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Warship NWS
11-02-2009, 01:54 PM
This thread will be for WCNAW tutorial scenarios and tactical aids for new players.

Thanks.

Warship NWS
11-02-2009, 02:50 PM
Torpedoes were almost entirely non-guided weapons throughout WW2 (the time frame we will use for this tutorial) so hitting a target took some reasonable skill for naval crews. Here are the online manual sections regarding torpedo combat to help start things off,

http://navalwarfare.info/files/WC/WC-Manual.htm#Torpedo Combat

http://navalwarfare.info/files/WC/WC-Manual.htm#Torpedo Hit PK Calculations

As noted in the "Torpedo Combat" section torpedo combat accuracy is improved by launching torpedoes at targets within reasonably short ranges. Slower, larger, and less nimble targets will prove usually easier to hit.

First.. download the attached scenario shown below and place it in your WCNAW Scenarios-WW2 subdirectory. Second, load up the scenario in WCNAW - using the WW2, load scenario, auto-deploy startup options.

Next, the scenario will start with 3 IJN Fubuki DDs preparing to launch an attack on a single old German battleship plodding along at a lowly 10 knots. For this tutorial when prompted to select main battery gun targets click each Fubuki ship in your division and elect to "hold fire" by right clicking your mouse and then continue to the torpedo targeting phase of your orders. (This way you can focus on just launching torpedoes for now.. you can blaze away with your guns in the in the following game turns if the target ship survives! ;))

To choose a potential target first click on your division icon on the TacMap, then click on the target division, and then you will see the ships in your division and the enemy division in the ship deployment sections of the interface. The WCNAW TacMap interface will provide you with a blue range circle indicating the maximum range of the torpedoes being used by a class of warship - this can be seen by clicking on the ship that you would like to use for firing torpedoes - if the ship has any on board which is indicated by the data shown below the ship icon, number of torpedo batteries and number of torpedoes per battery. The target ship icon will also show data indicating the number of spreads and torpedoes targeted at it.

Next, click on a DD and then the target ship to start the targeting process and then repeat this process for all 3 DDs to launch a total wave of 27 torpedos. You will then be asked for the number of torpedo batteries to be fired and the "width" of the torpedo spread. Wider torpedo spreads improve the chances slightly of at least scoring one hit but narrower spreads increase the chances slightly of potentially scoring more then one hit per torpedo spread - if the spread includes at least 3 torpedoes. Remember, you may not hit the target ship.. even though for this tutorial it will be a fairly easy to target to hit - but again, we are not dealing with "guided weapons". ;)

From here.. right click after you have targeted all torpedo batteries on each DD to conclude the targeting phase. The enemy ship will of course fire guns at your DDs.. but all your "fish" will be launched at the enemy ship. If you wish to fire your guns at the enemy ship you can do so in the next game turn. ;)

Torpedo salvos have a transit time based on their speed. Some torpedoes have a "speed increase" if fired at shorter ranges. Historically some torpedoes did have dual speeds - a slower speed for longer range attacks and a higher speed for shorter range attacks. Target ships that maneuver during the transit time will cause some reduction in the accuracy of the torpedo attack.

After the required number of transit game turns have passed the torpedo attacks will then be resolved showing the final "PK" chances of at least one hit being scored, misses (which also include any torpedo mechanical or other failures), and any hits scored.

Always note.. the shorter the torpedo attack vs larger and slower targets the better the chances of scoring a hit. See the above links to the online manual for other information regarding the accuracy calculations.

Thanks.

asnrobert
11-03-2009, 01:06 AM
Here is another torpedo tutorial. This one is to be downloaded into the Scenarios-WW1 folder.

Like the tutorial Chris posted above, this one involves three Japanese destroyers and one old, slow battleship as a target. However, there are a number of differences. The year is 1905, and the destroyers are much smaller and only carry 2 torpedoes (one per mount). The game starts with the opposing forces 5600 yards apart. This is outside the range of your torpedoes, so you need to close the range. In the next turn, you should be about 3400 yards away, within torpedo range, so let one fly. Due to the distance and speed of the torpedo, it should take or turn or two before you know whether it hit or not. Continue to close the range, but watch out for the battleship's guns- your destroyers are fragile and it won't take much for them to be crippled or sunk. If you can, try to close to within 1000 yards before launching your remaining torpedoes. Don't be discouraged if you fail to score any hits. When the Japanese launched a nighttime torpedo attack against Port Arthur in 1904 (thus opening the Russo-Japanese War) the IJN destroyers fired 16 torpedoes, yet only obtained 3 hits (and this was against ships that were at anchor with their crews taken by surprise). On the other hand, the ships of the RJW and WW1 period had poor underwater protection (the predreadnoughts in particular had only a transverse bulkhead, which made them prone to capsizing), so a torpedo hit is likely to cause serious damage).
As you play the scenario, pay attention to the PK numbers. This will give you an idea of how good a chance you have of hitting at a particular range. You can also edit the test file to set the battleship's speed to zero to see if you have better luck with an immobile target.

asnrobert
11-03-2009, 11:32 AM
This tutorial is designed to teach you how to take advantage of radar-directed gunnery in order to engage an enemy outside of visual range.

The year is 1945 and you have an Alaska class BC with F3 radar (the best available). Your adversary is a Scharnhorst_15 BC with F1 radar, which is not capable of blind fire. The opposing forces start about 40 NM apart, and the Alaska's radar will detect the German warship at about 40,000 yards. Art this range you can open fire but the PK will be low. You may want to start out with HE in order to conserve your AP for when you find the range (OTOH, since this is a tutorial, you may want to turn off the limited ammo option). Your ship has a one knot speed advantage, so you should be able to keep the enemy ship at arms length, allowing you to attack him without having to receive enemy fire in return. Now, as good as F3 radar blindfire is, it is even more effective when the target is in visual range, so once you've softened you enemy up a bit, you may want to close to visual range to finish the job. Be careful though: the Scharnhorst's 15" guns pack a wallop, and the Alaska is somewhat thin-skinned.
After you've played the scenario a few times to get the feel of radar-directed gunnery, you may want to play with the radars off to see how the lack of it changes things. You should also try playing as the Germans to see how it is when your enemy has the advantage in radar.