Homing torps:
1- Make sure you give them at least 400M to lock on.
2- Be aware that they have a limited search cone, so you have to put them fairly close to a target sometimes.
3- They will work fine as impact, even hitting from odd angles. Really odd angles they'll bounce off and try again! 1M depth will sink 90% of destroyers, cripple the rest. They usually don't sink right away, but keep coming and pinging. Slower though, and soon they'll sink (90% of the time).
4- Magnetic are better for down the throat shots at close range as they don't have to turn and chase the ship. Sometimes they pass under the ship and blow it up before reaching the props.
5- They target props only (other than above magnetic shots). So they aren't very useful against merchants.
6- Against a dead still opponent, they'll still explode if they hit it (set on impact), but they won't search for it (V's will search for you if you're running above silent!).
7- They will chase the fastest ship. If there's a little torpedo boat zipping around, it'll suck up that torp.
8- Type IVs work as well as Vs, but have no magnetics (Con) but don't search you if they miss (Pro).
9- I have yet (Spring 1945) to encounter a destroyer with an acoustic decoy, that were apparently quite effective in reality. So the IX is a waste IMO.
10- Better to buy one or two for an emergency, and save up so that you can buy enough to decimate a convoy rather than have 3-4 on board for each cruise. That does you little good.
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