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Old 03-23-08, 08:12 AM   #1
Zajcev
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Default the best way to sink a destroyer

How do you deal with them? Do you prefer to dive or sink him?

I'm a noob but I found 2 effective ways to sink destroyers in stock SH3 1.4 (without mods):
1.) Try to attract him to your position by staying surfaced until he gets to 2km. He won't fire guns, or if he will they will miss. Then dive, and stay at 13m. Travel at flank to make sure he knows where you are ;-). Then when he comes to 1km, order silent running and go at the slowest speed possible. He will continue on his course, which is straight towards you. Try to turn so you face him at ~300-310 degrees (you might have to start turning before you lower your speed). Use the fast steam torpedo, don't forget to set the highest speed. Open torpedo doors with Q. When he is 400m away, fire single torpedo with magnetic detonator. The torpedo will surprisingly make a very sharp turn to left, and due to high speed and close range, ship will have no time to evade. Torpedo will explode and destroyer is sank 100-200m away from you.

2.) He is comming straight at you, you are going straight at him too and are at 13m. Go to ~25m, order all ahead flank and turn sharp to one side once he is close (about 200m). He will drop his depth charges, some might slightly damage you (if you are lucky then no damage), but the damage is easily repairable. Minimal or no hull damage. Keep running at flank until your rudder is clear of the depth charge line, then go to silent running unless you enaged it before. Go to slow speed, and keep turning sharp. If you are lucky and he will keep turning to the same side (which he usually does if you turn first during the head on pass). Don't forget to go to 13m to raise periscope later. Prepare torpedo for magnetic detonation - use fast steam torpedo, set it to run ~1.3-1.5m under his keel, open torpedo door. Once you see on sonar he is at ~20 or ~340 degrees, quickly raise periscope, aim and fire a single torpedo. Due to short range and speed of torpedo, chance of a hit is quite high. Electric torpedoes work as well, but chance of a miss is higher since they are slower.

2. works as well for aft torpedo if its the fast pre war torpedo. It cannot be used with aft electric torpedo, due to longer range and slow torpedo speed.

If you have any better ways to deal with destroyers, please post them here.
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Old 03-23-08, 08:24 AM   #2
papa_smurf
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I prefer to be more catious, and try and avoid enganging destroyers. But if I do get the opportunity to sink a lone one, I normally use 2 magnetic eels set to 1m below the keel.
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Old 03-23-08, 08:36 AM   #3
Zajcev
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Quote:
Originally Posted by papa_smurf
I prefer to be more catious, and try and avoid enganging destroyers. But if I do get the opportunity to sink a lone one, I normally use 2 magnetic eels set to 1m below the keel.
Would you not engage destroyers even if they were protecting a large convoy thus lot of potentially sank ships? I once had to sink 6 destroyers protecting a large convoy one by one before I could attack the convoy, since I was too slow and caught the convoy from behind. I think its better to sink them first, than sinking the merchants, and be hunted by 6 destroyers when you are out of torpedoes in shallow water.
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Old 03-23-08, 10:04 AM   #4
predavolk
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Are you using realistic settings? It seems that me that unless your magnetic torps are really reliable, you could be in for a rough ride shooting just one at the target!
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Old 03-23-08, 10:29 AM   #5
Zajcev
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Quote:
Originally Posted by predavolk
Are you using realistic settings? It seems that me that unless your magnetic torps are really reliable, you could be in for a rough ride shooting just one at the target!
I play with realism 49% - that is everything is on, except for the "No ***" settings, manual targeting is off. Dud torpedoes are enabled. For me, for some strange reason magnetic torps are very reliable in 1940-1941. I didn't do anything with the game, its stock 1.4 without mods. I haven't had any premature detonations in clear weather, only in high waves and storm. I don't attack from very long range, so the depth problem with torpedoes probably doesn't have time to manifest itself.

Anyway, if the 1st way fails, you can still apply the 2nd.
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Old 03-23-08, 10:59 AM   #6
Letum
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This is not a criticism, but historically destroyers where not attacked unless they presented a favorable target (i.e. 10knts in a straight line at 90 AOB) or the U-boat had acoustic torps on board.

The U-Boats where at war with supplys, not ships.
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Old 04-03-08, 02:52 PM   #7
Steel_Tomb
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It depends on a number of factors and weather I absolutely HAVE to engage. If the waters are calm, I'll fire a magnetic fish under his keel in hopes of breaking his back.

Like this...


If the water is rough, use contact and a good 90 degree aspect from the target to maximize your chances of a hit. DO NOT STAY TO WATCH THE FIREWORKS. DIVE DEEP as soon as the fish leaves the tube, I usually head down leg of the DD's path (so if he's on a bearing of 000 I'll turn to bearing 180) which means the speed in which you part is doubled by the fact you have a while before the fish impacts. Usually a hit on a DD will sink it so you only have to worry about missing. Something thats very possible if your using OLC's GUI like I do! "I'm sure I calculated the AOB right..." "Herr Kaleun! Wasserbommen!"
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