![]() |
Single Shot Sinkings with Magnetic Torps
Prior to my present patrol, I used magnetic shots only when I couldn't get a good AOB for the impact pistol. Most of these shots caused sinkings.
On my present patrol, I fired a magnatic at a zizagging large freighter. By the time the torpedo reached the ship, the AOB was nearly 90. The torpedo exploded on the opposite side of the ship and immediately the WO announced a miss. I decided to wait. Sure enough, the ship began to heel and sank ten minutes later. On my last convoy attack, I had a large freighter plowing toward me with a AOB of 15. I launched with a nearly 90 gyro angle. Boom, ship gone. Reviewing my previous magnetic shots, I discovered that the Mag pistol will create catastrophic damage if the torpedo travels more or less along the ship's centerline. If you shoot a mag at a perpendicular angle, the damn thing will explode AFTER it has gone under the ship. So if the torp gets under the ship somewhere near the bow, it will explode under the engine room or thereabouts. :D You want an AOB of 60 or less to fire mags. I think you will increase your one torpedo sinkings by using this method. |
Now that's handy to know:hmm:
Think I might try that out later. Thanks for the heads up:up: |
I've noticed that couple of times as well.
T1's set at fast speed and magnetic pistol, shot at ca. 90 degrees AOB from quite short distance ca. 500m exploded on the other side of the ship. T2's on the other hand in the same situation exploded just before the side of the ship on few occasions, duds i guess. In both cases torps caused enough damage to sink a given ship, even though your officer shouted a miss. On the AOB close to 90 degrees i prefer using contact pistols. I get fewer duds that way. P.s. Good tip on aiming along the centerline. Thanks. |
occasionally i will launch two torpedoes in a zero degree spread, one impact and one magnetic.
the first impact torpedo is usually set to about 3 or 4 meters depth, while the magnetic torpedo is set to a little over half a meter under the keel. shortly after the first torpedo hits, i have had good luck with the second torpedo cracking the ship in half. good way to get "instant gratification" and only use two fish |
I often use the magnetic torp: option and more than often split the ship in to 2 with a single torp: best method and saves ordinance waste.
|
Yes, it hits at the other side a little, at least when set to 44 kts, I don't know what happens when it's set to 30 kts. You can see the damage stain on the hull in external view.
Thanks for the tip :up: |
There's nothing like a 'down the throat' shot at a pursuing destroyer. I set the eel (electric preferably) for .5M below the keel, wait for it to close within 500M and let 'er rip. Usually they stop zig zagging at that point and are charging in for the kill.. Just about then, the mag torp explodes under their stern and sets off the racks of DC's.. Talk about fireworks!!! :sunny:
|
If you are doing a "down the throat" shot, will the mag destructors function when the torpedo passes very near the side of the ship?
|
Quote:
|
All times are GMT -5. The time now is 06:30 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.