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I'm affraid that's pretty much it, althought you might want to expand all your ordnance first, including the AA ammo. Otherwise, it's time to move on. The Yamato's just one frustrating thing... |
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Maybe worth a try. I once had two merchants, one crippled dead in water, while I moved away and torpedoed and sank another one. I was heading back to the crippled one and it was still there.
Don't know how far away I was, but it was out of visual range and out of sound range (no radar, German U-Boat), and I can't tell how much time passed by in between. |
I had an epiphany today - The Yamato exists solely to use up valuable american torpedoes, and keep them from actually sinking stuff.
Damn that thing. Sooooo tempting! Sooooo close! Yet frickin' insinkable. |
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I think it was April 43, but in 43 Truk is the place to go. I found one TF with 24 ships, sank Yamato and two Carriers. Went to Tulgari to refit, came back to Truk a different TF with another 24 ships, sank the Yamato again, Fuso and a carrier..another refit and yet another different TF with 24 ships...after it was over and two refits sunk 340K tons. Went back a forth time and two BB's I sunk didn't score.
I seldom harbor rape, but wondered after sinking 20 ships, if the game stops scoring. I've hit 20 ships twice and it stopped scoring. However, it may have to do with tonnage. They need to put some idle dd's around all the stationary harbor ships so something will attack you. |
At combinedfleet.com, the TROM for Yamato lists 6 certain hits, and say that "several" of the final VTs (6 TBFs) made hits.
That puts the lower limit at 7, the upper limit at 12. That's in addition to a large number of bombs (AP and GP). Musashi, after 11 torpedo hits (and many bomb hits and near-misses): Quote:
So according to combinedfleet, that's 22 torpedo hits on Musashi. tater |
Sorry for the thread rez. But anyone here remember how I mentioned I had used almost my full complement of fish on a Yamato and it was sitting there dead in the water? Well I made best possible speed to the nearest port, south of Mindanao, in stock, and made best possible speed back. Nearly 10 days layer, of course she wasn't there. Must have been towed back by a passing convoy or an Ocean Going tug sent out from the Home Islands. To bad to, I would have loved to finish her off. However, on the upside, even though my score won't reflect it, I know. She'll be out of commission in a dry dock some where for a good long time; hopefully long enough, since it's JUN '44 in game, to hopefully miss the action at Leyte Gulf, Sibuyan Sea, and Samar.
Again, don't waste fish on Yamato. It's almost impossible. |
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However, given how little this giant white elephant of a warship contributed to the Japanese war effort overall it probably makes no difference. Victory is inevitable. More target practice for American pilots. :up: |
If only the game kept track of such things, so damaged vessels would have to be laid up, and thus not be seen again until they would be able to return to duty. That way damaging ships would actually be worth it.
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I had a lucky day, I got appointed to an patrol in the Truk area. I went if something was up at the Truk harbour, last time I went there there was a stationary light cruiser. When I did my observation periscope up I saw a big tasty Fuso battleship, and then I heard "ship spotted", I looked at the bearings and there it was. A stationary Yamato, it took al my stern and aft torpedo's, 8 in total before it sunk.
Lucky me there weren't any destroyers around, I went of silent running and to battlestations and the torps were reloaded in no time. Sunk the Fuso too with 6 torps. That was a productive patrol.. :D Quote:
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So far, just fooling with the quick missions (all I have time for) I have made at least a dozen attacks on Yamato class battleships. I've put as many as ten torpedoes into them, and not sunk one yet.
I have even resorted to aiming my torpedoes to stop the ship, one way or the other, so I can hang around and put more fish in it. I actually hit one with six torpedoes, all between the forward turret and the bow, and it only slowed it down to 10 knots from 16 knots. The destroyers kept me so busy I couldn't get a shot. The next time, I put 4 torpedoes directly into her screws, all 4 hits were from the shafts to the screws, and lifted the stern up. She steamed off at 12 knots, and the destroyers swarmed all over me. The best one was 6 hits from the bow tubes, all in the center of the starboard side from less than 1000 yards, followed by popping up on the port side and putting 4 from the stern tubes into the port side dead center from about 700 yards. I think she steamed off at 10-12 knots.:damn: |
Try spreading your shots out. If I get a broadside shot i'll put one at the stern, one under the after battery, one under the stack, one under the tallest point in the superstructure, and one each under the two forward batteries. This normally slow it down pretty good.
If I'm lucky I'll get some secondaries and after 5 minutes or so it'll develop a good list. I'll swing around and pop four more fish into it and that is normally enough to make it pop. |
I remember making single mission a long long time ago, and if I remember rightly I think I used about 16-18 fish into her starboard side...from stem to stern.
That finally finished her off, after waiting some time for her to capsize |
I sank one a while back with 5 fish. First wone caused a massive explosion forward, and it went down after the next 5 hits, still moving at about 9 kts. Of course then the 5 escorting DD's had a few things to say to me about it...
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