Quote:
Originally Posted by jimbuna
You should do a write up on the other merchants 
|
Here is my quick ref guide. No Guarantees but works most of the time. As always, if the ship is worth one torp, it is always worth a second coup-de-grace if she didn't go down after 1 hour. Additions welcomed. Your result may varied. The rule of thumb is, aim forward for big ships, aim backward for small ships. hitting right down the middle is least effective.
I use GWX2.1, 100%, all torps are set and impact/1.0, (except for P/C)
Head Shot (ahead of front crane, or as forward as possible)
Large tanker
small tanker (keel shot works as well)
Large Merchant
Large Cargo
Ore Carrier
Whale Factory Ship
Modern Tankers (Out-bound ships (maybe with ballast) seem more resilient)
Liberty
Victory (not enough data to conclude)
Ass shot (middle of second half, or under back crane)
Medium cargo (will take some time for it to sink)
troopship
All small merchant vessel from small merchant on down.
Under front turret/gun mount
AMC
Trooptransport
Cruisers
Almost anywhere except down the middle
Granville-type
tramp-steamer
Small Ocean Liner
Chatham Troopship
All coastal vessels
Nipiwan/inermediate tanker (as a rule, I aim for the front)
Other:
Large troop ship, between the 2 stacks
Not sure yet:
Medium Tanker
Empire-Type
Ceremic Liner (I always use 2 torps, they are worth it)
Never seen in all my careers
Cyclops
CAM