|-
 +
| T || {{Annotation|T|Tracer}} || 835 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°
 +
|-
 +
| IT || {{Annotation|IT|Incendiary tracer}} || 920 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°
 
|-
 
|-
 
|}
 
|}
  
=== Torpedo armament ===
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While the armour-piercing round and the the incendiary tracer round deal about the same amount of the damage, the standard tracer round deals incredibly little damage to both surface targets and aircraft. Because of this, the AP belt is a strict upgrade from the default belt. Compared to the AP rounds, the IT rounds also have a much higher muzzle velocity. Altogether, this makes the API belt the best overall, due both to its lack of standard tracer rounds and better balistic properties.
{{main|18 inch Mark XII (450 mm)}}
 
<!--''Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.''-->
 
  
MTB-1 2 series can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched facing forwards through the transom.
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=== 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|18 inch Mark XII (450 mm)|Mk.VII depth charge}}
 +
 
 +
MTB-1(2) can be outfitted with the following:
 +
 
 +
# 2 x Mk.XII torpedo
 +
# 6 x Mk.VII depth charge
 +
# 2 x Mk.XII torpedo, 6 x Mk.VII depth charge
 +
# Without load
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 +
'''Torpedoes'''
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 +
MTB-1(2) can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched through the transom tail first, i.e. facing forwards.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
! colspan="9" | '''Torpedo Characteristics'''
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! colspan="9" | Torpedo characteristics
 
|-
 
|-
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
Line 121: Line 190:
 
|}
 
|}
  
The Torpedo Mode modification is available as a tier IV modification. Installing it will give the following changes:  
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The 18-inch Mk.XII is fairly average in terms of maximum speed, though it has a rather short maximum range and small explosive mass compared to other torpedoes. Still, the range is good enough for coastal maps, and a hit with the Mk.XII torpedo is more than enough to destroy any boat.
 +
 
 +
The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="2" | '''Torpedo Mode Specification Changes'''
+
! colspan="2" | Torpedo mode specification changes
 
|-
 
|-
 
! Max Distance (m)
 
! Max Distance (m)
Line 133: Line 204:
 
|}
 
|}
  
=== Special armament ===
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Since it's unlocked from the start, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue. Note, though, that the Torpedo Mode modification on MTB-1(2) has the opposite effect compared to most other vessels. Typically, the maximum range is increased at the cost of speed.
{{main|Mk.VII depth charge}}
 
<!--''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.''-->
 
  
[[File:MTB-1_2_series_DC_drop_order.png|thumb|Mk.VII depth charges numbered 1-6 according to the order in which they're dropped (click to view a larger image).]]
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In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that MTB-1(2) can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.
  
MTB-1 1 series can carry six Mk.VII depth charges just behind the bridge, three on each side facing outwards. The depth charges are dropped one at a time and drop in this order (see the image):
+
When using torpedoes, be aware that unless they are already launched, the torpedoes be shot at and destroyed. Upon being destroyed, there is relatively high chance for them to detonate, instantly destroying the boat. To avoid this, fire the torpedoes early on in battle — as well as after any subsequent reloads in AB — or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.
  
# Portside, foremost
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'''Depth Charges'''
# Starboard side, foremost
+
 
# Portside, middle
+
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order.]]
# Starboard side, middle
+
 
# Portside, aftmost
+
The Mk.VII depth charges are carried around the bridge area, three on each side. They are dropped one at a time in the following order:
# Starboard side, aftmost
+
 
 +
# Port, foremost
 +
# Starboard, foremost
 +
# Port, centre
 +
# Starboard, centre
 +
# Port, aftmost
 +
# Starboard, aftmost
  
 
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.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="4" | '''Depth Charge Characteristics'''
+
! colspan="7" | Depth charge characteristics
 
|-
 
|-
 
! Mass (kg)
 
! Mass (kg)
! Explosive Type
+
! Explosive type
! Explosive Mass (kg)
+
! Explosive mass (kg)
! TNT Equivalent (kg)
+
! TNT equivalent (kg)
 +
! HE armour<br>penetration (mm)
 +
! Armoured vehicle<br>destruction radius (m)
 +
! Fragment dispersion<br>radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
+
| 196 || TNT || 130 || 130 || 101 || 8 || 122
 
|}
 
|}
  
== Usage in battles ==
+
There is almost 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, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. Like torpedoes, they can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.
<!--''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).''-->
 
 
 
MTB-1 2 series' main armament only consists of low-calibre machine guns, so the damage output per hit is very low, although this is somewhat alleviated by the fact that she has 8 such guns. Regardless, the guns will always be limited by their low maximum range, roughly 1.6 km. Despite their deficiencies, the guns have a relatively large magazine size of 97 rounds, and, with a rate of fire of 550 rpm, MTB-1 2 series can sustain about 10.58 seconds of fire. Assuming that all the shots are well-aimed, this is more than enough to destroy most boats at this tier without having to reload, unlike some other reserve boats, the {{Specs-Link|ussr_g5_mtb}} and the {{Specs-Link|jp_t14_class}} in particular, which both have to reload once or more to destroy most targets. Be careful though, since MTB-1 2 series has one of the longest reload times at this tier. Because of this, it's always better to empty the magazines after each engagement so that the maximum amount of ammunition is available for the next engagement.  
 
  
The firing arcs for the gun mounts are very good, both of which are able to in all directions with the exception of a small ~47° arc in the direction of the other gun mount. They both traverse relatively quickly and can rotate 360°, so switching direction during an engagement isn't much of a problem. That said, when engaging enemies, it's best to keep them either directly in front or directly behind MTB-1 2 series so that both gun mounts can be brought to bear and so that the sides of the boat aren't shown.
+
Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.
  
;Ammunition Choices
+
== 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).'' -->
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, the IT rounds are actually stopped by most wooden hulls and rarely start fires, if ever. This belt is the best to use against aircraft, though with such a long reload to switch to it and such a minuscule difference, there isn't much of a point in using it in that role either.
 
 
 
;Torpedoes
 
 
 
The 18-inch Mk.XII is fairly average in terms of maximum speed and range, but it has a very low TNT equivalence compared to other torpedoes at this tier. Still, a hit with the Mk.XII torpedo on any boat at this tier is more than enough to destroy it. Otherwise, this is torpedo is unnoteworthy.
 
  
The Torpedo Mode modification should always be installed. The higher maximum speed is much more valuable against the fast-moving boats of tier I and II, and the maps are small enough that the reduction to the maximum range doesn't really matter.
+
MTB-1(2) is largely identical to her tech tree equivalent, {{Specs-Link|uk_mtb_1series}}. As such, she shares many of the same drawbacks — low per-hit damage, low maximum range, and generally poor survivability — although with one key difference: while the gun turrets are mounted on the fore and aft on MTB-1(2), they are mounted side-by-side amidships on MTB-1(2). This arrangement allows MTB-1(2) extra versatility over MTB-1(2), since all of the guns can now be brought on target without needing to angle the hull. Aside from this, though, MTB-1(2) has much the same playstyle as MTB-1(1).
  
Be aware though that, if the torpedo is unused, it can be shot at, and, if it's destroyed, there is a chance the entire boat can be destroyed along with it. For this reason, it's best to either use them early on or to not take them into battle at all.
+
Like MTB-1(1), the limitations of the guns dictate MTB-1(2)'s playstyle. The 7.7 mm Lewis machine guns have poor ballistic qualities and a absolute maximum range of only about 1.7 km. Because of this, stick to close-range engagements, ideally within 1 km, and avoid open areas of the map wherever possible. Additionally, the guns have a very low per-hit damage output, so avoid direct confrontations as much as possible. Instead, use MTB-1(2)'s decent top speed to rush into flanking positions or contested areas around capture points, making use of hard cover to play a supportive role, assisting your teammates in taking down preoccupied enemies. For larger targets unaffected by the guns, mark their position on the map for your team and call artillery.
  
;Depth Charges
+
Another thing to be aware of is the extremely long reload of the guns. Running out of ammo mid-engagement will always always lead to MTB-1(2)'s destruction, so at all times, keep an eye on how much ammunition is left in the guns and try to always keep an escape route open, using smoke to run away if necessary. In general, but especially for guns with long reloads, it's a good idea to be proactive with the reloads. Before the magazines empty, run back to cover, then fire off any remaining ammunition in order to start reloading in safety. A good time to consider doing this with MTB-1(2) is when the magazines about half empty, or when it shows about 750 rounds left between all guns, since with any less ammo, it may be difficult to finish an engagement before needing to reload. However, do be aware that MTB-1(2) can, at most, only carry enough ammunition for 10 reloads. This doesn't tend to be much of an issue in practice because MTB-1(2) doesn't tend to survive long enough for it to become an issue, but it is something to keep in mind.
  
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.
+
As for torpedoes, either launch them down choke points or prioritize larger, slower targets such as sub-chasers that the guns are ineffective against. If targeting a specific enemy, try to launch them as close to the target as possible to allow them the least amount of time to dodge. However, try to only do this on distracted targets and when other enemies aren't around, since exposing MTB-1(2) to enemy fire just to launched the torpedoes is generally not worth the risk. If the situation doesn't present itself, it's better to just mark the target on the map for your teammates, call artillery, then disengage. As mentioned in the previous section, torpedoes are a situational weapon, and taking them at all negatively impacts survivability, so only take them if you prefer the extra utility at the cost of survivability.
 
 
There is no practical reason to take them into battle, especially since, if they're not dropped, they essentially become unarmoured ammo racks.
 
 
 
===Modules===
 
 
 
{| class="wikitable" style="text-align:center"
 
! Tier
 
! colspan="2" | Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="2" | Firepower
 
|-
 
| I
 
| Dry-Docking ||
 
| Tool Set ||
 
| 7.7 mm AP belt ||
 
|-
 
| II
 
|  || Rudder Replacement
 
| Fire Protection System || Smokescreen
 
| 7.7 mm API belt ||
 
|-
 
| III
 
| Propeller Replacement ||
 
|  ||
 
| Primary Armament Targeting || Depth Charges
 
|-
 
| IV
 
|  || Engine Maintenance
 
| New Pumps ||
 
| Artillery Support || Torpedo Mode
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize 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 - they have a substitution in the form of softer "inadequate", "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:'''
  
* Relatively large magazine capacity, can sustain fire for ~10 seconds before reloading
+
* Relatively large magazine capacity: can destroy most opponents without needing to reload
* Large number of guns
+
* Good manoeuvrability
 +
* Premium bonus
  
 
'''Cons:'''
 
'''Cons:'''
  
* Main armament consists of low-calibre machine guns, low damage output per gun and small maximum range (~1.6 km)
+
* Only armed with low-calibre guns: very poor damage output and limited effective range
* Very long reload
+
* Very long reload: longest of any reserve and one of the longest among coastal vessels
* Relatively weak torpedoes (low TNT equivalence)
+
* Poor survivability
 +
* Relatively weak torpedoes: low explosive mass compared to other similar torpedoes
  
 
== History ==
 
== 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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-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></nowiki></code>, as well as adding them 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).'' -->
  
Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more coastal boats. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936, and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.
+
Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order being given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this initial order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936 and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.
  
These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a drought of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored on rails above the engines. On the aft were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade them. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the boat, up to eight Lewis guns.
+
These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a draught of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored internally on rails above the engines. On the stern were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade their path. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the exact boat, up to eight Lewis guns.
  
 
MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.
 
MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.
  
The 1st MTB Flotilla was sent to Malta at the start of WWII and served with HMS Vulcan. They were soon recalled back to England in December 1939 to be based at Felixstowe with HMS Beehive, though MTB 19 was sent to HMS Vernon at Portsmouth. Along the way back, due to bad weather, MTB 6 had to be foundered. After they arrived, the remaining boats continued to operate in the English Channel until they were either lost or replaced. Those lost were MTBs 15, 16, and 17, all of which were mined in 1940.
+
The 1st MTB Flotilla was sent to the Mediterranean at the start of WWII and was based at HMS Vulcan in Malta. They were soon recalled back to England in December 1939 to be based at HMS Beehive, Felixstowe, though MTB 19 was sent to HMS Vernon, Portsmouth. Along the way back, due to bad weather, MTB 6 had to be foundered. After they arrived, the remaining boats continued to operate in the English Channel until they were either lost or replaced. Those lost were MTBs 15, 16, and 17, all of which were mined in 1940.
  
The 2nd MTB Flotilla was commissioned in 1938 and assigned to Hong Kong with HMS Tamar. They were all lost during the Battle of Hong Kong in December 1941. MTB 8 was bombed by IJN aircraft and was lost, and MTB 12 was sunk in action by IJN landing craft. The remainder of the 2nd MTB Flotilla was scuttled on 26th December 1941.
+
The 2nd MTB Flotilla was commissioned in 1938 and assigned to HMS Tamar, Hong Kong. They were all lost during the Battle of Hong Kong in December 1941. MTB 8 was bombed by IJN aircraft and was damaged beyond repair, and MTB 12 was sunk in action by IJN landing craft. The remainder of the 2nd MTB Flotilla was scuttled on 26th December 1941.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
<div class="portale" align="center">
+
;'''Skins'''
{| class="catlist" frame="box" style="background: #efefef;" align="center"
+
 
|<span style="white-space:nowrap;">[[File:GEN_LIVE_WT_1_HPL.jpg|510px|link=https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=torpedo_boat&vehicle=uk_mtb_2series|]]</span> ||
+
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=torpedo_boat&vehicle=uk_mtb_2series Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
|-
 
|}
 
</div>
 
  
;Images
+
;'''Images'''
<div><ul>
+
<gallery mode="packed" heights="150">
<li style="display: inline-block;"> [[File:Uk mtb 2series.jpg|thumb|none|250px|{{PAGENAME}} featured in an in-game art.]] </li>
+
Uk mtb 2series.jpg||{{PAGENAME}} featured in an in-game art.
</ul></div>
+
Mtb-1_2_series_variant.png||MTB-1(2) in the hangar
 +
</gallery>
  
 
== See also ==
 
== See also ==
<!--''Links to the 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.'' -->
 +
;Vehicles of the same class
 +
* {{Specs-Link|uk_mtb_1series}}
 +
* [[MTB-1 (Family)]]
  
* {{Specs-Link|uk_mtb_1series}}
+
;Similar vehicles
 +
* {{Specs-Link|uk_fairmile_a_ml100}}
 
* {{Specs-Link|uk_mtb_vosper_1series}}
 
* {{Specs-Link|uk_mtb_vosper_1series}}
* {{Specs-Link|uk_mtb_vosper_2series}}
 
  
 
== 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.'' -->
  
* [https://www.unithistories.com/units_british/RN_MTBs.html#MTB_Boats unithistories.com - Royal Navy Coastal Forces 1940-1945]
+
* [https://www.unithistories.com/units_british/RN_MTBs.html#MTB_Boats <nowiki>[Unit Histories]</nowiki> Royal Navy Coastal Forces 1940-1945]
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm naval-history.net - British vessels lost at sea in World War 2 - MGB, MTB, SGB, ML, etc] - originally published in ''British Vessels Lost at Sea, 1935-45'', His Majesty's Stationary Office, 1947
+
* [http://www.naval-history.net/WW2BritishLosses3Coastal.htm <nowiki>[naval-history.net]</nowiki> British vessels lost at sea in World War 2 - MGB, MTB, SGB, ML, etc] - originally published in ''British Vessels Lost at Sea, 1935-45'', His Majesty's Stationary Office, 1947
* [http://www.mwadui.com/HongKong/Coastal-Forces-Hong-Kong.htm mwadui.com - Royal Navy Coastal Forces - Hong Kong]
+
* [http://www.mwadui.com/HongKong/Coastal-Forces-Hong-Kong.htm <nowiki>[mwadui.com]</nowiki> Royal Navy Coastal Forces - Hong Kong]
* [http://www.coastal-forces.org.uk/history.html Coastal Forces Heritage Trust - History]
+
* [http://www.coastal-forces.org.uk/history.html <nowiki>[Coastal Forces Heritage Trust]</nowiki> Coastal Forces of World War II - History]
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co.htm yalumba.co.uk - British Power Boat Co Page 1] and [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20page%205,%20MTBs.html British Power Boat Co Page 5]
+
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co.htm <nowiki>[yalumba.co.uk]</nowiki> British Power Boat Co Page 1]
* [https://en.wikipedia.org/wiki/Coastal_Forces_of_the_Royal_Navy Wikipedia - Coastal Forces of the Royal Navy]
+
* [https://www.yalumba.co.uk/Framesets/British%20Power%20Boat%20Co%20-%20page%205,%20MTBs.html <nowiki>[yalumba.co.uk]</nowiki> British Power Boat Co Page 5]
 +
* [[wikipedia:Coastal_Forces_of_the_Royal_Navy|[Wikipedia] Coastal Forces of the Royal Navy]]
  
 
{{Britain boats}}
 
{{Britain boats}}
 
{{Britain premium ships}}
 
{{Britain premium ships}}

Revision as of 01:40, 29 July 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the British motor torpedo boat MTB-1(2). For other versions, see MTB-1 (Family).
MTB-1(2)
uk_mtb_2series.png
GarageImage MTB-1(2).jpg
MTB-1(2)
Purchase:250 Specs-Card-Eagle.png
Show in game

Description

The MTB-1 2 series is a premium rank I British motor torpedo boat with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic". With the split of the naval tech trees in Update "New Power", MTB-1(2) was moved to the coastal fleet tech tree.

The MTB-1(2) is as a premium variant of MTB-1(1), the reserve vehicle of the British coastal fleet tech tree. Largely similar to MTB-1(1), MTB-1(2) differs in the amount of depth charges that she can carry as well as the placement of the gun mounts, the latter being particularly important as the better firing angles gives MTB-1(2) some extra versatility in combat.

General info

Survivability and armour

Armourfront / side / back
Hull24 mm (wood)
Superstructure2 mm (steel)
Number of section3
Displacement22 t
Crew11 people
MTB-1(2) internals (starboard side). Note the ammo storages just in front of the bridge.

MTB-1(2) 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.

The hull is split into three sections. Starting from the bow and working towards the stern, the first section starts at the bow and ends after the ammunition storage; the second ends just behind the bridge; and the third ends at the stern.

MTB-1(2) can be hull-broken by any round with a large enough diameter and explosive mass. In general, this is limited to HE rounds greater with a diameter greater than or equal to 4 inches (102 mm) with an explosive mass greater than 1.5 kg. At MTB-1(2)'s own battle rating, there is only one gun capable of hull-breaking her:

There is one ammunition storage that holds ammunition for both the fore and aft gun turrets. It is located directly behind the forward gun turret just above the waterline. Destroying it will instantly destroy MTB-1(2).

MTB-1(2) has a crew complement of 11. With a stock crew, it is knocked out when 7 crew are lost; with an aced crew, this is increased to 8.

While MTB-1(2)'s crew complement is about average when comparing vessels of the same battle rating, her overall survivability is rather poor when compared to everything in her battle rating range. The placement of the guns does allow MTB-1(2) to bow-tank without sacrificing firepower. However, due to the distribution of the crew, bow-tanking does not increase the survivability nearly as much as it does with some other vessels, so it is not a very viable tactic with MTB-1(2). With an aced crew and no prior damage, destroying only the components possible to hit from the front — the bow section, the bridge, and both gun turrets — already eliminates enough crew to prevent MTB-1(2) from repairing. Either doing slight damage to any of the other hull sections or destroying the bridge again when it is automatically repaired is enough to knock out MTB-1(2).

Mobility

Speedforward / back
AB86 / 43 km/h
RB61 / 31 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 63 32 ~18.64 ~35.43
Upgraded 86 43 ~12.67 ~22.41
RB/SB Stock 53 26 ~20.77 ~36.73
Upgraded 61 31 ~17.44 ~33.15

While her top speed is on the slower side compared to other motor torpedo boats, MTB-1(2)'s manoeuvrability is actually rather good. With a tight turning circle and a decent enough top speed, the mobility is suitable enough for most situations, although the lower top speed really hurts her potential for flanking on certain maps.

MTB-1(2) has a displacement of 22.4 tons. Because of her small size and relatively low displacement, MTB-1(2) can be an unstable firing platform in rough waters.

Modifications and economy

Repair cost
AB94 Sl icon.png
RB95 Sl icon.png
Total cost of modifications4 390 Rp icon.png
445 Sl icon.png
Crew training150 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces145 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 20 / 20 / 50 % Sl icon.png
Talisman.png 2 × 75 / 75 / 75 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
600 Rp icon.png
Cost:
60 Sl icon.png
55 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Mods new ship screw.png
Propeller Replacement
Mods new ship engine.png
Engine Maintenance
Mods ship damage control crew.png
Damage Control Division
Mods ship fire control crew.png
Fire Division
Mods engine smoke screen system.png
Smokescreen
Research:
500 Rp icon.png
Cost:
50 Sl icon.png
45 Ge icon.png
Mods new ship pumps.png
New Pumps
Mods tank ammo.png
7.7 mm AP belt
Research:
600 Rp icon.png
Cost:
60 Sl icon.png
55 Ge icon.png
Mods tank ammo.png
7_7mm_lewis_navy_incendiary_ammo_pack
Research:
500 Rp icon.png
Cost:
50 Sl icon.png
45 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Mods depth charge.png
Depth Charges
Research:
750 Rp icon.png
Cost:
75 Sl icon.png
70 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
720 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
720 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png

As a premium vehicle, all modifications are unlocked for free.

Armament

Primary armament

Turret4 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3880 rounds
Belt capacity97 rounds
Fire rate551 shots/min
Turret4 x 7.72 mm Lewis machine gun, pattern 1916
Ammunition3395 rounds
Belt capacity97 rounds
Fire rate551 shots/min
Main article: Lewis 1916 (7.72 mm)

The primary armament consists of eight 7.72 mm Lewis 1916 machine guns in two quadruple mounts, one on the bow and one on the stern. There are 3,880 rounds of ammunition available for each mount, 970 rounds per gun, for a total of 7,760 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 magazine capacity of 97 rounds and a cyclic rate of fire of 551 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. The 7.72 mm Lewis 1916 machine gun has an absolute maximum range of about 1.7 km against surface targets.

The 7.72 mm Lewis 1916 machine guns, like other low-calibre machine guns, each individually have very poor damage outputs. With their relatively large magazine size and eight of them in total, though, MTB-1(2) is able to destroy most opponents without needing to reload, assuming that most of the shots land. This, however, comes at the cost of an incredibly long reload, the longest of any reserve vessel and one of the longest of any coastal fleet vessel in general. Because of this, it's best to always fire off any remaining ammunition after engagements to begin reloading in safety and to ensure full magazines at the start of the next engagement.

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° -5°/+43° ±180° -5°/+43°

Both gun mounts are able to fire in all directions except for a ~47° arc in the direction of the opposite mount. Both gun mounts are able to fully rotate 360°.

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 (belt)
Belt 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 7 6 5 5
Penetration statistics (shell)
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP AP 10 9 8 7 6 5
T T 9 8 7 6 5 4
IT IT 10 9 7 6 5 5
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%
AP AP 853 0.01 N/A N/A N/A 47° 56° 65°
T T 835 0.01 N/A N/A N/A 47° 56° 65°
IT IT 920 0.01 N/A N/A N/A 47° 56° 65°

While the armour-piercing round and the the incendiary tracer round deal about the same amount of the damage, the standard tracer round deals incredibly little damage to both surface targets and aircraft. Because of this, the AP belt is a strict upgrade from the default belt. Compared to the AP rounds, the IT rounds also have a much higher muzzle velocity. Altogether, this makes the API belt the best overall, due both to its lack of standard tracer rounds and better balistic properties.

Additional armament

Setup 12 x 18 inch Mk.XII torpedo
Setup 26 x Mk.VII depth charge
Setup 32 x 18 inch Mk.XII torpedo
6 x Mk.VII depth charge

MTB-1(2) can be outfitted with the following:

  1. 2 x Mk.XII torpedo
  2. 6 x Mk.VII depth charge
  3. 2 x Mk.XII torpedo, 6 x Mk.VII depth charge
  4. Without load

Torpedoes

MTB-1(2) can carry two 18 inch Mark XII torpedoes. These are carried internally in the aft of the boat and are launched through the transom tail first, i.e. facing forwards.

Torpedo characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 702 50 3.20 1 50 TNT 176 176
Yes 702 74 1.37 1 50 TNT 176 176

The 18-inch Mk.XII is fairly average in terms of maximum speed, though it has a rather short maximum range and small explosive mass compared to other torpedoes. Still, the range is good enough for coastal maps, and a hit with the Mk.XII torpedo is more than enough to destroy any boat.

The Torpedo Mode modification is available as a rank IV modification. Installing it will give the following changes:

Torpedo mode specification changes
Max Distance (m) Max Speed (m/s)
-1829 +7

Since it's unlocked from the start, it's best to always keep Torpedo Mode installed. The maximum speed of a torpedo is more valuable in coastal battles than its maximum range. Coastal fleet maps are also small enough that the decreased range with Torpedo Mode installed isn't much of an issue. Note, though, that the Torpedo Mode modification on MTB-1(2) has the opposite effect compared to most other vessels. Typically, the maximum range is increased at the cost of speed.

In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that MTB-1(2) can face will not have a deep enough draught to fuse the torpedo at a depth stroke setting of 4 m. In AB, depth stroke is automatically set to the most optimal setting.

When using torpedoes, be aware that unless they are already launched, the torpedoes be shot at and destroyed. Upon being destroyed, there is relatively high chance for them to detonate, instantly destroying the boat. To avoid this, fire the torpedoes early on in battle — as well as after any subsequent reloads in AB — or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether or not to take them.

Depth Charges

Mk.VII depth charges numbered according to their drop order.

The Mk.VII depth charges are carried around the bridge area, three on each side. They are dropped one at a time in the following order:

  1. Port, foremost
  2. Starboard, foremost
  3. Port, centre
  4. Starboard, centre
  5. Port, aftmost
  6. Starboard, aftmost

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) HE armour
penetration (mm)
Armoured vehicle
destruction radius (m)
Fragment dispersion
radius (m)
196 TNT 130 130 101 8 122

There is almost 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, requiring the player to close to point-blank ranges to even use them. In almost every case, anytime a depth charge could be used, the guns or torpedoes can be used instead to greater effect. In fact, depth charges tend to actually be a liability in battle, since they essentially act as exposed ammo racks before they're dropped. Like torpedoes, they can be shot at, and if destroyed, they have a chance to detonate, instantly destroying the boat.

Despite this, some success can be had in dropping them either next to, or in front of a large, slow target. If dropping them next to the target, remember the depth charge drop order, since it's most likely that only the depth charges dropped on the side closest to the enemy will deal any damage. If dropping in front of the target, rush in from the sides as quickly as possible and drop them all at once directly in front of the target. For both cases, set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only allow the depth charge to sink further away from the target, giving them more time to move out of the way. Again, using depth charges is extremely situational, and they will only be a liability the vast majority of the time, so take them at your own discretion.

Usage in battles

MTB-1(2) is largely identical to her tech tree equivalent, MTB-1(1). As such, she shares many of the same drawbacks — low per-hit damage, low maximum range, and generally poor survivability — although with one key difference: while the gun turrets are mounted on the fore and aft on MTB-1(2), they are mounted side-by-side amidships on MTB-1(2). This arrangement allows MTB-1(2) extra versatility over MTB-1(2), since all of the guns can now be brought on target without needing to angle the hull. Aside from this, though, MTB-1(2) has much the same playstyle as MTB-1(1).

Like MTB-1(1), the limitations of the guns dictate MTB-1(2)'s playstyle. The 7.7 mm Lewis machine guns have poor ballistic qualities and a absolute maximum range of only about 1.7 km. Because of this, stick to close-range engagements, ideally within 1 km, and avoid open areas of the map wherever possible. Additionally, the guns have a very low per-hit damage output, so avoid direct confrontations as much as possible. Instead, use MTB-1(2)'s decent top speed to rush into flanking positions or contested areas around capture points, making use of hard cover to play a supportive role, assisting your teammates in taking down preoccupied enemies. For larger targets unaffected by the guns, mark their position on the map for your team and call artillery.

Another thing to be aware of is the extremely long reload of the guns. Running out of ammo mid-engagement will always always lead to MTB-1(2)'s destruction, so at all times, keep an eye on how much ammunition is left in the guns and try to always keep an escape route open, using smoke to run away if necessary. In general, but especially for guns with long reloads, it's a good idea to be proactive with the reloads. Before the magazines empty, run back to cover, then fire off any remaining ammunition in order to start reloading in safety. A good time to consider doing this with MTB-1(2) is when the magazines about half empty, or when it shows about 750 rounds left between all guns, since with any less ammo, it may be difficult to finish an engagement before needing to reload. However, do be aware that MTB-1(2) can, at most, only carry enough ammunition for 10 reloads. This doesn't tend to be much of an issue in practice because MTB-1(2) doesn't tend to survive long enough for it to become an issue, but it is something to keep in mind.

As for torpedoes, either launch them down choke points or prioritize larger, slower targets such as sub-chasers that the guns are ineffective against. If targeting a specific enemy, try to launch them as close to the target as possible to allow them the least amount of time to dodge. However, try to only do this on distracted targets and when other enemies aren't around, since exposing MTB-1(2) to enemy fire just to launched the torpedoes is generally not worth the risk. If the situation doesn't present itself, it's better to just mark the target on the map for your teammates, call artillery, then disengage. As mentioned in the previous section, torpedoes are a situational weapon, and taking them at all negatively impacts survivability, so only take them if you prefer the extra utility at the cost of survivability.

Pros and cons

Pros:

  • Relatively large magazine capacity: can destroy most opponents without needing to reload
  • Good manoeuvrability
  • Premium bonus

Cons:

  • Only armed with low-calibre guns: very poor damage output and limited effective range
  • Very long reload: longest of any reserve and one of the longest among coastal vessels
  • Poor survivability
  • Relatively weak torpedoes: low explosive mass compared to other similar torpedoes

History

Though the Royal Navy had operated a small number of coastal boats during the first World War, by the 1930s, these flotillas had long been dissolved and the Royal Navy had yet to construct any more. The first two coastal boats since WWI were ordered on 27th September 1935 by the Royal Navy, the order being given to British Power Boat Company based at Hythe, a town near Southampton. In addition to this initial order, four more were ordered on 19th October 1935. These six boats were completed by November 1936, and, with their commissioning on 27th April 1937, the Royal Navy Coastal Forces was founded. Following this, three more boats were ordered on 7th December 1936 and nine more on 11th January 1938. In total, 18 boats were ordered, all of them being completed by 1939.

These boats had a standard displacement of 18 tons and had a length of 60 ft. 4 in., a width of 13 ft. 4 in., and a draught of 2 ft. 10 in. at standard displacement. They were powered by three Napier Sea Lion petrol engines, each driving a single shaft, and could reach speeds of around 30-35 knots. Each boat could carry two 18 inch torpedoes which were stored internally on rails above the engines. On the stern were two more rails that could be folded down to the transom, extending the torpedoes' rails outside of the boat. The torpedoes fired facing forwards down the rails, after which the boat that fired them would have to turn to evade their path. In addition to torpedoes, the boats were also armed with a number of depth charges and, depending on the exact boat, up to eight Lewis guns.

MTB 1, the first of the boats, was redesignated MTB 7 in 1937. Similarly, MTB 7 was redesignated MTB 1 in the same year. In 1938, the former MTB 1, now MTB 7, was redesignated MTB 13. At the same time, MTB 13 was redesignated MTB 7. Finally, later in 1938, the former MTB 1, now MTB 13, was again redesignated MTB 19. Thus, by the start of WWII, the boats were numbered MTBs 1-12 and 14-19 and formed two MTB flotillas: 1st MTB Flotilla, consisting of MTBs 1-6 and 14-19; and 2nd MTB Flotilla, consisting of MTBs 7-12.

The 1st MTB Flotilla was sent to the Mediterranean at the start of WWII and was based at HMS Vulcan in Malta. They were soon recalled back to England in December 1939 to be based at HMS Beehive, Felixstowe, though MTB 19 was sent to HMS Vernon, Portsmouth. Along the way back, due to bad weather, MTB 6 had to be foundered. After they arrived, the remaining boats continued to operate in the English Channel until they were either lost or replaced. Those lost were MTBs 15, 16, and 17, all of which were mined in 1940.

The 2nd MTB Flotilla was commissioned in 1938 and assigned to HMS Tamar, Hong Kong. They were all lost during the Battle of Hong Kong in December 1941. MTB 8 was bombed by IJN aircraft and was damaged beyond repair, and MTB 12 was sunk in action by IJN landing craft. The remainder of the 2nd MTB Flotilla was scuttled on 26th December 1941.

Media

Skins
Images

See also

Vehicles of the same class
Similar vehicles

External links


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