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Old 03-05-07, 09:54 AM   #11
Spray
Planesman
 
Join Date: Feb 2007
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Quote:
Originally Posted by minute
Well, it's not that hard... usually after a DD makes a pass if you turn hard towards him and if you can get to periscope depth you may get several seconds where you can get a clear near-perpendicular shot. You need to set running depth to 1m and use a TII, the DD can spot a TI and change course resulting in a near miss all the time.

The trouble is that this won't work all the time and you run out of eels pretty quickly. You'll have more luck with long juicy DDs than with flower escorts. And you just won't be able to pull this trick with 5-6 DDs and still have some torpedos and hull left to sink any merchants.
Just sunk 8 warships in a harbour going rambo its fairly easy and your torpedo type doesn't matter at all. When they charge at you, face them most make a straight path right to your ship when they are on an attack run some will zig zag at first then go straight. Get them tio 350metres and fire 1 torpedo that will fit perfectly under the keel. This way even in rough seas you should hit them and if they try to turn left or right they just expose a larger part of themselves. This way the torpedo sometimes explodes at the front and sometimes it goes all the way to the props until it explodes depending on how the ship is shaped. You want it to hit the props with a keel shot on any DD or other ship with a small draft the impact hole of the torpedo will wrap around the bottom and both sides. So far in my whole campaign which covers 21 patrols right now and about 50 warships sunk the only time it hasn't immediately sunk an agressing DD or DE or any other ship attacking me was when it hit the direct front of a tribal class destroyer and badly damaged it. Other then that you have your times in rough sea's where the torpedo goes directly under it. With this method you have the lowest chance of failure since the torpedo will be passing directly under the ship long ways its got about 70~ metres of area to hit if the ship is up when the torpedo first goes under it will definately be down when it comes back down. Also the amont of steam powered torps during the end of the war is near nil and either way I haven't found a crew yet which has managed to dodge the torp which theyre going right into from the beggining.

For the ships around your sides (after the initial run unless you get far they won't charge at you any more but perform a circle which will go around your back or front then above you and they will repeat this) you also want to set keel runner torpedoes this way the angle that it hits the ship doesn't matter as long as it is under the ship at a proper depth. I wouldn't use my technique outlined above and here unless its after 1941 or so when the magnetic trigger has been developed better or be ready for a lot of duds.

This technique also requires some skill and quick reactions you want to look up the ships in your book before wasting eels at them and find there draft. I normally fire at 0.5m max under the keel but im normally at 0.25m. I keep this same when in bad weather but this is very risky it requires a few smart and quick calculations on checking how much it bounces up and down in the water and at what intervals. You want to get the torpedo under it when its going up because after it goes up it will fall back down onto your torpedo before hitting it the magnetic trigger will blow. Or a more better method is to wait for the agressor to go for his first run and on the turn fire the torpedo at a shallow depth so it hits the sides because of you aren't too good with your math you'll find those supposed to be keel runners hitting the front angle of ths ship and not blowing.

Give this technique a try and tell me how you go im sure many others do this too or am I just wierd .
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