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Old 11-07-2007, 01:56 PM   #1
Keelbuster
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Default Hedgehog ammo

GWX 1.03:

I heard somewhere that DD's carry 20 DCs per rack. Anyone know how many hedgehogs they carry?
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Old 11-07-2007, 02:37 PM   #2
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Hedgehogs?
You mean these guys?
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Old 11-07-2007, 04:01 PM   #3
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the things you see when you don't have a nuclear warhead
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Old 11-07-2007, 04:09 PM   #4
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http://www.de220.com/Armament/Hedgehog/Hedgehog.htm

from the article

"Destroyer Escorts routinely carried 240 'missiles' which was enough for 10 launches. A reload took about 3 minutes."

it fired 24 projectiles at a time

edit: as far as whether or not that is accurately simulated in GWX/SH3... i have no idea.
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Old 11-07-2007, 05:00 PM   #5
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Quote:
Originally Posted by GoldenRivet
http://www.de220.com/Armament/Hedgehog/Hedgehog.htm

from the article

"Destroyer Escorts routinely carried 240 'missiles' which was enough for 10 launches. A reload took about 3 minutes."

it fired 24 projectiles at a time

edit: as far as whether or not that is accurately simulated in GWX/SH3... i have no idea.

Thx! Let's hope so - I can easily burn them out of hedgehogs then with a decoy or two. They tend to do 2 or three runs (or more) on each datum they prosecute. Do that three times, and maybe they'll be dry. If this is the case, sometimes it's worth playing cat and mouse with the exterior convoy escorts - dive in time, clear the datum, and let them waste ammo on empty ocean.
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Old 11-07-2007, 05:39 PM   #6
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perhaps... in my experience in late war it is virtually impossible to evade attacks after being detected. even down at 300 meters... yes thats 300 meters depth, still getting good solid pings and accurate depth charge attacks.



if you run across a convoy with even just 3 or 4 escorts and ONE of them finds you... its near impossible to escape them... you can play cat and mouse all you want but the minute one finishes his attack run another is waiting in line to hit you.

You're only hope is

1. They all suddenly lose contact
2. they run out of ammo
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Old 11-07-2007, 09:56 PM   #7
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Ah! but if you are below 300m the DC's disappear. For some reason they cease to be rendered below 300m and you are "safe" below that depth as long as your boat's hull can cope.
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Old 11-07-2007, 10:20 PM   #8
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Quote:
Originally Posted by TarJak
as long as your boat's hull can cope.
thats the catch though... most times it cant
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Old 11-07-2007, 10:36 PM   #9
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You need a XXI or a VIIC/41 or 42 to be able to handle those depths.
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Old 11-07-2007, 10:40 PM   #10
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Someone said on an earlier post that the VIIC/42 could do 450m. How do you ever get down there, let alone to 300? My depth gauge only goes to like 280 or so. How to order that depth? I suppose sinking is one way, but then you have to take damage to sink, and hence you probably won't achieve your maximum possible depth.
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Old 11-07-2007, 10:50 PM   #11
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Just hit "D" and ride on down till you get close then hit "A" to level off at that depth!

I would be cautious at anything under 350m though!
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Old 11-07-2007, 11:31 PM   #12
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Quote:
Originally Posted by TarJak
Just hit "D" and ride on down till you get close then hit "A" to level off at that depth!

I would be cautious at anything under 350m though!

Aaaaaahhh.. Yes...the 'Dive' key. I always wondered what that was for - going DOWN.
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Old 11-08-2007, 06:31 AM   #13
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The missiles were impact-fuzed and detonated upon striking the target. If there was no hit, the missiles did not detonate, which allowed the DE to maintain sonar contact for a follow-up attack.

In game hedgehogs go off (detonate) automatically...hummm
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Old 11-08-2007, 10:10 AM   #14
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Quote:
Originally Posted by Koondawg
In game hedgehogs go off (detonate) automatically...hummm
Really? I think it's only on contact. I've seen them sail by and not detonate. If they hit the seafloor, they detonate, making a great splash ring on the surface.
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Old 11-08-2007, 10:47 AM   #15
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like this:

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