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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Its that "well almost" that concearns me :p
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#2 |
Mate
![]() Join Date: Oct 2005
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Not sure you want to try that with Dicimus's Trigger Maru 1.5
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
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However, I've been using TM 1.4 since it came out. Is 1.5 a whole lot different? In fact, I've been wondering what the differences in the two are.
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#4 |
Stowaway
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But if you are detected, wont all the merchants start zigzagging?
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#5 |
Sailor man
![]() Join Date: Jul 2007
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Ya, they'll zigzag. But as long as you remain submerged and careful about not leaving your periscope up, you can close in close and torp em easy. I have done a similar sort of tactic on convoys for awhile. After all escorts are gone, I give priority to ships with deck guns of significant size. If you get rid of all of those, then you can surface and use YOUR deck gun on ships, at your leisure.
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#6 |
Navy Seal
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In TM 1.5 the deck guns of merchants bite hard. If you're attacking a convoy of merchies with your deck gun you're probably in big trouble there. Regardless, that should be an untenable tactic.
First of all, eliminating all those escorts just wasn't in the cards in R/L. Coordinated attacks by two or more escorts just about totally preclude retaliation. You're left with survival mode. So you have to be lucky enough not to run into a convoy protected by elites. But TM1.5 has more realistic targets, too. You won't see many 15+ ship convoys, but a lot more groups of 1, 2 and 3 ships, both escorted and unescorted. Those that are escorted are often escorted by a gunboat or a single DD. This reflects tater's massaging of the unrealistic stock Japanese fleet setup. Your situation would be quite rare in TM1.5. If you found it, you would be surprised how different it would turn out, I believe.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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