Thread: Torpedo damage
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Old 01-22-19, 08:09 PM   #21
NZSharkbait
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Quote:
Originally Posted by Sniper297 View Post
Yeah, fog of war stuff. Especially with Christie's magnetic exploder (honestly the idiot had two years before we got into the war to study why the Germans and the Brits both realized the whole thing was a flawed theory, didn't he know how to read? Then he compounded the problem by insisting the subs under his command should ignore Lockwood's order to disable the magnetic part and only use the contact trigger for another year!) there were "hits" reported that were actually prematures for the first half of the war. IJN was a victim of that at Midway, they thought they had sunk the YORKTOWN at Coral Sea, then set it on fire at Midway, damage control put the fires out and they "sunk" it again, then an IJN sub got four hits which were actually two because the destroyer USS HAMMANN alongside caught the others. So between Coral Sea and Midway the official IJN score was 2 at Coral Sea (LEXINGTON was actually sunk, they scored YORKTOWN as sunk) and three at Midway (actually YORKTOWN three times) for a total of five.

Anyway the game is what it is, if there's no benefit to damaging them you have to actually sink them.

The whole sad, sorry saga can be found on wikipedia:
https://en.wikipedia.org/wiki/Mark_14_torpedo

and is summarized here:
https://s3.amazonaws.com/caa-product...pdf?1366918906


I'm just glad that SH4 doesn't have a setting that allows the odd rogue torpedo to make a circular run back to its mother ship...
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