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Old 02-21-15, 12:20 AM   #1
sublynx
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Damn

I guess I'll toss a dice. From late 1943 a six is an escort with Foxer, 1944 3-6 is a Foxer, and 1945 if I get 2 - 6 there's a Foxer. I have to have some self-discipline there.

But not a big problem, I probably wouldn't be alive by late 1943 anyways.
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Old 02-21-15, 03:51 AM   #2
CptGrayWolf
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Quote:
Originally Posted by sublynx View Post
Damn

I guess I'll toss a dice. From late 1943 a six is an escort with Foxer, 1944 3-6 is a Foxer, and 1945 if I get 2 - 6 there's a Foxer. I have to have some self-discipline there.

But not a big problem, I probably wouldn't be alive by late 1943 anyways.
Hey you know what, using old school pen and paper die rolls to a computer sim is not a bad idea at all... I don't think anybody has incorporated those two before.
With 2d10 we can make percentages...
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Old 02-21-15, 06:12 AM   #3
Zosimus
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Foxers aren't all that. They have significant drawbacks.

First of all, a ship towing a foxer would be detectable by hydrophone at least 140km away. Any foxer mod would need to include this.

Second, destroyers towing foxers are limited in their top speed. As far as I know, most SH3 players use GNATs to take out the escorts and then use T3s for the cargo ships.

Finally, German engineering created the T11, which ignores Foxer noise, towards the end of the war.
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