Difference between revisions of "MTB Vosper(2)"

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(Updated format)
(Updated to 2.5)
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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 identify the ship in question.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test.
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]] as part of the British fleet closed beta test. With the split of the naval tech trees in [[Update "New Power"]], {{PAGENAME}} was moved to the coastal fleet tech tree.
  
 
== General info ==
 
== General info ==
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[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammunition storage below the bridge.]]
 
[[File:{{PAGENAME}}_Internals.png|thumb|{{PAGENAME}} internals (starboard). Note the ammunition storage below the bridge.]]
  
{{PAGENAME}} has the following armour layout:
+
Vosper 2 series has the following armour layout:
  
 
* [[20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mk.II]] gun shield: 12.7 mm, hardened armour
 
* [[20 mm/70 Oerlikon Mk.II (20 mm)|20 mm/70 Oerlikon Mk.II]] gun shield: 12.7 mm, hardened armour
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* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
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.
+
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.  
  
{{PAGENAME}} can be hull-broken by any round with a large enough diameter and a large enough explosive mass. In general, this is limited to HE rounds fired from guns greater than 4 inches (102 mm) in diameter. Hull-break triggers when such a round hits and destroys any hull compartment — or in some cases, the bridge — upon which the rest of the boat is destroyed. At {{PAGENAME}}' 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 at the forward gun mount; the second ends in front of the aft gun mount, between the fuel tanks and the engines; and the third ends at the stern. Vosper 2 series 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 Vosper 2 series' battle rating, there is no gun capable of hull-breaking her.
  
* the [[8cwt QF Mk I (114 mm)|8cwt QF Mk I]], found on {{Specs-Link|uk_dark_class}}.
+
There is one ammunition storage that holds ammunition for both the primary armament and secondary armament. It is located directly below the bridge, just above the waterline. Destroying it will instantly destroy the boat.
  
The hull is split into three compartments. The first compartment starts at the bow and ends at the forward gun mount; the second ends in front of the aft gun mount, between the fuel tanks and the engines; and the third ends at the stern.
+
Vosper 2 series has a crew complement of 12. With a stock crew, it is knocked out when 8 crew are lost; with an aced crew, this is increased to 9. Overall, the survivability is average.
 
 
{{PAGENAME}} has one ammunition storage that holds ammunition for both the primary armament and secondary armament. It is located directly below the bridge, just above the waterline. Destroying it will instantly destroy the boat.
 
 
 
With a crew complement of 12, {{PAGENAME}}' overall survivability is average.
 
  
 
=== Mobility ===
 
=== Mobility ===
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}}
 
}}
  
{{PAGENAME}} has a displacement of 38 tons.
+
Vosper 2 series has a displacement of 38 tons.
  
When moving at high speeds, either forwards or backwards, {{PAGENAME}} will drift slightly to starboard without any player input.
+
When moving forwards at high speeds, the bow will drift slightly to starboard without any player input. When moving backwards, the bow drifts slightly to port.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
 +
 +
The recommended modification research order is:
 +
 +
# Tool Set
 +
# Fire Protection System
 +
# 12.7 mm I belt or 20 mm HE
 +
# Smokescreen
 +
# Propeller Replacement
 +
# Artillery Support
 +
 +
After that, prioritize the rest of the seakeeping modifications first, then research the remaining modifications in whatever order you prefer.
  
 
== Armament ==
 
== Armament ==
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{{main|20 mm/70 Oerlikon Mk.II (20 mm)}}
 
{{main|20 mm/70 Oerlikon Mk.II (20 mm)}}
  
The primary armament consists of a single 20 mm/70 Oerlikon Mk.II mounted fore, with 1,980 rounds of ammunition available for it. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of 450 rounds/min. With a stock crew, it can be reloaded in 5.2 seconds; with an aced crew, it can be reloaded in 4 seconds.
+
The primary armament consists of a single 20 mm/70 Oerlikon Mk.II mounted fore, with a maximum of 1,980 rounds of ammunition. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of around 450 rounds/min. With a stock crew, it can be reloaded in 5.2 seconds; with an aced crew, it can be reloaded in 4 seconds.
  
 
{| class="wikitable" style="text-align:center" width="25%"
 
{| class="wikitable" style="text-align:center" width="25%"
! colspan="2" | '''Primary Armament Guidance'''
+
! colspan="2" | Primary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
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{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="7" | '''Penetration Statistics'''
+
! colspan="7" | Penetration statistics
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
! 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
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|-
 
|-
 
|}
 
|}
 +
 +
The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, the AP belt, with its higher amount of AP rounds, is better for dealing with armoured targets, so take a decent amount of these as well for specialized usage.
  
 
=== Secondary armament ===
 
=== Secondary armament ===
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{{main|Vickers Mk.V (12.7 mm)}}
 
{{main|Vickers Mk.V (12.7 mm)}}
  
The secondary armament consists of two 12.7 mm Vickers Mk.V machineguns in a twin mount aft. There are 5,200 rounds of ammunition available for it, 2,600 rounds per gun. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a stated rate of fire of 600 rounds/min, though in actuality, they fire at slightly different rates: the gun on the gunner's right side fires slightly faster, around 685 rounds/min, firing all 200 of its rounds in the time it takes the left side gun to fire about 175 rounds. With a stock crew, the guns can be reloaded in 10 seconds; with an aced crew, they can be reloaded in 5 seconds.
+
The secondary armament consists of two 12.7 mm Vickers Mk.V machineguns in a twin mount aft. There are 5,200 rounds of ammunition available for it, 2,600 rounds per gun. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a cyclic rate of fire of about 600 rounds/min, though the gun on the gunner's right side fires slightly faster, around 685 rounds/min. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="2" | '''Secondary Armament Guidance'''
+
! colspan="2" | Secondary armament guidance
 
|-
 
|-
 
! Horizontal !! Vertical
 
! Horizontal !! Vertical
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{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="7" | '''Penetration Statistics'''
+
! colspan="7" | Penetration statistics
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
! 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
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|-
 
|-
 
|}
 
|}
 +
 +
Of the belts, the I belt has a noticeably higher damage output than both the Universal and API belts, both of which are about the same in terms of damage. Because it lacks any armour-piercing rounds, the I belt has slightly less armour penetration than the other two belts, but in general, any armour that can stop the incendiary round will also stop be able to armour-piercing round. For the most effectiveness, take only the I belt once unlocked, and switch the secondary 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.
  
 
=== Additional armament ===
 
=== Additional armament ===
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{{main|Mk.VIII (533 mm)|Mk.VII depth charge}}
 
{{main|Mk.VIII (533 mm)|Mk.VII depth charge}}
  
{{PAGENAME}} has four possible loadouts:
+
Vosper 2 series has four possible loadouts:
  
 
# 2x Mk.VIII torpedo
 
# 2x Mk.VIII torpedo
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# Without load
 
# Without load
  
{{PAGENAME}} can carry two 533 mm Mk.VIII torpedoes. The torpedo tubes are located on either side of the bridge, pointing forwards with the nose angled outwards.
+
'''Torpedoes'''
 +
 
 +
Vosper 2 series can carry two 533 mm Mk.VIII torpedoes. The torpedo tubes are located on either side of the bridge, pointing forwards with the nose angled outwards.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
! colspan="9" | '''Torpedo Characteristics'''
+
! 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)
 
|-
 
|-
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || rowspan="2" | 1,566 || 50 || 4.57 || rowspan="2" | 1 || rowspan="2" | 50 || rowspan="2" | TNT || rowspan="2" | 327 || rowspan="2" | 327
+
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 1566 || 84 || 4.57 || 1 || 50 || TNT || 327 || 327
 
|-
 
|-
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 76 || 6.40
+
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 1566 || 76 || 6.40 || 1 || 50 || TNT || 327 || 327
 
|}
 
|}
  
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{| 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)
 
! Max Speed (m/s)
 
! Max Speed (m/s)
 
|-
 
|-
| +1830 || -1
+
| +1830 || -2
 
|-
 
|-
 
|}
 
|}
 +
 +
It's best to always keep Torpedo Mode uninstalled. The maximum speed of a torpedo is much 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.
 +
 +
In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that MTB-1 1 series 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 have a very high chance to detonate when shot at, instantly destroying the boat. To avoid this, fire the torpedoes immediately after spawning in—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'''
  
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
 
[[File:{{PAGENAME}}_DC_Order.png|thumb|Mk.VII depth charges numbered according to their drop order (click to view a larger image).]]
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{| 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 penetration (mm)
 +
! Armoured vehicle destruction radius (m)
 +
! Fragment dispersion radius (m)
 
|-
 
|-
| 196 || TNT || 130 || 130
+
| 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 have a relatively high chance to detonate when shot at, 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 ==
 
== Usage in battles ==
 
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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 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).'' -->
  
Vosper 2 series is the first British vessel to come equipped with the 20 mm/70 Oerlikon Mk.II cannon. A common weapon in both the British and US naval tech trees, it is a very good weapon and a nice change of pace from the low-calibre machineguns of previous vessels. The most direct comparison to the Oerlikon Mk.II cannon would be with the [[2 cm/65 C/38 (20 mm)|2 cm/65 C/38]].. Compared to the 2 cm/65 C/38, the Oerlikon Mk.II has lower per-hit damage and a slightly lower rate of fire, but it makes up for this by having a much larger belt capacity, 60 rounds compared to the 2 cm/65 C/38's 40 rounds. As for the secondaries, the two 12.7 mm Vickers Mk.V machineguns together are actually quite a lot better than the Oerlikon Mk.II cannon. They have a slightly higher damage output and, more importantly, can sustain fire for much longer before reloading. However, using the Vickers Mk.V guns requires exposing the rear hull compartments, dramatically reducing the survivability. Both armaments can't be manually controlled at the same time, so  simply just pick whichever gun you prefer and stick with it: use the Oerlikon Mk.II for safer and more consistent gameplay; use the Vickers Mk.V if you prefer greater offensive capability at the cost of survivability.
+
Between the primary and secondary armaments, the secondary twin 12.7 Vickers Mk.V machine guns are actually much more effective than the primary single 20 mm/70 Oerlikon Mk.II. Using 12.7 mm I belt, the two machine guns together have a much greater damage output than the cannon, and with their larger belt capacity, they are also able to sustain fire for much longer periods of time before needing to reload. However, this does come at the cost of a longer reload and the fact that they are mounted aft, preventing them from firing in a ~46° arc forwards. Conveniently, the disadvantages of the Vickers Mk.V machine guns are the advantages of the Oerlikon Mk.II cannon, and vice versa: the Oerlikon Mk.II is mounted on the bow and has a quicker reload, but it is weaker in terms of damage. The primary and secondary armament nicely complement each other, and to fully make use of Vosper 2 series, both must be used together.
  
If you prefer the Oerlikon Mk.II, try to always keep the hull pointed towards the enemy in order to block the rear hull compartments with the bow compartment. Vosper 2 series' crew is spread out in such a way such that all three compartments must be destroyed to knock it out, not including damage to the bridge. With the ammunition storages located far enough away from the stem of the hull, this makes bow-tanking a very viable strategy. Of course, angling the hull like this means the Vickers Mk.V guns won't be able to fire, but since they will be controlled by the AI gunners, they won't be of much use, so it's best to leave them targeting aircraft and forget about them. On the other hand, if you prefer the Vickers Mk.V guns, you will need to angle the hull to get the guns on target, but try to angle as little as possible beyond that. The aft gun mount actually has very good firing arcs, able to fire in all directions except ~23° to either side facing forwards. Try to angle just enough so that the Vickers Mk.V guns can fire, but no more than that to maximize survivability as much as possible. Since the Oerlikon Mk.II can still fire while using the Vickers Mk.V guns, let the AI gunners target surface targets as well as aircraft.
+
Since the Vickers Mk.V machine guns have the best damage output, switch to manual control of the secondaries and use these as the primary weapon. During their reloads, or in case they get knocked out, switch back to the Oerlikon Mk.II to continue the fight. The main disadvantage of heavy machine guns like the Vickers Mk.V is that they generally have a very long reload. By switching back to the Oerlikon Mk.II during reloads, Vosper 2 series can mostly circumvent this problem, allowing it to continue sustaining fire through about 70-80% of the reload of the machine guns, depending on crew skills. With this to fall back on, Vosper 2 series can afford to be more aggressive than most other vessels at this tier. However, to fully make use of this, the Oerlikon Mk.II should have a full magazine at all times, which can only be guaranteed by disabling the AI gunners. While this does greatly increase surface capabilities, it leaves Vosper 2 series open to aerial attacks, so always look out for enemy aircraft, and reenable the AI gunners to target aircraft if necessary. When targeting aircraft, the Vickers Mk.V machine guns tend to be more effective than the Oerlikon Mk.II due to their volume of fire, so in this case, switch back to the cannon to give control of the machine guns to the AI gunners.
  
Whichever playstyle you prefer, be flexible and always be prepared to switch to the other guns in a pinch, such as during reloads, in case one of them is knocked out, and so on. Additionally, with either gun, fire off any remaining ammunition after engagements if there isn't much ammunition left in the magazines. For the Oerlikon Mk.II, this is when there are less than 30 rounds left, and for the Vickers Mk.V guns, it is when there are less than 150 rounds left between the two guns. While the reloads for both guns aren't particularly long, it's better to avoid being forced to reload in the middle of an engagement in the first place.
+
An alternative to this is to be proactive with the reloads like with other vessels. After engagements, if there isn't much ammunition left in the Vickers Mk.V magazines—less than about 100 rounds between both guns—retreat to cover, and then fire off any remaining ammunition to reload in safety. When playing like this, the Oerlikon Mk.II is more like a last resort weapon to switch to in a pinch. Since you're not constantly relying on it, it doesn't need to be full at all times, which frees it up for use by the AI gunners in combat. While this is certainly the safest approach to playing Vosper 2 series, it doesn't take advantage of its strengths as much as the first playstyle does. That said, both are effective in their own right, so it's down to personal preference which way to play. Whichever playstyle you prefer, remember to be flexible and always be prepared to switch to the other weapon.
 
 
;Ammunition
 
 
 
For the 20 mm/70 Oerlikon Mk.II cannon, the best ammunition type is the 20 mm HE belt because it has the highest ratio of HE rounds to AP rounds, which makes it the most effective against both aircraft and the vast majority of surface targets. The 20 mm AP belt, with its higher amount of AP rounds, is better for dealing with armoured targets, and it can also be useful for damaging internals and any hull compartments that are blocked by already destroyed compartments. Take a majority of the HE belt for general use with a decent amount of the AP belt for specialized use.
 
 
 
For the 12.7 mm Vickers Mk.V machineguns, the 12.7 mm I belt has a significantly 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 Universal or API belts, but in general, anything that can stop the I round will also stop the AP round. Take only the 12.7 mm I belt and switch the Oerlikon Mk.II to deal with armoured targets.
 
 
 
;Torpedoes
 
 
 
The Mk.VIII torpedoes are a decent torpedo with above-average above-average explosive mass and top speed. Its maximum range is more of less average compared to other similar torpedoes
 
 
 
The Torpedo Mode modification should never be installed. The higher maximum speed is much more valuable against the small and fast boats of tier I and II, and the 4.57 km maximum range with the Torpedo Mode modification uninstalled is more than enough for the small maps.
 
 
 
If using torpedoes, be aware that, unless already launched, the torpedoes can be shot at, and, if destroyed, there is a chance for them detonate. To avoid this, fire the torpedoes early on or simply don't take them at all. Torpedoes are a situational weapon, so it's largely down to personal preference whether you want to take them or not.
 
 
 
;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, since they essentially act as exposed ammo racks before they're dropped.
 
 
 
With some luck though, 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 set the depth charge time delay to the minimum 3 seconds, since any higher time delay will only mean that the depth charge will sink further, and thus away, from the target. Again, this is extremely situational, and you will be better off not using depth charges at all.
 
 
 
The recommended loadouts are, depending on personal preference:
 
 
 
* 2x Mk.XII torpedo; or
 
* Without load
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Strong armament, great damage output
+
* Strong secondary armament: great damage output
 
* Good manoeuvrability
 
* Good manoeuvrability
 
* Good torpedoes: above-average maximum speed and explosive charge
 
* Good torpedoes: above-average maximum speed and explosive charge
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'''Cons:'''
 
'''Cons:'''
  
* Relatively low survivability
+
* Long secondary armament reload
  
 
== 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 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).'' -->
 
<!-- ''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).'' -->
  
During the 1930s, the Admiralty tried to reestablish the coastal boat flotillas it once commanded during the First World War. British boatbuilding company Vosper & Company competed for the contract but lost both times in 1935 and 1936, the lucrative contract to build the first coastal boats since WWI going instead to their rival, British Power Boat Company. In response to this, Vosper developed a faster and more seaworthy design than that of their rivals'. In the following months, Vospers proposed their design to the Admiralty multiple times, but ultimately, they could not secure a contract to build a prototype. Around this time, though, the Admiralty officials had unofficially suggested that future contracts would only be awarded for vessels that could surpass 40 knots in speed and that were armed with two 21-inch torpedoes as well as an assortment of light anti-aircraft guns. Additionally, it was known from previous specifications that the Admiralty wanted a vessel capable of operating in open waters in at least Force 5 winds and that was fast enough to cross the English Channel during the night. With these unofficial specifications, Vospers preemptively began development on a new vessel as a private venture of the company's own expense.
+
During the 1930s, the Admiralty began to reestablish the coastal boat flotillas it once commanded during the First World War. British boatbuilding company Vosper & Company competed for the contract but lost both times in 1935 and 1936, the lucrative contract to build the first coastal boats since WWI going instead to their rival, British Power Boat Company. In response to this, Vosper developed a faster and more seaworthy design than that of their rivals'. In the following months, Vospers proposed their design to the Admiralty multiple times, but ultimately, they could not secure a contract to build a prototype. Around this time, though, the Admiralty officials had unofficially suggested that future contracts would only be awarded for vessels that could surpass 40 knots in speed and that were armed with two 21-inch torpedoes as well as an assortment of light anti-aircraft guns. Additionally, it was known from previous specifications that the Admiralty wanted a vessel capable of operating in open waters in at least Force 5 winds and that was fast enough to cross the English Channel during the night. With these unofficial specifications, Vospers preemptively began development on a new vessel as a private venture of the company's own expense.
  
 
Immediately, it was decided that the private venture vessel had to be larger than the existing 60 ft British Power Boat MTB in order to meet the specifications. Additionally, engines more powerful than the Napier Sea Lion engines used in the BPB design were required. With none available domestically, Vospers looked to the Asso 1000 engine by Italian manufacturer Isotta-Fraschini. Though in limited supply, the Asso 1000 was specifically designed for marine craft and provided the necessary power: 1150 bhp at 1500 rpm maximum and 950 bhp at 1660 rpm continuous. In late 1936, Vospers completed their design. It called for three Asso 1000 engines and two in-house 75 bhp auxiliary engines, the latter of which could be coupled to the outer shafts to give a total maximum power of 3600 bhp. The hull-form was a hard chine planing design and was 69½ ft in length with a displacement of about 33 tons. The prototype was laid down before the end of the year and completed in May 1937.
 
Immediately, it was decided that the private venture vessel had to be larger than the existing 60 ft British Power Boat MTB in order to meet the specifications. Additionally, engines more powerful than the Napier Sea Lion engines used in the BPB design were required. With none available domestically, Vospers looked to the Asso 1000 engine by Italian manufacturer Isotta-Fraschini. Though in limited supply, the Asso 1000 was specifically designed for marine craft and provided the necessary power: 1150 bhp at 1500 rpm maximum and 950 bhp at 1660 rpm continuous. In late 1936, Vospers completed their design. It called for three Asso 1000 engines and two in-house 75 bhp auxiliary engines, the latter of which could be coupled to the outer shafts to give a total maximum power of 3600 bhp. The hull-form was a hard chine planing design and was 69½ ft in length with a displacement of about 33 tons. The prototype was laid down before the end of the year and completed in May 1937.
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|<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_vosper_2series|]]</span> ||
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* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=ship&vehicleClass=torpedo_boat&vehicle=uk_mtb_vosper_2series Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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== See also ==
 
== See also ==
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* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [http://cfv.org.uk/research/boat/database Coastal Forces Veterans - Boat Database]
+
* [http://cfv.org.uk/research/boat/database <nowiki>[Coastal Forces Veterans]</nowiki> Boat Database]
* [http://www.ww2ships.com/britain/gb-sc-002-b.shtml ww2ships.com - 70' Vosper Motor Torpedo Boat]
+
* [http://www.ww2ships.com/britain/gb-sc-002-b.shtml <nowiki>[ww2ships.com]</nowiki> 70' Vosper Motor Torpedo Boat]
* [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
  
 
===Bibliography===
 
===Bibliography===

Revision as of 06:19, 19 April 2021

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This page is about the British motor torpedo boat MTB Vosper(2). For other versions, see MTB Vosper (Family).
MTB Vosper(2)
uk_mtb_vosper_2series.png
GarageImage MTB Vosper(2).jpg
MTB Vosper(2)
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

The MTB Vosper 2 series is a rank I British motor torpedo 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. With the split of the naval tech trees in Update "New Power", MTB Vosper(2) was moved to the coastal fleet tech tree.

General info

Survivability and armour

Armourfront / side / back
Hull24 mm (wood)
Superstructure15 mm (wood)
Number of section3
Displacement38 t
Crew12 people
MTB Vosper(2) internals (starboard). Note the ammunition storage below the bridge.

Vosper 2 series 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.

The hull is split into three compartments. The first compartment starts at the bow and ends at the forward gun mount; the second ends in front of the aft gun mount, between the fuel tanks and the engines; and the third ends at the stern. Vosper 2 series 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 Vosper 2 series' battle rating, there is no gun capable of hull-breaking her.

There is one ammunition storage that holds ammunition for both the primary armament and secondary armament. It is located directly below the bridge, just above the waterline. Destroying it will instantly destroy the boat.

Vosper 2 series has a crew complement of 12. With a stock crew, it is knocked out when 8 crew are lost; with an aced crew, this is increased to 9. Overall, the survivability is average.

Mobility

Speedforward / back
AB104 / 35 km/h
RB74 / 25 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 76 26 ~23.68 ~47.11
Upgraded 104 35 ~16.33 ~31.04
RB/SB Stock 64 22 ~26.53 ~53.95
Upgraded 74 25 ~21.99 ~43.75

Vosper 2 series has a displacement of 38 tons.

When moving forwards at high speeds, the bow will drift slightly to starboard without any player input. When moving backwards, the bow drifts slightly to port.

Modifications and economy

Repair costBasic → Reference
AB177 → 222 Sl icon.png
RB246 → 308 Sl icon.png
Total cost of modifications4 420 Rp icon.png
2 680 Sl icon.png
Talisman cost300 Ge icon.png
Crew training600 Sl icon.png
Experts2 100 Sl icon.png
Aces45 Ge icon.png
Research Aces110 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 30 / 100 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
55 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
55 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods ammo.png
20 mm HE magazines
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
55 Ge icon.png
Mods ammo.png
12.7 mm I
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
55 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods ammo.png
20 mm AP magazines
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods tank ammo.png
12.7 mm API
Research:
165 Rp icon.png
Cost:
100 Sl icon.png
45 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
95 Ge icon.png

The recommended modification research order is:

  1. Tool Set
  2. Fire Protection System
  3. 12.7 mm I belt or 20 mm HE
  4. Smokescreen
  5. Propeller Replacement
  6. Artillery Support

After that, prioritize the rest of the seakeeping modifications first, then research the remaining modifications in whatever order you prefer.

Armament

Primary armament

Turret20 mm/70 Oerlikon Mk.II autocannon
Ammunition1800 rounds
Belt capacity60 rounds
Fire rate450 shots/min
Vertical guidance-10° / 60°

The primary armament consists of a single 20 mm/70 Oerlikon Mk.II mounted fore, with a maximum of 1,980 rounds of ammunition. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Primary Armament Targeting" modification installed, this is increased to 75°/s. The gun has a magazine capacity of 60 rounds and a cyclic rate of fire of around 450 rounds/min. With a stock crew, it can be reloaded in 5.2 seconds; with an aced crew, it can be reloaded in 4 seconds.

Primary armament guidance
Horizontal Vertical
±180° -10°/+60°

There are three ammunition types 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 35 33 26 21 18 15
20 mm HE 35 33 26 21 18 15
20 mm AP 35 33 26 21 18 15

The best ammunition for general use is the HE belt, due to it having the highest ratio of HE rounds to AP rounds, making it the most effective against both aircraft and the vast majority of surface targets. Because of this, the HE belt should be the main ammunition once it is unlocked. Additionally, the AP belt, with its higher amount of AP rounds, is better for dealing with armoured targets, so take a decent amount of these as well for specialized usage.

Secondary armament

Turret2 x 12.7 mm Vickers Mk.V machine gun
Ammunition4000 rounds
Belt capacity200 rounds
Fire rate600 shots/min

The secondary armament consists of two 12.7 mm Vickers Mk.V machineguns in a twin mount aft. There are 5,200 rounds of ammunition available for it, 2,600 rounds per gun. Stock, the mount can traverse horizontally and vertically at a rate of 64°/s; with the "Auxiliary Armament Targeting" modification installed, this is increased to 75°/s. Each gun has a belt capacity of 200 rounds and a cyclic rate of fire of about 600 rounds/min, though the gun on the gunner's right side fires slightly faster, around 685 rounds/min. With a stock crew, the guns can be reloaded in 13 seconds; with an aced crew, they can be reloaded in 10 seconds.

Secondary armament guidance
Horizontal Vertical
±180° -10°/+70°

There are three ammunition types 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

Of the belts, the I belt has a noticeably higher damage output than both the Universal and API belts, both of which are about the same in terms of damage. Because it lacks any armour-piercing rounds, the I belt has slightly less armour penetration than the other two belts, but in general, any armour that can stop the incendiary round will also stop be able to armour-piercing round. For the most effectiveness, take only the I belt once unlocked, and switch the secondary 40 mm 2pdr Rolls Royce cannon to deal with armoured targets.

Additional armament

Setup 12 x 533 mm Mk.VIII torpedo
Setup 24 x Mk.VII depth charge
Setup 32 x 533 mm Mk.VIII torpedo
4 x Mk.VII depth charge

Vosper 2 series has four possible loadouts:

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

Torpedoes

Vosper 2 series can carry two 533 mm Mk.VIII torpedoes. The torpedo tubes are located on either side of the bridge, pointing forwards with the nose angled outwards.

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 1566 84 4.57 1 50 TNT 327 327
Yes 1566 76 6.40 1 50 TNT 327 327

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)
+1830 -2

It's best to always keep Torpedo Mode uninstalled. The maximum speed of a torpedo is much 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.

In RB, always set the depth stroke to the minimum 1 m setting. This is because many vessels that MTB-1 1 series 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 have a very high chance to detonate when shot at, instantly destroying the boat. To avoid this, fire the torpedoes immediately after spawning in—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 (click to view a larger image).

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, aftmost
  4. 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 have a relatively high chance to detonate when shot at, 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

Between the primary and secondary armaments, the secondary twin 12.7 Vickers Mk.V machine guns are actually much more effective than the primary single 20 mm/70 Oerlikon Mk.II. Using 12.7 mm I belt, the two machine guns together have a much greater damage output than the cannon, and with their larger belt capacity, they are also able to sustain fire for much longer periods of time before needing to reload. However, this does come at the cost of a longer reload and the fact that they are mounted aft, preventing them from firing in a ~46° arc forwards. Conveniently, the disadvantages of the Vickers Mk.V machine guns are the advantages of the Oerlikon Mk.II cannon, and vice versa: the Oerlikon Mk.II is mounted on the bow and has a quicker reload, but it is weaker in terms of damage. The primary and secondary armament nicely complement each other, and to fully make use of Vosper 2 series, both must be used together.

Since the Vickers Mk.V machine guns have the best damage output, switch to manual control of the secondaries and use these as the primary weapon. During their reloads, or in case they get knocked out, switch back to the Oerlikon Mk.II to continue the fight. The main disadvantage of heavy machine guns like the Vickers Mk.V is that they generally have a very long reload. By switching back to the Oerlikon Mk.II during reloads, Vosper 2 series can mostly circumvent this problem, allowing it to continue sustaining fire through about 70-80% of the reload of the machine guns, depending on crew skills. With this to fall back on, Vosper 2 series can afford to be more aggressive than most other vessels at this tier. However, to fully make use of this, the Oerlikon Mk.II should have a full magazine at all times, which can only be guaranteed by disabling the AI gunners. While this does greatly increase surface capabilities, it leaves Vosper 2 series open to aerial attacks, so always look out for enemy aircraft, and reenable the AI gunners to target aircraft if necessary. When targeting aircraft, the Vickers Mk.V machine guns tend to be more effective than the Oerlikon Mk.II due to their volume of fire, so in this case, switch back to the cannon to give control of the machine guns to the AI gunners.

An alternative to this is to be proactive with the reloads like with other vessels. After engagements, if there isn't much ammunition left in the Vickers Mk.V magazines—less than about 100 rounds between both guns—retreat to cover, and then fire off any remaining ammunition to reload in safety. When playing like this, the Oerlikon Mk.II is more like a last resort weapon to switch to in a pinch. Since you're not constantly relying on it, it doesn't need to be full at all times, which frees it up for use by the AI gunners in combat. While this is certainly the safest approach to playing Vosper 2 series, it doesn't take advantage of its strengths as much as the first playstyle does. That said, both are effective in their own right, so it's down to personal preference which way to play. Whichever playstyle you prefer, remember to be flexible and always be prepared to switch to the other weapon.

Pros and cons

Pros:

  • Strong secondary armament: great damage output
  • Good manoeuvrability
  • Good torpedoes: above-average maximum speed and explosive charge

Cons:

  • Long secondary armament reload

History

During the 1930s, the Admiralty began to reestablish the coastal boat flotillas it once commanded during the First World War. British boatbuilding company Vosper & Company competed for the contract but lost both times in 1935 and 1936, the lucrative contract to build the first coastal boats since WWI going instead to their rival, British Power Boat Company. In response to this, Vosper developed a faster and more seaworthy design than that of their rivals'. In the following months, Vospers proposed their design to the Admiralty multiple times, but ultimately, they could not secure a contract to build a prototype. Around this time, though, the Admiralty officials had unofficially suggested that future contracts would only be awarded for vessels that could surpass 40 knots in speed and that were armed with two 21-inch torpedoes as well as an assortment of light anti-aircraft guns. Additionally, it was known from previous specifications that the Admiralty wanted a vessel capable of operating in open waters in at least Force 5 winds and that was fast enough to cross the English Channel during the night. With these unofficial specifications, Vospers preemptively began development on a new vessel as a private venture of the company's own expense.

Immediately, it was decided that the private venture vessel had to be larger than the existing 60 ft British Power Boat MTB in order to meet the specifications. Additionally, engines more powerful than the Napier Sea Lion engines used in the BPB design were required. With none available domestically, Vospers looked to the Asso 1000 engine by Italian manufacturer Isotta-Fraschini. Though in limited supply, the Asso 1000 was specifically designed for marine craft and provided the necessary power: 1150 bhp at 1500 rpm maximum and 950 bhp at 1660 rpm continuous. In late 1936, Vospers completed their design. It called for three Asso 1000 engines and two in-house 75 bhp auxiliary engines, the latter of which could be coupled to the outer shafts to give a total maximum power of 3600 bhp. The hull-form was a hard chine planing design and was 69½ ft in length with a displacement of about 33 tons. The prototype was laid down before the end of the year and completed in May 1937.

Upon completion, the prototype underwent internal trials where she achieved a top speed of 47.8 knots unloaded and 43.7 knots loaded. Satisfied with these results, Vospers presented the prototype to the Admiralty for official trials against the 60 ft British Power Boat MTB. The prototype fared favorably, and after much deliberation, the Admiralty decided to purchase the vessel from Vospers. She was commissioned in May 1938 as MTB 102 and sent to HMS Vernon for further evaluation. Up to this point, MTB 102 had not actually been fitted with torpedoes, so during her time at HMS Vernon, many torpedo configurations were tested. These included tried-and-true yet outdated stern projection systems as seen on the 60 ft British Power Boat MTB and earlier WWI designs as well as a unique arrangement of a single launcher in the stem of the hull with a reload carried internally. These all had their own issues, and none were found to be satisfactory. Ultimately, it was decided that MTB 102 should have two torpedo tubes mounted on either side of the bridge, pointed forwards with the nose angled outwards, an uncommon configuration for the time. Around this time, the gun armament had also not yet been decided, so various configurations were also experimented with, including combinations of 0.303 in and 0.50 in machineguns and a 20 mm autocannon.

Impressed with MTB 102, the Admiralty placed an order for four more vessels on 15th August 1938, Vospers' first-ever Admiralty contract. These vessels, and any ordered after, all shared the same overall design as MTB 102, although with several minor changes such as the hull being lengthened to 70 ft 3¼ in. After 1940, with the entrance of Italy into the war, Isotta-Fraschini engines could no longer be obtained, and subsequent boats had to be fitted with much weaker American Hall Scott engines — only 1800 bhp total — as a stopgap measure until they could be upgraded with more powerful Packard engines, though this wasn't until 1941 as supply was limited. Of the 32 planned 70 ft Vosper MTBs, 28 were completed and are as follows:

  • MTBs 20-23: Ordered 15th August 1938, all were completed by December 1939. MTBs 20, 21, and 23 were sold to the Romanian Navy. MTB 22 served with the 4th MTB Flotilla and survived to the end of the war and was sold in 1945.
  • MTBs 29-30: Ordered on 8th September 1938 (including a Thornycroft design, MTB 28) as replacements for the three boats sold to Romania, all were completed by July 1940. Both MTB 29 and 30 served with the 4th MTB Flotilla. MTB 29 was lost in a collision with a German E-boat on 6th October 1942, and MTB 30 struck a mine and was lost on 18th December 1942.
  • MTBs 31-40: Ordered on 27th September 1939, six were completed by May 1941. MTBs 33, 37, 39, and 40 were bombed by German aircraft while under construction in 1940-41. The completed boats survived to the end of the war and were sold in 1945-46.
  • MTBs 57-66: Ordered on 26th February 1940, all were completed by April 1942. MTB 61 was stranded during an attack on 9th May 1943, and MTBs 63 and 64 were lost after collisions with friendly MTBs on 2nd April 1943. The remaining boats were sold in 1944.
  • MTBs 69-70: Ordered in April 1940, both were completed by June 1940 and received only two engines. Both were stationed at HMS Beehive, Felixstowe and survived to the end of the war and were sold in 1945-46.
  • MTBs 218-221: Ordered on 7th December 1940, all were completed by September 1941. MTB 218 struck a mine and was lost on 18th August 1942, and MTB 220 was sunk by German E-boats on 13th May 1942. MTBs 219 and 221 survived to the end of the war. MTB 221 was sold in 1945, and MTB 219 was transferred to the Sea Cadet Corps at Staines in 1945 and was converted to a houseboat in 1948.

The 70 ft Vosper MTB design continued to receive many improvements and modifications order-to-order and would lead to the development of the 72 ft Vosper MTB and 73 ft Vosper MTB.

Media

Skins

See also

External links

Bibliography

  • Lambert, J., & Ross, A. (1993). Allied Coastal Forces of World War II Volume II: Vosper MTBs & U.S. Elcos (pp. 21-32). London, England: Conway Maritime Press. ISBN 0-85177-602-7.


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