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#13 | |||||||
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
Downloads: 0
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![]() Back in the day, this was fairly simple for 2 ships to avoid mutual interference because they fired salvos at pretty regular intervals. Thus, the 2nd ship could time her fire 1/2way between the 1st ship's salvos. But that was about limit, because the splashes lasted long enough to become confusing if another ship joined in. Later in the war, however, the Brits and US (not sure yet about the Germans--still digging on that) worked out a method to concentrate up to 4 ships on 1 target without mutual interference. The deflection scales painted on the turrets and the range dials on the masts were part of that system. If we ever get around to making enough late-war ships for this to become important, we might add this to the game mechanics. Quote:
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There's also a chance that a shell landing close enough and at the right angle will strike the target below the waterline, although this is a fairly rare at present. If we ever do WW2 Japanese ships, they'll of course have their "diving" shells, but that's a problem for another day. Quote:
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The GF can exploit this range advantage due to its higher speed than the HSF. The Nassaus and Helgolands are slower than all Brit dreadnoughts, so even though the Konigs are nearly as fast as QEs, they're chained to the older ships unless they want to risk destruction in detail. So what the Brit player should do is use his speed advantage to keep the range at 20-22km and pound the Germans with impunity using 13.5", 14", and 15" guns. Once the Germans are sufficiently softened up (by which time the Brits should be low on big bullets anyway), close in for the 12" ships have a go. Or, if you don't sufficiently weaken the Germans, just leave and try again another day. The Germans can't force the Brits to stay and fight, and they can't escape if the Brits want to keep things going. Quote:
Only 2 of Tiger's hits were near the waterline, and they failed to penetrate the belt. The rest all hit well above water and the great majority of them landed, by sheer chance, in areas with zero effect on fighting efficiency, although they did some impressive-looking sheet metal damage. A number of hits were at angles too steep to penetrate, too. 3 hits, however, could have proved fatal had Lady Luck seen fit: Q turret roof, X barbette, and a hit near Q barbette that started a small 6" propellant fire and also sent fragments into the engine room, though they missed everything important. As it was, however, the net effect of 15x 11" hits in this case was 1 turret effectively out of action for about 2 hours (while it continued firing, it took them that long to notice it had been knocked way out of calibration) and some very minor flooding. The bulk of Tiger's flooding was self-inflicted by unnecessarily flooding the aft 6" magazine after the danger had passed, but this wasn't enough water to slow her down.' Anyway, it just goes to show how results can vary. Tiger was pretty lucky in both where she took hits and in the few dangerous hits not being as bad as they could have been. But sometimes that happens. C'est la guerre.
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-Bullethead Storm Eagle Studios In wine there is wisdom, in beer there is strength, in water there are bacteria |
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