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Old 10-14-10, 03:58 PM   #16
Bubblehead1980
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Originally Posted by Bothersome View Post
DTT shots are for captains that don't have any concern for their crew's lives.

They are risky and the odds of winning are in the favor of the DDs. It *might* be in the favor of the sub if it's a DD far off coming on strong and not zigging. Then an attempt might be plausible.

I've done them in game when I was relatively new at playing it and they were a lot of fun to pull them off. Screaming "Who's d'man now!!"

My tactics now involve a lot of "get low and get fast." If they are pinging you, you can assume they know exactly where you are and can expect a bit of loud music to follow.

Full rudder is a sub killer. 25 degrees will turn the sub respectfully fast enough without slowing you down excessively. You just want to get off course of the attacking DD. If he's coming from behind, is the worst. You want to keep them going across you if they are attacking. Ahead flank for 20 to 30 seconds and then all stop and coast with very slight rudder. Drift out and away. Listen on the sonar for clues about where the DD is and which way it's heading. When it has it's baffles to you, slow ahead a bit then as it turns to where it can hear again all stop and drift.

If you're in shallow water, you may have to fight it out as a best option. I'd rather be at periscope depth than 70 meters any day. But I'd rather be at 200 meters than periscope if I had an option.

There is a way to "game the system" though. If you're in a convoy, and have enough sub speed to keep up with freighters or tankers, then you can get under one of those ships and they will not be able to attack you. You can even surface and shoot at them with the deck gun and they won't shoot back because they might hit their own convoy ship. Like I said, It's gaming the system. But it's kind of fun out smarting the AI just for hell of it one time or two.
Going to disagree the DTT is a shot for Captain's who don't care.The shot was often a desperation move.For example, the first to actually pull the shot off(others tried before) "Mush" Morthon, fired when they were on a recon of the harbor at Wewak, New Guinea, which was shallow.They missed their initial shots so went with the DTT shot which worked and saved them.They prob wouldnt have survived a depth charge attack in such shallow waters.

I used the shot usually when I had not other choice OR needed to knock off an escort(say if there were 3-4 and wanted a flank exposed for follow up attacks to make things easier for us) the DTT shot is more likely to work then the traditional shot on DD's in the game because they are tough to hit and get close to unless you have Mark 18 wakeless torpedos.They have the ability to accelerate super fast in the game, esp in the mods.Stock game they were easier to kill with traditional shot but not easy.Mods, its usually a waste of your fish.

You evasion tactics are basically what I use, glad you learned.
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Old 10-14-10, 04:36 PM   #17
Bothersome
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I should clarify that I wasn't refering to REAL captains. but the armchair variety like myself.

If a real captain had a reason to use it, I'm sure it was a good valid reason.

We on the sim, don't have real prices to pay, so we pull them off occasionally, not thinking of the crews lives on our sims.

Shallow, I know.
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Old 10-15-10, 05:21 AM   #18
Armistead
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Originally Posted by Marko View Post
what is the difference between a Y-gun and K-gun?
A Y gun basically is a double charge thrower. It's shaped like a Y and throws the charges out to the side. A K gun throws one charge to the side.

Some ships carry 6-8 Y gun's and can throw a wide pattern. Most ships that carry Y guns also have stern roll offs, just charges that roll off the back or drop off the sides, some also care double roll offs. So it you ever go up against a Matsu DD, it has 2 Y guns, 4 K guns and double roll offs, meaning you're in for a heck of a time. The Type AB has 6 Y guns and one stern roll off, so it can throw 12 charges to the sides with just the Y guns, add the roll off, about 16, a very hard pattern to escape.

However, both of these are in mods...
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Old 10-15-10, 08:48 AM   #19
Marko
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Quote:
Originally Posted by Armistead View Post
A Y gun basically is a double charge thrower. It's shaped like a Y and throws the charges out to the side. A K gun throws one charge to the side.

Some ships carry 6-8 Y gun's and can throw a wide pattern. Most ships that carry Y guns also have stern roll offs, just charges that roll off the back or drop off the sides, some also care double roll offs. So it you ever go up against a Matsu DD, it has 2 Y guns, 4 K guns and double roll offs, meaning you're in for a heck of a time. The Type AB has 6 Y guns and one stern roll off, so it can throw 12 charges to the sides with just the Y guns, add the roll off, about 16, a very hard pattern to escape.

However, both of these are in mods...

Oh tnx a lot. Indeed it is a very hard pattern to escape. Luckily i never encoutered them ehehheh
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Old 10-15-10, 09:39 AM   #20
torpedobait
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Default Y Gun vs. K Gun

I'm no expert, Marko, but I believe a K gun fires a single DC 90 degrees to the DD's course (they might be able to rotate to different angles, but I don't know thatJ). A Y gun fires 2 DC at a time with a "spread" - one may be ahead and the other perpendicular. I'm really guessing at that, not having done research. Like I said, both fire DCs out to the side of the DD at varying ranges, but Y guns can fire off 2 at a time. Add in multiple Y guns on each side, and twin stern racks, and you are in for a noisy and deadly time.

Later in the war, I just try to stay out of their way unless I am cornered in shallow water.
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