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#1 |
Sparky
![]() Join Date: Nov 2012
Location: AM52
Posts: 151
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I've been playing some of the Single Missions in GWX, doing convoy attacks and trying to sink destroyers as a challenge.
What are your tactics for sinking destroyers? I realise that many will (quite rightly) avoid destroyers, and when I'm playing a DiD campaign of course I give them a wide berth. But they make an interesting challenge, especially for those doing manual targeting. I usually lie abeam of a destroyer to give it a nice clear ASDIC contact. When it approaches, I put on a burst of speed so that it passes behind me, then as the destroyer goes hard over to try and turn around, I go full astern. By the time the destroyer has completed half of its 360 turn (ie is facing back in the direction it came), it is usually lies betwen 340 and 350, almost exactly abeam. I use manual targeting, which at this range is very forgiving of rough calculations. The range (which doesn't affect the shot calculations) is about 450, depending on the turning circle of the destroyer. AOB can be pretty much anything, you're so close that it barely matters - although if you've done the manoeuvre right it should be 90. So here's my question - what's the speed of a destroyer in an attack run? By defenition, when they're in a run it's impossible to measure it accurately so I have to guess. It of course varies, but I've had hits with as little as 10kts and as much as 25.
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[SIGPIC][/SIGPIC] GWX 3 + OLC Gold + 100% Realism + Commander "Attack! Always attack!" |
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#2 |
Sea Lord
![]() Join Date: Apr 2007
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I only try shots on circling destroyers in desperation. Either I'm damaged and can't dive, I'm caught in shallow water, or it is impossible to break contact. I use manual lead and shoot about 1-2 lengths in front of them. I'd say I have a 40% hit rate.
What I prefer is to get them to chase me. If they don't zig-zag it's a cake-walk. Set your fish for magnetic impact and shoot at 500 meters and it's done and done. If they are coming in zig-zagging, you have to wait until 400-300m before they stop and come straight in and it's touch and go whether you can nail them and still have the fish arm in time. Steve |
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#3 |
Sparky
![]() Join Date: Nov 2012
Location: AM52
Posts: 151
Downloads: 85
Uploads: 0
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Thanks - I never thought of manually shooting in front of the target, I use OLC Gold which means taking detailed measurements of speed etc. Given the short range, I might start trying that in future.
As you say, in a real game I'd probably never engage one unless there's no choice. But after weeks of sinking slugging tankers it makes a nice change.
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[SIGPIC][/SIGPIC] GWX 3 + OLC Gold + 100% Realism + Commander "Attack! Always attack!" |
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#4 |
中国水兵
![]() Join Date: Mar 2008
Location: Chelmsford, Essex
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The last time I was regularly playing SH3, I would have at least one of two stern tubes already preset to a certain depth (EG 5m) as destoyers and corvette's have a small draft, and if I could catch one running in from astern, I'd let a torp go at around 450-500m
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[B][I][COLOR="Red"]My Most potent EVER SH3 Cmdr: R Hessler (U-111) Sunk 171K GRT of Enemy Shipping. GAZPODE_L is Currently playing COLD WATERS for aprox 1hr Daily. |
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#5 |
Chief of the Boat
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I tend to avoid them at all costs but if given no choice I go to magnetic setting and fire when they're about 400m away (arming distance is 300m) the distance at which they usually straighten up their course of direction.
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#6 |
Sparky
![]() Join Date: Nov 2012
Location: AM52
Posts: 151
Downloads: 85
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A lot of people seem to have much better success with magnetic pistols - I usually use impact but reading these I think I'll give them a try. Thanks for the heads up!
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[SIGPIC][/SIGPIC] GWX 3 + OLC Gold + 100% Realism + Commander "Attack! Always attack!" |
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