JohnmCA72
 Commander
 Posts:701

 | | 13 Oct 2007 04:23 PM | | Looking forward, what about the current state of the sport (or hobby) ABSOLUTELY MUST be kept as-is? I mean, in the sense of, "Do what you will, but DON'T TOUCH _____"?
JM
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crzyhawk
 Rear Admiral (RADM)
 Posts:2130

 | | 13 Oct 2007 11:34 PM | | The emphasis for safety first.
Mike D | | | HMS Invincible
USS Salem (CA-139)
USS Belleau Wood (CVL-24)
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JohnmCA72
 Commander
 Posts:701

 | | 14 Oct 2007 09:05 PM | | quote: Originally posted by crzyhawk
The emphasis for safety first.
Mike D
Yeah, I was going to say so myself if somebody else didn't. JM | | | |
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SnipeHunter
 Commander
 Posts:701

 | | 14 Oct 2007 09:18 PM | | Ships that take damage and actually sink. Building a reliable ship that can take damage and sink and be patched up and back in battle in 30 min or so is one of the great things about this hobby if you ask me. Maybe its the engineer in me but building a ship that is designed to take damage and be as reliable as possible is a lot of fun. | | | |
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Kotori87
 Rear Admiral (RADM)
 Posts:2279

 | | 15 Oct 2007 02:52 AM | | Yeah, I think that damage and sinking is the most important part of this hobby that distinguishes it from all other forms of RC combat. Almost as important as that is a relationship between the amount of damage sustained and the probability of sinking the ship. This is an issue that my club will have to face soon. Before the Crimson Scourge of torpedo cruisers first hit the WWCC, almost every ship that sank went down due to some form of pump failure. The Crimson Scourge actually sank a few large vessels whose pumps were working just fine, which terrified the general membership and has provoked a strong move towards disarmament of torpedoes. There are several rule proposals currently being processed that, if passed, hamstring torpedo-cruisers and remove the club's last real chance of sinking ships by damage. Once the torpedo-cruisers are effectively eliminated as competitive ships, the club will be back to relying on pump failures for their fill of sinks. I prefer to not rely on random chance (pump failures) for my fill of sinks at a battle. | | | There are 101 different types of people: those who understand binary, those who don't, and those who just can't count... | |
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Tugboat Veteran
 Admiral
 Posts:4438

 | | 15 Oct 2007 09:04 AM | | Maybe it's time for you to suggest pump limits for your club. If we relied on pump failures, we might see 1 or 2 sinks in a weekend (mostly due to blockage of the outlet). | | | |
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crzyhawk
 Rear Admiral (RADM)
 Posts:2130

 | | 15 Oct 2007 09:40 AM | | That's the route we have taken with Treaty Combat. Since we decided to limit rate of fire, we decided to limit pump capacity as well. It seems to work well; I doubt we'd have many sinks with unrestricted pumps.
Mike D | | | HMS Invincible
USS Salem (CA-139)
USS Belleau Wood (CVL-24)
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specialist
 Ensign
 Posts:260

 | | 15 Oct 2007 03:04 PM | | Phyics pretty well limits pump rate to less than 2 gal/minute. (with 1/8" outlet)
Looking at MWC dammage counts, it looks like most ships sink before then get 30 below, and only a very few will surive more than 40. Depending on what you figure for accuracy, it takes a good captain about 1.5 sorties of ammo to sink an average ship. So if you know what your are doing, and concentrate on one ship, you stand a good chance of sinking it. That seams about right to me.
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wrenow
 Lieutenant
 Posts:311

 | | 23 Oct 2007 09:03 AM | | Keep in mind that, as I understand it, in Carl's club, WWCC, they limit the number of guns to 6, and the sorties are pretty short (15 min) as well as allowing uberpumps. Do the mental math as to how much damage you can do with a maximum of 6 shots every 8 seconds (with the largest, 1/4" guns) in 15 minutes when you factor in maneuvering time, misses, and ineffective shots (superstructure hits, hitting a rib, caprail, or impenetrable area).
Cheers,
| | Wreno NTXBG
USS Lake Shore
USS Reluctant
USS Nathanial Greene
Dunkerque
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the frog
 Ensign
 Posts:228

 | | 23 Oct 2007 02:56 PM | | quote: Originally posted by Kotori87
Yeah, I think that damage and sinking is the most important part of this hobby that distinguishes it from all other forms of RC combat. Almost as important as that is a relationship between the amount of damage sustained and the probability of sinking the ship. This is an issue that my club will have to face soon. Before the Crimson Scourge of torpedo cruisers first hit the WWCC, almost every ship that sank went down due to some form of pump failure. The Crimson Scourge actually sank a few large vessels whose pumps were working just fine, which terrified the general membership and has provoked a strong move towards disarmament of torpedoes. There are several rule proposals currently being processed that, if passed, hamstring torpedo-cruisers and remove the club's last real chance of sinking ships by damage. Once the torpedo-cruisers are effectively eliminated as competitive ships, the club will be back to relying on pump failures for their fill of sinks. I prefer to not rely on random chance (pump failures) for my fill of sinks at a battle.
I think that if the torpedo used is a 1/4 ball and the minimum distance is set at 12 inches torpedos could stay and be verry usefull i have the most fun running my suffren with 4 tubes per side 10 rounds per tube. they are set to hit waterline at 12 inches and nobody has complained. | | | |
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Kotori87
 Rear Admiral (RADM)
 Posts:2279

 | | 23 Oct 2007 04:10 PM | | Well I've heard some people object to the range that torpedo-cruisers attack from, and some people object to them reloading on shore. I've even heard some people object to the (fully legal and club-sanctioned) practice of loading two 1/4" balls per barrel into torpedo tubes, but at the heart of their complaints is the simple fact that torpedo-cruisers have been sinking ships nearly ten times their size. Never mind the fact that there has been 3 torpedo-cruisers for every battleship on the pond in the last two years, or the fact that the 4 or more torpedo-cruisers are sunk for every battleship casualty, they don't like the fact that their battleships are getting sunk.
The WWCC's last battle of the season saw one sortie with 6 battleships and 2 torpedo-cruisers. Contrary to their expectations, the torpedo-cruisers didn't sink a single ship, and in fact played very minor roles in the battle while the heavier gunships slugged it out. Also worthy of note is the fact that not a single ship was in danger of sinking during that entire engagement.
To me, that is conclusive proof that the problem with torpedo-cruisers was not their armament, nor their use in combat. It was their numbers. With two of three ships from the elite Battleship Buster Brigade no longer playing (one skipper is building a battleship, the other a transport) and a few more skippers from the Candy Cane Express division building new capital ships, the "problem" that other WWCC'ers are complaining about is fixing itself naturally without any need for rule changes. | | | There are 101 different types of people: those who understand binary, those who don't, and those who just can't count... | |
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Fire Power Dan
 Lieutenant
 Posts:345

 | | 16 Oct 2008 08:27 PM | | quote: Originally posted by Kotori87
Well I've heard some people object to the range that torpedo-cruisers attack from, and some people object to them reloading on shore. I've even heard some people object to the (fully legal and club-sanctioned) practice of loading two 1/4" balls per barrel into torpedo tubes, but at the heart of their complaints is the simple fact that torpedo-cruisers have been sinking ships nearly ten times their size. Never mind the fact that there has been 3 torpedo-cruisers for every battleship on the pond in the last two years, or the fact that the 4 or more torpedo-cruisers are sunk for every battleship casualty, they don't like the fact that their battleships are getting sunk.
The WWCC's last battle of the season saw one sortie with 6 battleships and 2 torpedo-cruisers. Contrary to their expectations, the torpedo-cruisers didn't sink a single ship, and in fact played very minor roles in the battle while the heavier gunships slugged it out. Also worthy of note is the fact that not a single ship was in danger of sinking during that entire engagement.
To me, that is conclusive proof that the problem with torpedo-cruisers was not their armament, nor their use in combat. It was their numbers. With two of three ships from the elite Battleship Buster Brigade no longer playing (one skipper is building a battleship, the other a transport) and a few more skippers from the Candy Cane Express division building new capital ships, the "problem" that other WWCC'ers are complaining about is fixing itself naturally without any need for rule changes.
As it was in real naval warfare. The more you deliver the more the chances of hitting. Airplane attacks are a good example. The Battleship model Captains gripe in just like their real life counterparts did. | | | |
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Droidling
 Ensign
 Posts:101

 | | 01 Feb 2009 10:12 AM | | I know this is a bit of a necro-post. I came into the WWCC after all the torpedo problems happened, and I am currently having to navigate the resulting maze of rules. I have a question or two for those who were there. If the problem was that small cruisers were sinking too many battleships why are the torpedo rules for vessels over 20K tons so much more restrictive than for smaller vessels? Was the the problem that the capital ships were being sunk, as opposed to the fact that they were being sunk by small ships? I.E. a ship that in reality would not have been a threat to a battleship.
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BoomerBoy17
 Rear Admiral (RADM)
 Posts:2099

 | | 01 Feb 2009 11:52 AM | | Well, torpedoes were always a huge threat to Capital ships, but my view is, that to dissuade torpedo cruisers from torpin' a big ship, that ship needed escorts, which they may not have had in the wcc. Thats an idea, escorts. | | | Even though I walk
through the valley of the shadow of death,
I will fear no evil,
-Psalm 23. | |
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Droidling
 Ensign
 Posts:101

 | | 01 Feb 2009 12:49 PM | | Posted By BoomerBoy17 on 01 Feb 2009 11:52 AM
Well, torpedoes were always a huge threat to Capital ships, but my view is, that to dissuade torpedo cruisers from torpin' a big ship, that ship needed escorts, which they may not have had in the wcc. Thats an idea, escorts.
We will never have a realistic number of ships of the proper type to form a proper battlegroup. I would have thought that in a one on one confrontation the torpedo cruiser would turn and run, or be likely to get blown out of the water before they were in torpedo range. Am I way off base?
| | | Terry | |
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Kotori87
 Rear Admiral (RADM)
 Posts:2279

 | | 01 Feb 2009 12:50 PM | | The original capital-ship torpedo restrictions were, as best as I can tell, an Allied attempt to limit the effectiveness of Axis battleships. Take a look through the statistics, and see which big bruisers had torpedoes. Mostly it was the Axis. Now take a look and compare gun caliber, armor thickness, and number of barrels per turret. In most cases, the Allies walk away with heavy armor and 1/4" guns in triple turrets. The Axis (except for two less-popular boats) get EITHER triple turrets OR 1/4" guns. Furthermore, some of the skippers who date back to the time of the arms limitations have fairly explicitly stated that the torpedo restrictions on capital ships were specifically designed to discourage their use on the Scharnhorst and Tirpitz class battleships. Whether they knew that would make the Axis fleet the statistical underdogs for not, the effect was plain to see. The club didn't try any specifically Axis-vs-Allies battles until the year I joined the club, with the first annual Campaign Battle, and it took some major fleet re-organization before the Axis started winning those. Do not worry much about the torpedo rules this year. A number of club members have an up-gunning proposal in the works for next year that will, among other things, clean up the torpedo rules (especially the stuff about 50% max, min. two per side, etc). So go ahead and put in the torpedos you want, then plug off the barrels you won't use this year with a dowel and a pin. | | | There are 101 different types of people: those who understand binary, those who don't, and those who just can't count... | |
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Kotori87
 Rear Admiral (RADM)
 Posts:2279

 | | 01 Feb 2009 01:21 PM | | Posted By Droidling on 01 Feb 2009 12:49 PM
I would have thought that in a one on one confrontation the torpedo cruiser would turn and run, or be likely to get blown out of the water before they were in torpedo range. Am I way off base? Depends on which skipper is at the helm of the torpedo-cruiser. If it's me, it's balls-to-the-wall and I'm going to deliver those torpedoes no matter what the other guy does. Other skippers may be a bit more cautious, but in general the torpedo-cruiser skippers know they're ultimately considered expendable. From a tactical standpoint, however, there is a lot you can do as a torpedo-cruiser skipper to make your approach (and retreat afterwards) relatively safe. In general, if you follow these rules of thumb, the most dangerous time is when you're actually delivering your munitions to the opponent. 1) approach from the bow or stern. This limits the number of guns that bear on you. A bow approach has the further benefit of reducing time in the danger-zone, but requires faster reflexes to score a hit. 2) until you are ready to fire torpedoes, point your bow directly at your opponent's guns. This limits the target area you present to your opponent, provides you with the benefits of extremely sloped armor, and helps you close to torpedo-range quickly. 3) if you have to present your broadside while maneuvering into position, do so from beyond 10 feet range. Most skippers can accurately hit at about 6 feet range. out to 10 feet, and there's still a noteworthy chance of a hit. Beyond 10 feet, most hits are pure dumb luck, and usually are high and dry above the waterline. 4) aim for "blood". Don't aim for the grey,. Don't even be satisfied with black. If there aren't holes in the red, and your opponent's pumps spraying, when you pull away, then you didn't really hit. Other ships can make holes to let the air out. Your job is to let the water in. 5) if possible, attack your target close to shore, and stand where you can clearly see where your guns are pointing. I know this sounds like common sense, but many people don't realize how much of a difference this makes. This is how I scored a majority of my sinks when I operated a torpedo-cruiser. The downside to the near-shore attack is that your opponent can hit your right back, if he doesn't panic and fire his guns right away. This is also how I got damaged and/or sunk the most, too. | | | There are 101 different types of people: those who understand binary, those who don't, and those who just can't count... | |
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Droidling
 Ensign
 Posts:101

 | | 01 Feb 2009 04:37 PM | | Posted By Kotori87 on 01 Feb 2009 01:21 PM
Posted By Droidling on 01 Feb 2009 12:49 PM
I would have thought that in a one on one confrontation the torpedo cruiser would turn and run, or be likely to get blown out of the water before they were in torpedo range. Am I way off base? Depends on which skipper is at the helm of the torpedo-cruiser. If it's me, it's balls-to-the-wall and I'm going to deliver those torpedoes no matter what the other guy does. Other skippers may be a bit more cautious, but in general the torpedo-cruiser skippers know they're ultimately considered expendable. From a tactical standpoint, however, there is a lot you can do as a torpedo-cruiser skipper to make your approach (and retreat afterwards) relatively safe. In general, if you follow these rules of thumb, the most dangerous time is when you're actually delivering your munitions to the opponent. 1) approach from the bow or stern. This limits the number of guns that bear on you. A bow approach has the further benefit of reducing time in the danger-zone, but requires faster reflexes to score a hit. 2) until you are ready to fire torpedoes, point your bow directly at your opponent's guns. This limits the target area you present to your opponent, provides you with the benefits of extremely sloped armor, and helps you close to torpedo-range quickly. 3) if you have to present your broadside while maneuvering into position, do so from beyond 10 feet range. Most skippers can accurately hit at about 6 feet range. out to 10 feet, and there's still a noteworthy chance of a hit. Beyond 10 feet, most hits are pure dumb luck, and usually are high and dry above the waterline. 4) aim for "blood". Don't aim for the grey,. Don't even be satisfied with black. If there aren't holes in the red, and your opponent's pumps spraying, when you pull away, then you didn't really hit. Other ships can make holes to let the air out. Your job is to let the water in. 5) if possible, attack your target close to shore, and stand where you can clearly see where your guns are pointing. I know this sounds like common sense, but many people don't realize how much of a difference this makes. This is how I scored a majority of my sinks when I operated a torpedo-cruiser. The downside to the near-shore attack is that your opponent can hit your right back, if he doesn't panic and fire his guns right away. This is also how I got damaged and/or sunk the most, too. Good advice, but I was really talking about how it would go down in a real full scale situation. Even you might be a bit more cautious if the potential damage was a little more serious than cleaning the pond scum out off your servos. I was just trying to get at whether one or even a couple of torpedo cruiser sinking a battleship without any other help was a reallistic situation. I'm not arguing the point either way, just trying to learn. As for the ships I'm putting together I may have to give you a call to talk about a couple of options that would take me in completely different directions, depending on the torpedo rules. | | | Terry | |
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Knight4hire
 Captain
 Posts:885

 | | 06 Feb 2009 05:34 AM | | I for one have always been confused on the topic of torpedoes. In BIG Guns, they are simulated with single fire, 1/4 cannons, and have a range limitation. But the BB's are also firing 1/4 cannons and are multiple shot. I do not see how one torpedo hit in the red is going to sink a BB.
At the last meet I had attended, an Iowa Class took several 1/4 hits. It turns out that one was in the red and one in the black, and several in the gray. Ten minutes later, there were no indications that she was settling in the water. The only reason we knew that she was hit is because we would see the discharge from the pump.
So why is there such a fuss over torpedoes?
| | | I am from the Government, and I am here to help.
www.mabg.org | |
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crzyhawk
 Rear Admiral (RADM)
 Posts:2130

 | | 06 Feb 2009 07:12 AM | | I'd think that with the triple 1/4" from a torpedo cruiser hitting close together in the red would have a significant chance to chunk and blow massive holes below the waterline. Not a big gun guy, so I can't say for certain. | | | HMS Invincible
USS Salem (CA-139)
USS Belleau Wood (CVL-24)
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