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Old 10-29-11, 08:49 AM   #9
Tessa
Grey Wolf
 
Join Date: Feb 2007
Location: CG 96
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Quote:
Originally Posted by jimbuna View Post
If your settings are at realistic levels (including reloading times) in a campaign you will most likely be destroyed 9/10 times.
To make that 1 time where you sink the destroyer; you've got to be a gunnery master, able to make long shots at 3000m+ consistently with the deck gun so that every one counts. Once the destroyer get to 2000m and closer its shots get much more accurate; if you have taken out their guns or done some other kind of major damage (like crippled their engines so they only move at a crawl, or rudders) so that they're sitting ducks once you submerge and launch an eel at em; you'll end up as one of the 9 of the 10.

Though you could just fight it out with them on the surface and survive with 20% hull remaining, no captain would have ever intentionally let his boat get that damaged when it could have been easily averted. We may only wait a few minutes until the next patrol is ready, in such a situation it could have been 6 or 9 months before they were able to set to sea again. Unless you end up sinking 100k+ worth of merchant (as in the scenario below) the flotille commander isn't going to look well upon your return, with such a reckless act possibly costing you're command.

Unless you run into a convoy whose only escort is a single destroy no captains would have taken the risk (in such a position they'd likely use an eel instead) so that when they surfaced they could use their remaining eels and deck gun ammo to cherry pick targets and sink ships with impunity. Personally that's only happened once, and the escort was a BB in the middle of the convoy. It took some careful maneuver to finally get a good solution to fire and sink it, leaving the entire field open for a turkey shoot.
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