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Old 12-21-10, 08:40 PM   #9
Sailor Steve
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Join Date: Nov 2002
Location: High in the mountains of Utah
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Quote:
Originally Posted by Webster
also guns of the day were pretty accurate but NOT sniper rifle with scope accurate as the game makes it seam.
Quote:
Originally Posted by Vanilla
2-3 km is point blank range for those guns. I think after first 2-4 shells when they got their range correct 8-9 shells out of ten would hit.
The average hit rate for naval gunnery overall in World War Two was about 7%. Outside of five miles it was only 2%, inside of that 12%, hence the average of seven. Peter Padfield in his book Guns At Sea likened naval gunnery to shooting a pistol at a golf ball rolling across a mantle, while sitting in a rocking chair being rocked by someone else.

The height itself isn't an advantage, but the bigger the ship the more stable. Point-blank range for a tube-sighted gun (no fire control) is going to be 1km or less. The point about the sub's vulnerability is the most important one. Read the accounts on www.uboat.net, and you'll find that any time a merchant opened fire on a u-boat, the boat immediately dived, and the attack was usually over at that point.

The gunnery should be much less accurate for both merchants and submarines, but a single hit on your sub should at the very least render it unable to dive, if not actually sinking it. We should be terrified of any surface ship with a gun, or the game isn't doing its job.
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