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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2002
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I'm on my first ever campaign patrol using TMO and ran across a couple merchants running tandem south/southeast of Formosa. Just as I'm about to ambush these guys (they are less than 2000 yards off my stern), I get flash traffic about a Task Force! It turns out to be south/southwest of Formosa traveling at 15 knots and looks to be heading for the Formosa Straits.
Do I... Attack the two merchants <or> Scramble for the Task Force at flank (maybe intercept them north of the island)?
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#2 |
Grey Wolf
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Are the merchants armed?
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#3 |
Captain
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I doubt it. It's still 1941 and one is a Hog and the other a Split something or other. Not very large either of them.
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#4 |
Grey Wolf
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Try to take them out with the deck gun and then run to the task force.
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#5 |
Navy Seal
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Radio reports aren't always reliable. Leaving real targets for something that might not pan out just maka no sensa. Also, what if this is one of those 30 knot convoys and you're not in the narrow cone of opportunity to attack it? You'd be wasting your time.
"A bird in the hand is worth two in the bush." There! Submarine wisdom from Benjamin Franklin. ![]()
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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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#6 |
Seasoned Skipper
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I'm with RR on this one. You've accomplished step one (find them). Leaving out step two (sink them) just doesn't seem right.
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"Stop sounding battlestations just to hear the alarm." |
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#7 |
Captain
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I will attempt both. The task force is moving at 15 knots according to the report so it's worth a look see. I haven't encountered a Task Force yet so it's very tempting.
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#8 |
Samurai Navy
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If you're running TMO, forget the deck gun. They're only 2k yards off, so hit them with torps. Then finish them off with the deck gun if need be. While you're waiting for them to move into firing position, use the time to plan your course to intercept the task force. At flank you can do ~20 knots depending on weather conditions, so you can outpace them. Finish the merchants, come to the surface, and all ahead flank to get well ahead of the task force. You'll have time to reload the tubes while you're moving.
FYI, a task force moving at only 15 knots almost certainly includes at least one merchant (tanker would be my guess), otherwise it would be moving faster. The last one I got notice of was 2 DDs and 2 Kongo BBs, and it was cruising at 20 knots. Without advance notice, I would never have been able to intercept it.
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We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing. |
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#9 |
Ensign
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I agree with Q's suggestion,Torps,then Gun if needed. I never pass up juicy Merchies...
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#10 |
Commodore
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sorry for being a SH4 noob (have been playing SH3 more) but what is TMO?? :hmm:
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#11 |
Samurai Navy
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Trigger Maru Overhauled, it's a major mod for SH4 with the majority of the work done by Ducimus with inclusion of a lot of other work that other modders have put together. The two major "supermods" for SH4, Trigger Maru and Real Fleet Boat, both include a mod that was called "Real Deck Gun", which changes the way the deck gun operates. In stock, the deck gun is almost like a turbolaser battery on a star destroyer, fast firing and immensely powerful. With the mod, it's a lot slower to fire and a lot less damaging. I used up about 75 rounds of HE last night from my 4" gun to sink 4 junks.
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We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing. |
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#12 |
Navy Seal
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@gord what Quillian just comprehensively said.
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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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#13 |
Medic
![]() Join Date: May 2007
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If it were me, I'd tend to chase after the task force...they're pretty rare, and especially if you've never encountered one before, that's where the fun is...merchants are a dime a dozen, and it's guarenteed that you'll find other merchants at another time. Not so for a task force. Go for broke I say!
Either way, Good hunting! Howler ![]() |
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#14 |
Commodore
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On the contrary, I have to disagree about the deck gun in TMO. It depends on the version. I'm currenly using TMO 1.5 with RSRDC and PE2 and the deck gun is VERY effective. I've sunk smaller vessels with about 15-20 rounds, as long as they are well placed rounds. I find a mix of shells works well. The armour piercing aimed low and high explosives aimed high. I do agree however, that some of the older Trigger Maru mods DID have a slow reload time and were not that effective.
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#15 |
Rear Admiral
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That speed/ range chart attached to the gramophone is pretty handy when making decicisions as to which target to chase.
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