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#1 |
A-ganger
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Ahoy captains:
I just spent 3 or 4 hours firing my entire load of torps at a convoy. i missed with 2, through my own fault. but most hit targets. the problem is, i seemed to have to put far to many fish into them, and some did not even sink...they just sat low in the water, burning, but did not sink. another one, i didnt get credit for, even though i watched him break up, and slip under. no icon showed on the map, no tonnage added. i would like some tips about where to hit ships, to use my torpedos most effeciently. after i used all the fish i had on board, i only sank 4, and two or three wouldnt go down. i couldnt use my deck gun because of the 4 DD's that were looking for me. |
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#2 | |
Commander
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2)i try to hit in 2 places;the rudder/screw and just under the funel. 3)waiting is part of comanding a sub,so wait untill the DD's are gone(could take some hours,i know)and finish your work with the deckgun. *see underlined above ![]() ![]() USS Perch "The Booperboat" Two patrols(rep. by the 2 skulls) One insertion(rep. by raft under 2nd skull) 12 merchants downed 1 warship downed |
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#3 | |
Captain
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And God said: \"Let there be Narrowband!\" |
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#4 | |
Commander
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#5 | |
Stowaway
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[quote=daft]
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#6 | ||
Commander
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[quote=Julius Caesar]
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#7 |
A-ganger
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wait untill the DD's are gone
so, they WILL abandon 2 or 3 crippled merchants, if i'm patient? |
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#8 |
Machinist's Mate
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Ok, I thought I'd try piggybacking my question onto this thread before I started my own. Like popeye I have encountered merchants ect and chalked up a number of hits with my torpedos and things just seemed wrong in general. For example I used 5, count 'em 1,2,3,4,5 torpedos on a single Large Modern Composite. The first torpedo was a dud, but even if you throw it out the ship still didn't sink after four hits. Each torpedo was fired at high speed from within 2000 yards and set to run at a depth of 10-12 feet. I was forced to surface and put between 8-10 HE rounds from my deck gun right into the sweet spots before she finally gave up the ghost. Anyway my question is essentially, 1. What are the best depths to run your fish at for max damage? 2. Anything else I'm missing?(Other than torpedo placement, under stack aka engine room and screws.)
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#9 | |
Engineer
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#10 | ||
Captain
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[quote=Julius Caesar]
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__________________
And God said: \"Let there be Narrowband!\" |
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#11 | |
Captain
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"Tenacity Dick. Stay with the bastard until he's on the bottom".
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And God said: \"Let there be Narrowband!\" |
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#12 | |
Machinist's Mate
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Large freighter/tanker, depth set at 14-15. Usually 2 torps for each. I'd say 1/3-1/2 of the targets sink on their own afterwards. Medium freighter/tanker, depth set at 10-11 feet. Again, 2 torps but some will sink before the second torp hits (danged aggravating but effective. Probably 2/3 go down without more than a final couple of shells. Small freighters/tankers, depth at 6. One torp. Usually they go down quicker than a hooker's panties. Destroyers, depth of 5. I've seen very rough seas cause my torps to run right under the middle of some fat targets so I may cut the depth back by a foot. Sounds weird but I like the best odds I can get. That's why I try to set up shots at 1000 yards max and 500-700 preferably. |
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#13 |
A-ganger
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i cracked a large merchant in half with one torpedo last night. under the keel, about 14 feet like unsalted just said.
i would rather not waste torpedos on smaller targets, especially DD's i hate large waves breaking my lock. |
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#14 |
Loader
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Maximum damage from a torpedo will always be achieved by the one that has a faulty gyro, and circles back to your firing position...
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#15 |
Silent Hunter
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Good one Zylark
One point on the thread though - are you using magnetics or contact torps? This has a huge bearing - alot of magnetics explode very close to - but not on/under their targets - they LOOK like hits - but are actual prematures. This often accounts for the lack of damage some people see. Personally - I always use contact torps...
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