View Single Post
Old 08-08-20, 10:57 AM   #2
mikesn9
Sonar Guy
 
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by Mios 4Me View Post
- What is the maximum range of shore batteries? I'd used 10 km as a safe point for months, then was hit from outside that range. Obviously fortresses like Singapore and the entrance to Tokyo Bay are going to have the longest-ranged weapons; is there a rule of thumb for them and the less well-defended installations?

- Ditto for merchants' guns: 2.5 km was my old limit; now it's 3.0 km, but I'm not entirely sure that's universally applicable.

- Is there no way for the watch to issue SHELLREPs at the first sign of incoming?

- Is there a way to have the crew use the 5" gun for AA defense?

- If not, is there a way to switch the AA shells for AP/HE rounds?

- What's the point of AP shells on a sub anyway? Merchants and escorts at DD level and below aren't armored, and, even if a sub were suicidal enough to try, CLs and above were armored against the size of their own guns, IIRC, meaning they're invulnerable to even 5" fire. Even against heavily constructed but lightly armed ships like the AVs (Nisshin, IIRC), the AP shells were insufficient. I typically use AP against engine rooms and to create ruptures in tankers for the HE shells to ignite, even though I have no idea if the game models such actions.

I use the AP shells first to 'soften up' then go to HE till it goes up in smoke.
__________________


I spent the cold war under water.
mikesn9 is offline   Reply With Quote