View Full Version : Torpedo Info
Freebird
01-17-10, 11:55 AM
I've been offered Mk18 & Mk27 'Cuties'
The 18 seems desirable since there is no trail(electric) but they are kinda slow after getting used to the Mk14.
The Mk27 says it's a homing torpedo and I took a couple out and promptly wasted them trying to shoot a destroyer :damn:. How do you get them to lock on and home in or should I just stay with 18s or even the old 14s for now(mid '44)??
TIA,
Gary
ETR3(SS)
01-17-10, 12:12 PM
The max speed of a Mk 27 is only 12 kts. Once the Mk 27 has reached it's run to enable distance of about 200yds (?) it will arm and seek out the loudest sound source. It's best used on a destroyer in an attack run on you, either coming bow on or stern on.
The Mk18 like you said is electric and so therefor wakeless, but at the cost of speed. I would stick to the Mk 14's being as it's already mid '44 and most if not all the BurOrd issues are worked out of them. Impact, fast speed, and > 1000yds to target are still the best way to use them.
Armistead
01-17-10, 01:35 PM
The cuties are about worthless with the Supermods, although I think they sunk smaller ships and escorts in stock.
I will generally carry one or two. I often play with contacts off and if I have a wounded ship getting away I will send one after it why dodging DD's. They can slow down some of the small subchasers.
I'll never shoot em bow on, stern or at a decent angle so they can get behind. Keep in mind they can lock onto you sub and easily blow your rudder off even at scope depth. The good thing is you can use you sub to guide them to the enemy if needed. Just steer them in the right direction, cut engines and go deep enough.
The M18's are my favorite. I use them to attack since they're wakeless. With TMO, best torps around and you don't have to worry about shooting large spreads for one hit.
Bubblehead1980
01-17-10, 04:52 PM
Mark 18 has it's pros and cons.
Pros:Wakeless, enemy never knows its coming, esp useful against destroyers and warships.
Cons: 29 knot speed means longer torpedo run
4,000 yard range, which in later war is short since enemy escort screens get larger and better, getting that close is not easy.
somewhat lower hitting power than Mark 14 or 23.
HOWEVER, the wakeless factor is a huge tactical advantage, esp in later war as convoys get larger.For example, you make an approach on a 12 ship convoy with columns of 12.You find on your obersvation with scope the largest, most valuable ships are on far side of convoy.Its daylight, if you fire steam fish across a convoy, they will prob be spotted, alert everyone who will slow down and make evasive moves, ruining your shot and wasting your fish.
With a Mark 18, if you fire at correct time so fish do not hit other ships in convoy, they will sail undetected and if your firing solution is correct, hit the desired targets.
I like to carry mix of Mark 14's in bow tubes and then Mark 18's in stern tubes from January 44 until October/November 44.I do this because I like to do night surface attacks and sometimes due to heavy screens cant get too close on surface, Mark 14's have a 9,000 yard range when set to slow speed.
Once October 44 roles around, MOST escorts have radar so night surface is usually not possible, so I just start carrying Mark 18's for the tactical advantage of being wakeless.Mark 18 became the standard torpedo in later war, so this also follows history.
Freebird
01-17-10, 08:05 PM
Some great info, thanks!
Gary
Bonjour,
I take this topic to ask for a question about another torpedo type :
Do you know a link for caracteristics for Mk-10 torpedo ?
- propulsion
- mass
- mass of the explosive charge
- and so on
Thanks.
Gibus
Bubblehead1980
01-18-10, 04:57 PM
I wrote this myself, but assure you it is very accurate.
Mark 10 torpedo
Range:3,500 yards
Propulsion:Steam
Detonator:Contact
Warhead:497 lbs of TNT
A WWI era torpedo developed by E.W. Bliss Company.Standard issue for S class submarines since their torpedo tubes are not long enough to hold the Mark 14 used on Fleet Submarines.Around August 1942, some fleet boats went on patrol with them due to aggravation with the Mark 14's technical problems and the shortage of Mark 14's facing the submarine force, mostly in the Asiatic Fleet.
In the game:Very reliable, rarely duds, runs deep but not often.Lacks the punch of the Mark 14 and other torpedos though, esp against large ships so you have to fire a larger salvo, four will usually do the trick on any large merchant.Short range and lower hitting power are the major disadvantages.
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