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#1 |
Helmsman
![]() Join Date: Apr 2007
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Proper deck gun targeting for maximum damage
Hello everyone,
I apologize if this has been asked before but I couldn't find any definitive answers. I'm wondering the proper areas that each of the two forms of ammunition (AP and HE) should be used for maximum effectiveness. Basically what I'm looking for is a guide showing where I should be aiming on a destroyer/merchant/battleship to disable or destroy with the least amount of shots. I understand aiming for the waterline with AP will help to sink, and going at the control room with HE will do some good damage, but other things like where exactly the engine compartment is and such of the different ships to disable movement would be really helpful. I would love to be able to stop several ships (notably destroyers), and then slowly hunting the merchants they were guarding. If you could add pics that would be even better (rather than just saying aim 1/3 back from the front). Or at least be dumbingly specific ![]() ![]() And please specify the proper munition to use (and if possible why). I.e. aim for the propeller but use the HE round instead of the AP round for better effectiveness.... Thanks all in advance. |
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#2 |
Helmsman
![]() Join Date: Mar 2007
Location: Moncton, Canada
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The Easiest way to determine distance is to go to your UZO/TBT(shortcut=U) and see what that gives you for range on the target.
I find the most efficient way to sink a ship is to first take out the enemies guns, if any. Then aim strictly for the Waterline, You can tell if you've hit the hull underwater because there will be a long vertical dispensation of water where you shell enters the water(This ensures that the holes are opening where flooding can take place). Put about 10-15 rounds of Armor Piercing into the hull starting from the middle but also placing shells in his Bow/ and stern to ensure the quickest flood time. The AP will puncture the hull; Once that has been accomplished, use your HE to fire approximately the same location as your where your AP shells went to further open the puncture holes into gaping wounds. So, take emphasis towards the front of the Command Deck(that's most likely where the engine is), but place shots all along the merchant/DD to maximize your ammunition. |
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#3 |
Helmsman
![]() Join Date: Apr 2007
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Thanks for the reply, anyone else? I had thought it would be easier to take out the propeller so you could eliminate it from getting away or closing depending on the class of ship (merchant/destroyer)?
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#4 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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![]() Quote:
Though with these super uber powerful deck guns they give us in SH4, maybe not.
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#5 |
Sparky
![]() Join Date: Apr 2005
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I always go for the waterline myself, I'm not sure if it matters which ammo.
I'm not sure historically if submarines actually carried AP ammo or not. No merchant vessel, and no warship smaller than a light cruiser would carry any sort of armour protection. So no ship the sub would conceivably want to engage on the surface would require AP ammo. (not that a 3 or 4 inch AP round would have much armour penetrating ability anyway). I suppose the AP round might penetrate further into the ship before exploding, and may be better for damaging engines/boilers and stuff like that. |
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#6 |
Samurai Navy
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Personally, I use HE on merchants. I only use AP on destroyers or when I'm out of HE. I do NOT make a habit of taking on destroyers with the deck gun. The only time I've done so in SH4 was when I crippled one with a torpedo and it had been burning for 14 hours; I assumed the crew was dead. This was a mistaken assumption. I sank it but took a hit in the stern.
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#7 |
Helmsman
![]() Join Date: Apr 2007
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Let me clarify....
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#8 | |
Watch
![]() Join Date: Apr 2007
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![]() Quote:
I'd recommend otherwise though - I did that once (and survived) after the lunatics at COMSUBPAC told me to hit the escorts on a previously undeteced convoy. The final result? 3 DDs down (1 with torps) and 3 gaping holes in my aft torpedo room. I couldn't dive after that, as anytime I tried, I'd sink like a rock and have to blow balast to get back to the surface. |
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