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Bob |
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Saves and destroys the environment at the same time so it cancels out... |
Best way to sink a modern tanker?
Chase it in to an area of outstanding oceanic fauna and flora and wait for it to become grounded and start leaking. In fact, you might not eaven have to chase it! |
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LOL :rotfl: |
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You could sneak in Bernard into the tanker's bridge!:rotfl::rotfl::rotfl: |
This is just too funny :rotfl:
And my new favorite from the U-boat Commander's Handbook in regards to torpedo expenditures: "Better to destroy little than to damage much!" |
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So far, every time I have aimed here, 1 fish, 1 kill. Here is a color chart showing the most vunerable spots to hit a ship, any ship, merchant, cruisers, destroyers, BB's, Carriers, tugs, trawlers, etc. http://www.3rdflotilla.org/resources/sh3_shipchart.pdf It even tells you how much renoun you earn for sinking that particular ship. I was directed to this site, so I'm directing you to it. Here is a site with a lot of useful info: http://alexbret.perso.cegetel.net/index4875.php Hope this helps. |
If you had any balls you would eschew torpedoes and man the deck guns :arrgh!:
I would not try to sink a modern tanker with just one torpedo. I try to use one torpedo for every 3000 tons as a very very general rule. 7k tanker two torps minimum and I would probably use three. Better to sink a tanker with three torpedoes than to damage a tanker with two. Tankers are tricky. Sometimes they sink with my first eel (then I have wasted two more) but more often it takes more. |
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But Platapus is right too, it's better to spend an eel more, than to plan your whole attack again (even with moored ships, hehe). In this scenario, I had to flee from the defenders, and come back later to finish off the tanker. That costed me 5 hours! But thanks everyone, for the help :up: |
IIRC, those critical hit locations were deleted in GWX.
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Yes; I assume because GWX is a realism mod, and real captains didn't have anything like that.
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