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Post by Tactical Wargamer on Jul 8, 2019 12:13:32 GMT -6
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Post by mycophobia on Jul 8, 2019 12:25:44 GMT -6
Couple quick tips,
DDs are extremely reluctant to launch torps when they only have 1-2 shots, putting more tubes gives them significant better incentive to launch.
Torpedo training are very helpful if you are not playing on Captain's mode, but if you have to pick between this and night fighting training, I prefer the latter.
Speed matters but relative position is more important. The best angle to launch Imo is when the enemy is sailing parallel but slightly behind the destroyer, this way he will be moving into launched torpedos and since he is not directly behind you, he cannot easily move aside from the torpedos. -> This is what make chasing enemy while still showing enough broadside to fire your rear gun so dangerous, since that set up for some perfect torpedo attacks.
Underwater tube(not an issue for DDs) cannot be launched above 20knots, so bear that in mind.
Don't expect your captain to maintain split second launches that players can do when playing on Captains mode. Give the DD sometime by keeping them in good torpedo position for a few minutes at least. (I suspect heavy fire will also discourage DD from launching)
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Post by director on Jul 8, 2019 12:47:43 GMT -6
Here's my old chestnut:
If the enemy is ahead of your beam, he is uphill and will roll rocks down at you IF the rocks are fast enough to reach you before you move past. If the enemy is behind (abaft) your beam, he is downhill and will only roll rocks at you if you are stopped or crawling. You, however, are in position to roll rocks at him.
In the early years, torpedo speed is quite poor and mycophobia has summed it up nicely.
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Post by alsadius on Jul 8, 2019 13:13:42 GMT -6
Does "Use ships like this" count as a tactic?
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Post by ulzgoroth on Jul 8, 2019 13:22:03 GMT -6
Underwater tube(not an issue for DDs) cannot be launched above 20knots, so bear that in mind. That's a tip that should probably be in the manual (pretty sure it isn't). Maybe even an in-game ship designer note when you build a fast ship with underwater tubes. Glad to know it now... Does "Use ships like this" count as a tactic? More of a strategy maybe? A scary, scary strategy.
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Post by mycophobia on Jul 8, 2019 13:22:53 GMT -6
Underwater tube(not an issue for DDs) cannot be launched above 20knots, so bear that in mind. That's a tip that should probably be in the manual (pretty sure it isn't). Maybe even an in-game ship designer note when you build a fast ship with underwater tubes. Glad to know it now... I am almost certain I learned that from the manual. But I also cannot remember where exactly it was found.
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Post by dorn on Jul 8, 2019 13:31:44 GMT -6
Does "Use ships like this" count as a tactic? I think this is too many mounts to be useful. I find that usually balance design is best. Later with torpedo reloads, 2 mounts are usually enough.
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Post by archelaos on Jul 8, 2019 13:59:58 GMT -6
Underwater tube(not an issue for DDs) cannot be launched above 20knots, so bear that in mind. That's a tip that should probably be in the manual (pretty sure it isn't). Maybe even an in-game ship designer note when you build a fast ship with underwater tubes. Glad to know it now... I'm pretty sure it only concerns forward firing underwater tube. My cruisers often launch while moving much faster than 20kts (Cpt mode) Does "Use ships like this" count as a tactic? More of a strategy maybe? A scary, scary strategy. That should not be allowed. No matter what you do there is no way to fit that many tubes on hull of this size. BDW @36 tons per triple launcher those are bugged 12in tubes. I thought this bug was eradicated? Wasn't 14in the smallest torpedo built in this time period? And even that was early and quickly disappeared.
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Post by alsadius on Jul 8, 2019 14:05:49 GMT -6
To be fair, I've been cutting back a bit. My later designs generally have 12-16 tubes, so that they can get to higher speeds and/or mount a useful AA battery. But I play on Captain mode, so the ability to vomit torps en masse has been really useful. And even the 24-tube ships shoot themselves dry on a regular basis. Edit: We did a test in my AAR thread - this is a variable tech effect. If you change the variable tech setting, they go back to 18 tons per tube.
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Post by jwsmith26 on Jul 8, 2019 14:47:17 GMT -6
Every tactic used in this game needs to be prefaced with the mode the player is using. What works for Captain mode seldom works in Admiral mode. The technique below would not work in Admiral mode and turning control over to the AI is quite counter to how most players operate in Captain mode.
Playing in Rear Admiral mode I have found the most effective way to get my reluctant pre-1910 DDs to fire their torpedoes is to take player control of several divisions (the more the better during the approach) and push them at top speed directly into the center of the enemy line. (This is generally preceded by a high speed dash by the destroyers down my own firing line on the side away from the enemy to allow the destroyer divisions to crash down on the enemy line from ahead.) The approach of the destroyer divisions creates chaos among the enemy battleships and their battleline typically disintegrates as each enemy ship maneuvers individually to avoid the destroyers. Once my DDs have penetrated well into the chaos that their approach has provoked I then turn control over to the AI. In that swirling mass the DDs seem to easily find targets and even if they miss their primary target the torpedoes will often find another ship to hit.
Turning control over to the AI both encourages torpedo firing and protects the DDs. They are much more agile and difficult to hit when under their own control. I suffer surprisingly few DD losses doing this. Hitting a wildly maneuvering DD is never easy and is quite difficult for these early battleships with poor fire control. I might lose between 10% and 20% of the destroyers but they almost always get several hits on battleships using this technique, making for a very profitable exchange.
I don't use this tactic after about 1910, once destroyers begin to become more willing and able to fire their torpedoes from a distance (and the DDS become more expensive) it becomes less attractive.
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Post by tortugapower on Jul 8, 2019 14:55:13 GMT -6
FYI, limit for underwater tubes is 26 knots.
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Post by mycophobia on Jul 8, 2019 15:05:34 GMT -6
That's a tip that should probably be in the manual (pretty sure it isn't). Maybe even an in-game ship designer note when you build a fast ship with underwater tubes. Glad to know it now... I'm pretty sure it only concerns forward firing underwater tube. My cruisers often launch while moving much faster than 20kts (Cpt mode) More of a strategy maybe? A scary, scary strategy. That should not be allowed. No matter what you do there is no way to fit that many tubes on hull of this size. BDW @36 tons per triple launcher those are bugged 12in tubes. I thought this bug was eradicated? Wasn't 14in the smallest torpedo built in this time period? And even that was early and quickly disappeared. The 20knots restriction was the case for rtw1, I didn’t realize it changed in rtw 2. My mistake
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Post by rodentnavy on Jul 8, 2019 15:17:08 GMT -6
I play rear-admiral's mode out of a combination of laziness and because actually it feeling about right to me in having my ships somewhat rebellious. If I want my DDs to torpedo something early game I need to take direct charge of the division and well charge, they will eventually get the idea if you get them in close enough at the right angles.
Later in game as others have said destroyers rather like shooting off torps with wild abandon. I have a few instances of having to wildly swerve a BC/BB division as some kind soul drops fish to intersect where I wanted them to be 10-15minutes from now.
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Post by aeson on Jul 8, 2019 15:23:10 GMT -6
The 20knots restriction was the case for rtw1, I didn’t realize it changed in rtw 2. My mistake It was 25 knots in RTW1. The US introduced a 12.75" torpedo shortly after WWII, though it and its similarly-sized successors are anti-submarine weapons, and Japan seems to have been developing an 11" torpedo for use by small MTBs in the Second World War.
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Post by mycophobia on Jul 8, 2019 15:24:44 GMT -6
The 20knots restriction was the case for rtw1, I didn’t realize it changed in rtw 2. My mistake It was 25 knots in RTW1.
I stand corrected, all these years of slowing ships to 20 knots... all for nothing...
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