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Tips and Tricks


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#1 Cam0sam100

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Posted 22 July 2026 - 09:22 PM

I'd like to make this a discussion about the different tricks that each of us picks up to make gameplay quicker and easier. 
 

I myself have only been playing GQ3 for a little over a year and I don't actually have that many tips or tricks, but in the interest of combined knowledge I'll share the one idea I've got.

I call it the Torpedo Data Computer

The TDC is supposed to make shooting and determining hits quicker. It's a 1/2 inch wooden dowel rod with the torpedo range bands marked on it with different colored marker and tape marked with what turn each band represents. Each nation (and torpedo type ideally) has its own TDC stick. (The IJN has to do it the old fashioned way as a 20,000 yard stick would be obnoxious)

 

I've only used this twice but it has saved a lot of time and confusion.

 

I look forward to the sharing of ideas!



#2 Cam0sam100

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Posted 22 July 2026 - 09:26 PM

With the summer over and my regular opponent busy again stamping out ignorance (school teacher) my opportunities to play are reduced to about once a month. With all this down time I'm putting more ships into commission, replenishing my stores, and generally trying to organize and optimize. Part of that is trying to find solutions to some of the problems we've encountered. We played a large battle where a 4 boat Wolfpack attacked a convoy at night. It was a beast of a game and we had to call it for time. Keeping track of 4 Uboats at night using convoy rules was very taxing and one got lost in the mix for most of the game.



#3 jwsleser

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Posted 23 July 2026 - 09:39 AM

Interesting topic. For gunnery, we often just roll the dice (especially at longer ranges). Any 1 & 10s we go through the procedure. Any other numbers we just move on. At closer ranges add 2s & 3s. After playing a while, one gets the sense of what hits and misses.

 

v/r  Jeff 


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#4 Jim O'Neil

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Posted 23 July 2026 - 12:38 PM

Well since we are admitting our deviations from the RAW, I have largely dismissed the whole torpedo launching mess as too complex for little additional realism. I am not going to bother trying to measure to the top of the forward superstructure or fret over which angle the torpedo was fired at. Most all of these ships had a Torpedo Officer and firing computers [using the term very loosely] that gave a range (speed setting) and and angle to fire each torpedo, although at longer ranges I expect there was one angle and spread was function of natural dispersion over a distance. I am sure there was a way to predict an angle for the ship turning as well. 

 

I measure range and roll dice. I adjust the hit numbers down a little, varied by range band,  because I have dismissed so many of the "make it harder" rules.

I'm happy enough with the outcomes. The torpedoes may be a bit too effective, but opponents certainly respect the threat, which seems historical.






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