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#1 |
A-ganger
![]() Join Date: Jul 2007
Posts: 77
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I've been trying to get one-shot kills in GWX but can't quite cut it. I'm still running in 1939 so I've been usually picking off lone merchants, but even the 2000 ton passenger cargoes and small merchants take a torpedo and followed up with some target practice with my deck gun to finish off.
I know that it can take the ships a while to sink in GWX, but how long? I'm operating right off the coast of Scotland and don't want to stick around waiting for airpower or a lone destroyer to respond, so I usually surface and finish them off with the deck gun. How do I know when the ship is going down (before the crew announces it at least) and when I need to send another torp? And what are the best settings to use? I thought that the magnetic torpedoes were preferred, 1 - 1.5 meters below the draft of the ship, to break their back, but the how-to on ship weak spots at http://www.mysh3.info/shiii/index.ph...hip_Weak_Spots recommends impact shots 2-3 meters deep on most ships. Any suggestions on what else I need to be doing? Vielen dank, kaulens! |
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#2 |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
Posts: 394
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Alright, lets assume your magnetic exploders will work. Check your reginition manuel for the Draft of the vessel, set your depth for that, or barely below that for maximum efffect. Normally for me, knocks off large cargos in 1 hit.
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#3 |
Fleet Admiral
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Aim for just behind the foremast on most ships and you should be able to get them to force the bows under. Nothing is guaranteed of course!
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#4 | |
Ensign
![]() Join Date: Sep 2007
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#5 | |||||
Loader
![]() Join Date: Jun 2006
Posts: 87
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What I usually do is:
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#6 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
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Keep checking the map view. Sometimes I have found the red marker indicating a sinking will appear before the 'she's going down' call.
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#7 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
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I think trying one hit kills is a bad idea if you can't use the deck gun afterwards.
1. The chance that you actually hit the target is smaller, because: a. you may have miscalculated the target course or speed causing the torpedo to be off target. b. in case of magnetic torpedoes there is a chance that it will explode prematurely 2. If you hit the target it will become very hard for you to hit it again with a torpedo, because the target will: a. change speed (either loose speed because of the damage or speed up to get away from you) b. start zizagging. 3. You never know if it's going to sink from that first torpedo. This takes time in which enemy aircraft or warships may be on the way. My advice if you can't use the deck gun (properly): Always fire two torpedoes at a small ship and three at a big ship. The first torpedo at the bow, and the last torpedoe at the stern, or vice versa. Simple and effective. ![]() |
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#8 |
A-ganger
![]() Join Date: Jul 2007
Posts: 77
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Thanks -- I'll ignore the Wiki piece on sinking ships. And I'll be a bit more patient letting them sink.
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#9 |
Engineer
![]() Join Date: Jun 2007
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Just yesterday i surfaced to use my deckgun on a liberty cargo (not being catious) after a torpedo hit and i lost 3 good men due to the enemy's deck gun
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#10 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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I won't rehash the good advice already given. I do find one torp sufficient for most ships, esp when the magnetics work, so, for me, taking single shots, with a loss here and there, is more profitable than giving them all two.
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#11 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
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Usually Destroyers and other small ships (1000-1500 tons) go down with one torpedo. Obviously depending on the area and angle of impact there might take quite some time but generally speaking they do sink.
Merchant ships tend to be divided into three categories. 1. Small Ships (Small Merchant, Tramp Steamer etc) usually go down with one torpedo but they might take quite some time (up to 3-4 hours some times-Most of them though go under in less than one hour). 2. Medium Ships depending on their type tend to require two torpedoes. 3. Large Ships tend to require 2-3 torpedoes. These are just rule of thumb, as I have used 4 torpedoes in a Small Merchant and a single fish in a Large Passenger Liner. Luck, area and angle of impact are vital for success in GWX.
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#12 |
Chief of the Boat
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Hit him in the ar*e end and if he doesn't sink at least you've stopped the bugger and made em easy prey for your gunners
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#13 |
Medic
![]() Join Date: Sep 2007
Location: SC, USA
Posts: 168
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Thinking about the 3 destroyers I actually served on while in the Navy (they were DDG's and were AAW platforms, basically a target for any sub).
I can think of 3 different places where a single round from either the 88 or 105 would ripped the ships apart if they landed there. And they would of considering the thinkness of their hulls were like paper..... :shrudders: |
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#14 |
Eternal Patrol
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My ship was a WWII-era DD, modernized of course. While an 88mm or 105mm would have cause damage, we had 4 (6 during the war) 5"/38s. I think any WWII sub would have died quickly if they tried a gun duel.
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