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Unraveler

The DD Hunters - Gunnery Guide

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Beta Tester
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This thread was inspired by rock legend Lisa Gail Allred:

Spoiler



 

 

 

Comparing the ballistic profiles of various ships can be a complicated and occasionally confusing process. While ballistic travel time isn't too important for landing shells on stationary BBs, it is somewhat critical when trying to hit those slippery little DD escorts. What this really translates into is "How close do I need to be to reliably score hits?" I've chosen a 7-second shell travel time as a rough upper limit for DD slaying and will show the relative distance required by various ships to reach this ballistic travel time.

 

First, the Destroyers. While only these specific ships were actually tested, their guns are shared by many others (eg. Lo Yang's entry applies to many USN DDs as well)

 

7-Second Rule Kilometres
Tashkent 11.21
Hatsuharu 9.80
Leberecht Maass 9.73
Lo Yang 9.02

 

 

Next is Cruisers. Listed ballistics are for HE ammunition only, with the exception of Edinburgh.

 

7-Second Rule Kilometres
Admiral Hipper 12.93
Mikhail Kutuzov 12.15
Saint-Louis 12.13
ARP Takao 11.73
Nurnberg 11.50
Kirov 11.49
Baltimore 11.40
Indianapolis 11.40
Omaha 11.39
Emile Bertin 11.21
Edinburgh 10.79

 

 

Battleships. Listed ballistics are for HE ammunition unless otherwise noted. Ships without multiple entries have similar ballistics for both ammunition types.

 

7-Second Rule Kilometres
Dunkerque 14.01
Scharnhorst 13.53
Bismarck 13.43
Monarch 13.42
Koenig 13.11
<AP> Nagato 12.93
<HE> North Carolina 12.85
Arizona 12.85
<AP> Fusou 12.37
Hood 11.99
<HE> Nagato 11.92
<AP> North Carolina 11.77
<HE> Fusou 11.46

 

Interesting to note the poor performance of the IJN HE here, and also the surprisingly decent USN HE.

 

 

Hopefully this will help you choose an appropriate ship and range of engagement for your DD hunting escapades. Now go forth and destroy those Destroyers!

 

And thanks again Lisa Gail Allred. Your song touched all our hearts.

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Beta Tester
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When firing at a DD from a cruiser(USN,RN, Get) I find that unless they are sailing perpendicular to me, doubling the distance they are from me and using that as the lead time give adequate results. For BBs the number would be roughly 1.5 times the distance. I don't fire on them if they are beyond 10km range and are aware that I am trying to hit them though

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[LNA]
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The table is extremely useful. Thanks man.

But i find that these are the upper limit. If i want to squash a dd , i usually get in closer , so shell travel time is around 5-6 s. At 4s travel time , dd wont escape.

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Member
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If you're driving a BB and engaging a DD at those kind of range. You're better off with AP. I could even say you're better off with AP most of the time.
Until they make some BB AP changes that is.

Also note you're not going to be able to engage those DD single handedly in those kind of range they all have concealment to stay closer to those range without getting detected.

You need some help in form of an allied DD or a radar.

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Super Tester
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When I'm playing DD, I'm lot more worried about USN and German BBs than any other ships. Their AP is frustratingly devastating. But in low tiers (T5 and below), HE is still better choice.

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19 minutes ago, icy_phoenix said:

When I'm playing DD, I'm lot more worried about USN and German BBs than any other ships. Their AP is frustratingly devastating. But in low tiers (T5 and below), HE is still better choice.

 

Haha, I hunt dds in my German BBS, if i see them in my area, mostly in my Konig... .. 

& krazny krym of course...

:cap_rambo:

Ordrazz

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Member
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My best DD hunter is the Yorck,rush them spamming HE and firing off torps from both sides with Hydro going while rushing their 'Safe Place' ( smoke! ).

 

Although South Carolina works well too if you know how to use it.Noobs and vets in DD  all seem to see it as an easy target and pay the price.

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[APS]
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4 hours ago, AntifoulAwl said:

Now do a table to a TISM song.

 

 

I keep wanting the Mentals "The Nips are getting bigger"

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Member
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That's 12+/-2 km regardless of ship, so the rule can be generalized to: if he's more than 12 km out and busy with the rudder it's probably not worth the ammo.

 

Except that ammo is free and unlimited, and a small chance of a hit is better than no chance of a hit...

 

I think a better rule is "Take the [content removed] shot!"

 

Profanity. Post edited. User warned.

~dead_man_walking

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Beta Tester
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For example, you want to use your (OP) New York to support a friendly Destroyer who is about to contest a cap zone. So you choose a good position no further than ~13km out, knowing that you'll be within an effective range.

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[LLBC]
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So, for dd captains: if you are spotted out in the open within 9-10 km from enemy blob or less, you are in serious trouble.

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