Thread: Dead again.
View Single Post
Old 07-13-10, 04:48 PM   #21
Gerald
SUBSIM Newsman
 
Gerald's Avatar
 
Join Date: May 2008
Location: Close to sea
Posts: 24,254
Downloads: 553
Uploads: 0


I't could be so,

Quote:
Originally Posted by maillemaker View Post
I have become something of an expert at killing escorts. Really, if you want to game the game, the best thing to do when approaching a convoy is to run at flank speed and get the escorts' attention. As they charge at you, assuming you accurately identify them to get their keel depth, you can nail them each in turn with magnetics right down their throats. Even zig-zaggers stop, repeatedly, at 400m and go straight in, at which time you can quickly put a magnetic torpedo under them. I probably have a 95% success rate at picking off escorts.

However, on this attack, I was trying to be historically accurate, but I cut too soon to come back to the convoy's track after completing my end-around maneuver, and I did not make it inside the track of the starboard escort in time. He cut across my stern at about 1000m, and detected me.

Once he detected me I went flank and let him chase me, and I nailed him with a stern torpedo, as above. The lead escort came about, so I turned towards him and nailed him with a bow magnetic torpedo. Some other escort churned towards me through the convoy, and I nailed him, too.

Then I set about sinking merchant ships, and, when another escort was just about on me, I ran for the depths. Unfortunately, I did not realize I was in shallow water.



I did save prior to engaging the convoy, but I play "Dead is Dead", so I don't re-start if I die.

I never save after engagement because saving while any ship is within rendering range is a recipe for corrupt game saves.

Steve
but in 1939 or later before magnetics eels, I say it would more danger in the situation you serious hesitation
__________________
Nothing in life is to be feard,it is only to be understood.

Marie Curie





Gerald is offline   Reply With Quote