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View Full Version : Torp Mark (14, 18, 23 & 27) Info Req


Mac400
07-10-07, 07:07 PM
Anyone care to share the differences betweeen the aforementioned torp's?

I've only gone out with the Mark 18's personally. Early in my career, many duds were evident (1 in 5 / 1 in 6 range.) My last 2 patrols, I haven't had a dud.

As well, the Mark 27's available are VERY short ...

If some kind soul could enlighten me, or point me to a thread I can't find, it'd be greatly appreciated.

Cheers!

;)

Palidian
07-10-07, 07:16 PM
http://www.navweaps.com/Weapons/WTUS_WWII.htm

Mac400
07-10-07, 07:22 PM
Sweet, tnx Pali!!!!!!!!!!!!!:up:

STEED
07-11-07, 05:45 AM
I have been playing around with the Mk27 homing torp and it's strike rate against destroyers that are hunting you is very poor as they just can not keep up with there target. Against merchants results are a little better, latter today I will try them against destroyers in a convoy who have not spotted you yet.

Palidian
07-11-07, 08:28 AM
Yes this torpedo is a slow torpedo, it is a self defense weapon, battery powered so no wake. You should fire it at a charging DD. The game and real live make several departures, one is the faster the DD is going the harder it is for it to hear underwater contacts. So in a real life application you would fire it at close range, while deeper below the surface down a contact barring at a slow target.


I have been playing around with the Mk27 homing torp and it's strike rate against destroyers that are hunting you is very poor as they just can not keep up with there target. Against merchants results are a little better, latter today I will try them against destroyers in a convoy who have not spotted you yet.

Sailor Steve
07-11-07, 10:32 AM
http://www.navweaps.com/Weapons/WTUS_WWII.htm
Thanks for getting there first; exactly where I would have sent him.:rock:

STEED
07-11-07, 11:13 AM
Yes this torpedo is a slow torpedo, it is a self defense weapon, battery powered so no wake. You should fire it at a charging DD. The game and real live make several departures, one is the faster the DD is going the harder it is for it to hear underwater contacts. So in a real life application you would fire it at close range, while deeper below the surface down a contact barring at a slow target.

I have observed a charging destroyer and the time the MK27 locks on and turns around the destroyer is well in the safe, the MK27 is too slow.

Excalibur Bane
07-12-07, 04:28 AM
Have a look at my Sub Upgrades List (http://www.subsim.com/radioroom/showthread.php?t=118015) for actual in game availability and Renown cost for the torpedoes. Most of them go down in cost as the war progresses.

Jungman
07-12-07, 05:37 AM
As far as the game is concerned, and not real life, Mark 23. Renown excluded. Eventually they are free after 1943.

AI does not look at the wakeless Mark 18 electric like a real human would with the steam Mark 14 or 23, to see it coming, and to direct the destroyers to your position.

Mark 14 fast is the plain Mark 23, except if you peek into the .sim file you will see it has less chances of failure over the Mark 14 even after June 1943. Plus there is no annoying adjusting the default slow to fast setting which 95% you would use anyways.

Rockin Robbins
08-30-07, 05:55 PM
Largest explosive, most reliable, fastest=the one I want on my sub.

sqk7744
08-30-07, 06:07 PM
http://www.navweaps.com/Weapons/WTUS_WWII.htm

Great Link!
Thanks for sharing :up:

Incubus
08-30-07, 11:11 PM
I Miss the FAT and FAL-pattern torpedoes you got in SH3.

You had Ladder-pattern, which was basically an anti-convoy torpedo

Circular pattern, supposed to be anti-escort but probably handy in a number of situations

And finally, the model that had a second gyro setting. So you'd set the first gyro setting, then the range and gyro angle for the second course. Very versatile- the torp could basically make a U-turn in case you barely missed your target, or veer off in another direction (to hit a different ship) if it missed the first. Pricey renown-wise, but fun.

Just out of curiosity, how did the Leetest of the German homing torps compare (game-wise) to the US homing torpedo (Game wise)? 800 renown for one torpedo was steep, but having that bastard chambered in the stern tube was practically a 'get out of jail free' card if you had an escort chasing after you. Saved my life on a number of occasions, but I've heard gripes about America's one and only acoustic torpedo...

Peto
08-31-07, 10:40 AM
The Mk 27 "Fido" torpedo had it greatest impact in the Atlantic being dropped on u-boats as they dove. Fired against surface ships from a submarine, it had had marginal success at best.

Julhelm
10-01-07, 05:02 PM
If you're fighting in blind conditions, the MK27's can be quite useful with some imaginative thinking - For instance like using the sonar, positioning yourself right in front of the convoy and then let loose a homing web of death in their path. It's like one of those old vietnam-era SARH missiles: The less it must turn, the more effective it is.

Krauter
10-01-07, 07:52 PM
If you're fighting in blind conditions, the MK27's can be quite useful with some imaginative thinking - For instance like using the sonar, positioning yourself right in front of the convoy and then let loose a homing web of death in their path. It's like one of those old vietnam-era SARH missiles: The less it must turn, the more effective it is.

This is a good idea in theory. though they home in on acoustic signatures, they may not home in on a different target. In a past engagement, I had a DD charging at dead 180, 900 yrs, and a Large Tanker doing 3 knts to my 160, at 1600 yrds.. the torpedo, initialy making a run towards the DD, swung round towards the merchant.. adding another hole in the othewise, destroyed Tanker.

Also, the Mk27 was designed not to destroy or obliterate what it hit, it was instead meant to disable escorts, ie: knock off its rudder transmissions, proppers, etc. For this, it did not require a large warhead, thus they packed it with just enough explosives so it would be large enough to destroy critical components, but be "agile" enough to maneouvre inside the turning radius of the target.

And finally, if you did launch this "homing web of death" , you would be wasting renown, Mk27s cost 500, however, for every sinking you get, you recieve 200 to 250 renown, (only if their not in objective parameters, if they are, you still recieve 200-250 a pop, plus the objective complete bonus) so, if you happen to stray onto a convoy, and let loose with these torpedoes, for every torpedo you loose, you are (at minimum) putting yourself 300 to 250 renown points in debt.

Thus, this "homing web of death" idea would just be a show of, pardon my words, stupidity.

Hoping to have not been offensive,

Krauter

Julhelm
10-02-07, 10:13 AM
I agree it would not be an ideal solution for every engagement:

Like you said, it doesn't pack a huge punch, but it does slow the enemy down if you get lucky making it that much easier for you to stalk him at a leisurely pace until visual conditions have improved sufficiently for you to be able to take him out with impunity using more conventional means.

On the subject of the "web of death" being stupid, yes it is tactically stupid beyond belief, but funny in a one-armed-bandit kinda way if you feel like gambling a bit.

Krauter
10-02-07, 02:38 PM
Well said put, and I must say, it is quite fun seeing DDs try to charge you with no screws:up:

With Regards,

Krauter

seaniam81
10-03-07, 09:13 AM
Or with no Rudder

Krauter
10-03-07, 03:31 PM
You'd think they'd learn to come in from your (A/C terms..) 7 or 5 o'clock, just so it'd be slightly harder to hit with a down the throat shot. Still howver, making them sink from the bow or even without rudder/props is hilareous.. Almost like a guard dog trying to get you but its leash is too small:lol:

With Regards,

Krauter

Hawk_345
10-04-07, 04:28 PM
im thinking the mk14 is the best, at least for most of the war, my opinion of course.

Travis Reed
01-11-08, 03:55 AM
I've taken to shooting large rocks out the torp tubes as I find them to be far more effective than the Mk 10 or 14... :damn:

I don't generally get to mid-late war torps as the DDs kill me...something about faulty torps not blowing them in two when I need them to... :damn:

Rockin Robbins
01-11-08, 11:29 AM
I'm having fun with a full sternload of Mark 27s (did not do wonders for my renown balance, but what's it for?). I have sunk three DDs with them.

Finally I have come up with a stragegy that seems to work with them. I had very spotty luck with down the throat shots. And when I missed the torp was off into never-never land never to be seen again. So I thought again.

My last two shots have been two hits and here's how*. I don't bother shooting at mr DD as he charges the first time. It's chicken out and go deep time. After several runs him and his escort buddies are kind of all around you. At that point set up for a shot at bearing 180 out of the stern tube and brace for fun. Put all the DDs roughly behind you and ascend to 99' or less to shoot. Shoot and go back down. You have plenty of time. Now turn toward your torpedo and put on a high speed run to make some noise. This will turn the torpedo back toward you to pass overhead.

Wait for fun! Since the torpedo is slow, you can turn it at will with a burst of ahead emergency. This way you can keep the torpedo active in your area for about seven minutes! Believe me, the DDs need to occupy the same real estate as the torpedo to get you and they don't know it's there. Don't tell them, they'll find out on their own.:up:

Travis Reed
01-11-08, 07:38 PM
Sounds like fun...now if only I could get to that point in the war... :damn: