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Old 08-07-08, 09:02 PM   #31
bookworm_020
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Early in the war, when the weather permits, I will sink any ship I can with the deck gun, as the weather could turn any minute!

As the war goes, i pick and choose the targets that the deck gun is used on (unarmed ships, ships with guns unable to bear on me)
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Old 08-07-08, 10:27 PM   #32
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Quote:
Originally Posted by SandyCaesar
You took on a pair of destroyers with your deck gun? And you won!?
You crazy, crazy...I mean, corvettes, yeah, all the time, armed trawlers, yeah, but...but...even in vanilla, on low difficulties...

You should receive an Iron Cross, a summons to the asylum, or both.
I was fortunate in that the armed trawler and the 2 destroyers were arrayed in such a fashion that they could only come at me one at a time - I was in a stern chase with the convoy. My cousin came in and said 'wow, what an epic game, do something cool' so I went to flank speed and started firing. Was only for fun, I wanted to get it over and done with quickly so we could start watching the Stargate films. I expected to sink, but was pleasantly surprised when I survived with 10% hull integrity.

I like to raid Hartlepool, that's where I learned to fight with the deck gun against docked merchants and the escorts. It's rather easy to fight ships in there since you are close enough to be able to hit their gun turrets with relative ease. That and the AI likes to drive it's big ships into the harbour walls if you fight them there.

I really do hate Elco torpedo boats, they're too small to waste a torpedo and too fast and too low in the water to hit them with the deck gun. Out of sheer frustration I used my 20mm double-barreled flak gun and I was surprised when she sank.

However, I'm only playing on the default 27% realism, which I imagine would have something to do with my constant survival.
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Old 08-08-08, 04:00 PM   #33
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I will use it on lightly armed/unarmed ships & I always keep a fair distance away from the target ship (at least 1800-2,000 metres) if it's armed. I never engage MTB's (nasty little things ) as they're just too fast & the risk of casualties and damage far outweighs the renown that I might gain by sinking them. Empire-type freighters & large merchants can be extremely dangerous so I never attack them while surfaced.
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Old 08-08-08, 04:13 PM   #34
Ivan Putski
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I use my deck gun early in the war to finish off stricken vessels, but recently I was surprised by a coastal tanker I had hit with an eel. She was still afloat, and I surfaced to finish her off with the deck gun. She opened fire on me, this was in Sept. 1940, I went to periscope depth, and put another eel in her. Puts
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Old 08-08-08, 04:18 PM   #35
Penelope_Grey
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Install the Q ship mod guys... I dare ya! You may reconsider.
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Old 08-08-08, 05:19 PM   #36
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Quote:
Originally Posted by Penelope_Grey
Install the Q ship mod guys... I dare ya! You may reconsider.
You tell em Pen.....some invalids have pointy/sharpened walking sticks
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Old 08-08-08, 05:28 PM   #37
matthewscrutton
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I just stopped playing SH3 for the night. I did two patrols and sank 5 ships between them. Two of three of them were deck gun targets.

I am beginning to notice deck guns appearing, and despite this I still use the deck gun, as the ships only have guns either fore or aft, which means as long as I am directly astern or ahead of them, then I'm ok.

Of course if you go abeam of them your screwed!
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Old 08-08-08, 06:29 PM   #38
BasilY
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I love my deck gun. I use it to terrorize lone small merchants. I even manage to use it on a type IXb in 1945 about 50km north of the Scotish Coast. Fishing vessels that are messing up my sonor readings are prime target. but once in a while I will also attack Passenger Cargo and medium cargo (two ships that I have yet find a trusted way to sink with one shot.) Even costal merchants when I am low on torpedo.

Armed merchants in GWX are tough customers, but I have devised 2 ways to kill them with little or no damage to my boat.

1. Close attack: Mainly against coastal merchants and small merchants, they usually have 1 deck gun (or less), either for or aft. Let's say it's aft. I will surface 500-800 meter dead ahead of the ship and start pumping rounds into her. (I have a very specialised deck gun crew, hance reloading is much faster). Move backward to maintain distance as soon as I surface) The victim will have to turn their ship to fire their guns. You MUST take those guns out ASAP. With the first few shots you shall know how to hit their gun as before they come into view.

If you loss your nerve and try to submerge, you will take more shots than if you stay in the fight.

Advantage: few wasted ammo, quick resolution
Disadvantage: you must do a full list of thing very quickly upon surface. (you should preload your first shot long before the engagement) Once they start firing, you WILL get hit.

2. Range attack: (against wounded ships, or medium ships that are armed fore and aft)
Range 3000-5000 depending on visibility. I usually do this at night. I will follow the victim at range at either their 5 or 7 oclock (bigger profile to hit).
I will surface slowly. They won't sight me immediately, I can usually get of 5-7 shots and submerge again before their return fire start. Wait until they turn off their serch lights, surface, and do it again.

Adavantage: I am rarely hit in return.
Disadvantage: takes a lot time, a near by destroyer might show up or your intented victim reach more protected area. more wasted ammo.

Eitherway, the wind speed must be 4 knot or less, otherwise you are just wasting ammo and risking life for nothing. And you must man the deck gun yourself. AI-control deck gun is a joke.

On a good patrol, I will add 5000-15000 tonnage with the deck gun. I once deck gun HMS Aquitania off the South African Coast. That was quite memorable.
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Old 08-08-08, 06:42 PM   #39
BasilY
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One more note, in GWX it takes more hits, and time, to sink a merchant than Stock SH3. It will be wise to monitor (submerged, of course) a wounded ship to see if it is sinking (lossing speed is a good, but not conclusive sign) before risking another attack.
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Old 08-08-08, 07:59 PM   #40
Ivan Putski
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I use the Q-Ship mod, have`nt run across one yet, but no doubt I will.
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Old 08-09-08, 02:54 AM   #41
Murr44
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Just saved a game. I'm in the middle of my 3rd patrol with U-88 (May 1941). Destroyed a large merchant in AM 51; took 4 torpedoes (3 fore, 1 stern shot). While I was in the middle of this the hydrophone operator alerted me to another contact. It turned out to be an armed coastal freighter. As I was in a sh*tty position for a submerged attack we surfaced & chased after her. Got to about 2000 meters & opened fire with the deck gun. Knocked out her stern gun turret and closed to 750 meters to finish the job. No survivors...
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Old 08-09-08, 12:31 PM   #42
sharkbit
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Just met a coastal tanker off the coast of Ireland. Decided 1000 tons wasn't worth a torpedo and went for a night time deck gun attack.
Imagine my suprise when the searchlight came on and held me in its beam and the SOB started shooting back!

He found the range and I started to take hits but, alas, CTD.
I had saved a little earlier and on the second go around, I decided that maybe he was worth a torpedo. Take that! :p
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Old 08-09-08, 01:01 PM   #43
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Bet he wishes he could reload a saved game too.:rotfl:
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Old 08-09-08, 01:33 PM   #44
STEED
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Quote:
Originally Posted by Ivan Putski
I use the Q-Ship mod, have`nt run across one yet, but no doubt I will.
I too have not seen one, running scared of my mighty U-Boat. :rotfl:
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Old 08-09-08, 02:02 PM   #45
Jimbuna
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Quote:
Originally Posted by STEED
Quote:
Originally Posted by Ivan Putski
I use the Q-Ship mod, have`nt run across one yet, but no doubt I will.
I too have not seen one, running scared of my mighty U-Boat. :rotfl:

hehe.....lucky bastids....so far
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