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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Mar 2009
Posts: 154
Downloads: 64
Uploads: 0
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Once the Merchies get guns then the only option is to drop back, At ranges of 3500+ there still pretty inaccurate, but it does mean that you end up doing most of the shooting yourself
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#2 |
Mate
![]() Join Date: Oct 2008
Location: Billerica
Posts: 58
Downloads: 4
Uploads: 0
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I actually enjoy gunning the lone ones quite a bit. If they only have guns at one end, then more fun for me.
I'm currently in Fall of '42. Happy times are well past. I've been bounced by aircraft at night just once so far, and haven't seen a serious bombing group yet, in my IX. I'm thinking the first one I see will be the last one. |
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#3 |
Loader
![]() Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
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Depending on the merchant, if they only have a gun in the rear - I'll finish them off from their bow, with their superstructure blocking their gunners.
This only works on a slow moving crippled vessel, otherwise you would have a hard time weaving backwards matching their turns. Haven't seen a Liberty ship yet - should be interesting when I do get one. So do they sink with two fish in 'em? Or do they need a third? And what kind of tonnage are they worth? |
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#4 |
Mate
![]() Join Date: Oct 2008
Location: Billerica
Posts: 58
Downloads: 4
Uploads: 0
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Oh, they're about 8k, if I remember correctly. On two occasions, two eels left them creeping and listing 40°. Also, in both instances, I got impatient and delivered a third.
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#5 |
Eternal Patrol
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The Liberty's base rating in the game is 7170 GRT.
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“Never do anything you can't take back.” —Rocky Russo |
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