Triple-Hulled super AKs vs. US CVs

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Feinder
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Triple-Hulled super AKs vs. US CVs

Post by Feinder »

Those Japanese APs and AKs seem to have triple-hulls made from titanium alloys.

It's seems that more often than not, my subs will put 3 and 4 torpedoes into a Japanese cargo ship (in multiple attacks). Lots of pretty explosions and messages about internal fires and counter flooding and parts of people getting hero medals postumously. Yes, it's gratifying. But geeze it takes ALOT of torps to sink those buggers, and usually 2 or 3 days worth of attakcs to finally drag one beneath the waves.

It also seems that someone has painted over the lens of my sub-commander's periscope, because these morons can't hit one of those ALREADY damaged, dead in the water, burning AK hulks that are makeing a beautiful sillouitte against the night sky. "Torpedo Missed". Good grief! How can you miss that! "Dr. Captain CantHitShit. You have recieved new orders. You are being transferred to the Aguki Maru. You know, the freighter that you can see from your periscope at the moment. The one you MISSED 4 times, even tho it's dead in the water!".

Compare that to...

Air Attack on US TF-24.

32 F4fs
12 Kates.

8 Kates destroyed.

4 Kates attack CV Lexington.

2 Torp hits.

CV Lexington Sinks.

Phhhhhhhhhhhhhhhhtttttttttttttttttttttttt!!!!!

Grrrr!

Are the Japanese torpedoes THAT much more powerful!?
-F-
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Admiral_Arctic
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Post by Admiral_Arctic »

The torpedo on the Gato class subs was a hopelessly useless weapon.
1) It could not hold its depth. Often travelling 20-25 ft under preset depth. So it would go under the ship. No problem...

2) No problem because it had a magnetic detonator... but this was faulty too. Because ships of different sizes produced different magnetic signitures, the detonator often didn't detect small or medium sized ships and therefore passed underneath.

3) The contact detonator was also faulty. The pin did not collapse correctly when a perfect strike was made.

4) The gyros often made the torpedoes run awry.

In Sept 1942 Admiral Lockwood in Fremantle tried to alert the sub command in Pearl Harbour of the defects. But he was ignored until Admiral King stepped in and ordered conclusive tests to be made in early 1943. When the extent of the problem was finally realised, all the defects were eventually corrected.

<Germany (subs) and Britain (aerial) similar problems early in the war.>
<Japanese didn't have these problems because of their extensive prewar testing and live ammo trials and training.>
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Q-Ball
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Post by Q-Ball »

Interesting, though I haven't had the same experience. But maybe I can help on a couple of these.

First, your subs may be scoring hits but not reporting them.

Second, AP's and AK's aren't totally defenseless, they almost always have higher durability ratings than a DD or even some CL's. Not as easy to sink as you would think.

Third, you probably will not get Sinking reports on most of the AP's you do send to the bottom. Later on, most will show up in your sunk ships list. I have found that you will actually observe only about a third of your sinkings.

Fourth, most heavily damaged IJN AP's are headed to the bottom, it just might take a couple days. I found that once they take a couple hits, severe FIRES break out that are impossible to control, and it's only a matter of time before that ship sinks. Allied AP's have an easier time controlling those fires.

Hope that helps!!!!
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Nikademus
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Post by Nikademus »

I agree that Merchants are a bit resiliant in the game. Alot of this is due to lack of possibility of explosion after a torp hit (if an ammo ship, from what i've read, a titanic experience for all) but besides that, with the exception of tankers which if sailing in balast could be very resilient to torps due to their compartmentation, there should be a greater chance of loss for AK/AP etc from single torp hits

Part of the prob too is that Allied merchants appear to benefit from the USN damage control bonus. This should be restricted to warships only.

As for your Lexington exp. Sounds like you were unlucky. I nearly lost the Yorktown to a mere two bomb hits, but that was due to one triggering an **AMMO EXPLOSION** msg so it was considered a 'critical hit'

Japanese air torps of the period were not overly powerful but they were fast and much more reliable than the USN's at the time (hanstringing their Devastators to an even greater degree) Unless a critical hit is scored though i would not expect two IJN air torps to put down either a Lexington or Yorktown class carrier..... (just make sure you dont leave the generators unattended in the presence of gas fumes ;) )

Unfortunately as related, AK's and merchants (including tankers) are not coded to use the AMMO or FUEL explosion critical hits.
Yamamoto
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Re: Triple-Hulled super AKs vs. US CVs

Post by Yamamoto »

Originally posted by Feinder
Those Japanese APs and AKs seem to have triple-hulls made from titanium alloys.
Japanese don't have any AK ships in the game, only AP and I don't find them so tough. They just sink a little slower. It adds to the suspense and they still sink eventually.

Yamamoto
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mogami
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Gato's

Post by mogami »

Hi, The gatos will start scoring more hits once the torpedo problems are fixed (late 43) Untill that time I use the Gatos mostly for scouting/minelaying any actual hits they get before the improved torpedos are a bonus. (the old S-boats use a differant torpedo and it actually works (but it is smaller, slower and has a lower range)
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Oleg Mastruko
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Re: Gato's

Post by Oleg Mastruko »

Originally posted by Mogami
Hi, The gatos will start scoring more hits once the torpedo problems are fixed (late 43) Untill that time I use the Gatos mostly for scouting/minelaying any actual hits they get before the improved torpedos are a bonus.
How do you use subs for scouting?

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mogami
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scouting

Post by mogami »

Hi, Scouting is 1: when they report the contacts (you know the ships they fire torpedos at but miss)

2: they carry a few squads of infantry and land them on an enemy base I want acurate information about garrison.
The squads attack, I get the info and the sub picks up the squad and goes home.
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Rainerle
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Sinking AP's

Post by Rainerle »

Hi,

those IJN AP's take really long to sink. One of mine with damage around 50 moved to Lae (Port Size 3) and then took around 10 days to finally reach the bottom of the ocean *grrr*. Maybe I should question the responsible engineer back in Tokyo.

Rainerle
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