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Old 07-15-14, 02:24 PM   #36
Pistoliero
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Join Date: Jun 2014
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Mechants also can repair damage (probalby).
Few days ago during convoy attack I hit large tanker in bow area and it started to burn. Initially small fire, but after half an hour she was completely consumed by fire and left a trail of burning (!) oil on the water. Was quite a sight at night.

So, while evading escorts, I left convoy alone for few hours and intercepted it again next day. Tanker was fine and shiny, without visible damage.

About thinking ships - normally I use salvo of 2 torpedoes with small spread angle for anything larger than small cargo/merchant, just like BdU instructed me. Probably not a way to score 100.000 tons patrol but failsafe - if both torpedoes hit the target you can forget about it and start evading/reloading/whatever else you like.

All mechant types I've met and light/auxilary cruisers confirmed to sink after 2 hits.
If I ever meet a battleship or carrier exposed for attack, I would use salvo of 4 without a second thought.

As for magnetic pistols - yes, they premature a lot, but they have their uses. Impact just literally always fail, if it hits target at say 30 degrees, but magnetic will (unless it explode prematurely, yes).

By the way does relation between magnetic premature explosions and weather exists? At the beginning I thought that it does, so I used magnetics only at good weather. But I see that they still premature 30-50% of time, confused now.
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