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Old 06-22-17, 08:40 AM   #1
somedude88
Torpedoman
 
Join Date: Dec 2010
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Default Destroyer bait in '58

Goal: Kill more, die less.
This is the first sub game I've ever played that isn't set during WW2 and while it's fun it's becoming apparent that even with the training and a thorough read of the manual, I'm pretty incompetent behind a modern sub, in a sea of modernized ASW ships, especially during the 58 campaign.

It's hard trying to use straight running dumb torpedos against fast, constantly maneuvering warships that will detect you on sonar if you get within 6-8 thousand yards, which makes shooting straights a difficult prospect as it gives the enemy, who change course and speed very frequently, so much time to detect them on passives and avoid them.

the slower running, cabled mk37 can't chase down a ship, even setting up the shot to approach from the baffles doesn't help it remain undetected, to which most ships will just go flank and outrun the torpedo. And while having one less enemy to worry about is a good thing, the other's usually pick up and flee as well, making them pretty difficult to hit.

So that's the situation, you can't get in close to offset your weapon's shortcomings, but shooting them from the edge of the active sonar range gives a nonexistent kill chance.

Which brings me to my last point, operating close to the active sonar range will guarantee that at some point, you will be detected, even if you swim beneath the layer, getting as close as possible will put you at risk for detection.

So if your max speed is 25 but a CG has a max speed of 32, you can't hide and you can't run, you can fight but that doesn't always work. And sometimes, you just get unlucky, thinking you've slipped away after an unsuccessful (or the rare success) torpedo run only to find depth charges raining down around you moments later. What are some tactics/maneuvers to try and break active pinging?
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Old 06-22-17, 01:00 PM   #2
The Bandit
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Quote:
Originally Posted by somedude88 View Post
Goal: Kill more, die less.
This is the first sub game I've ever played that isn't set during WW2 and while it's fun it's becoming apparent that even with the training and a thorough read of the manual, I'm pretty incompetent behind a modern sub, in a sea of modernized ASW ships, especially during the 58 campaign.

It's hard trying to use straight running dumb torpedos against fast, constantly maneuvering warships that will detect you on sonar if you get within 6-8 thousand yards, which makes shooting straights a difficult prospect as it gives the enemy, who change course and speed very frequently, so much time to detect them on passives and avoid them.

the slower running, cabled mk37 can't chase down a ship, even setting up the shot to approach from the baffles doesn't help it remain undetected, to which most ships will just go flank and outrun the torpedo. And while having one less enemy to worry about is a good thing, the other's usually pick up and flee as well, making them pretty difficult to hit.

So that's the situation, you can't get in close to offset your weapon's shortcomings, but shooting them from the edge of the active sonar range gives a nonexistent kill chance.

Which brings me to my last point, operating close to the active sonar range will guarantee that at some point, you will be detected, even if you swim beneath the layer, getting as close as possible will put you at risk for detection.

So if your max speed is 25 but a CG has a max speed of 32, you can't hide and you can't run, you can fight but that doesn't always work. And sometimes, you just get unlucky, thinking you've slipped away after an unsuccessful (or the rare success) torpedo run only to find depth charges raining down around you moments later. What are some tactics/maneuvers to try and break active pinging?
Lol its the 68 campaign but you're basically running with 58 technology so I'll give you that. Basically all this in a nut-shell is why the US Navy deployed the Mk 45 ASTOR nuclear torpedo, which brings up some very interesting questions about if/how/when it was to be used.

Basically in the 68 campaign, almost no matter how you cut it, you're at a huge disadvantage because of your weapons capabilities, but this forces you to get creative.

The biggest thing I do is try to drive off as many escorts as I can and only really gun for whatever the objective is (if its a slow supply ship its still very much fair-game for the Mk 37). Also a lot of the time I find myself settling for damage because that's usually enough to accomplish the mission. If you can just but one Mk 37 into him, even if he's still breathing he has to take his ball and go home.
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Old 06-22-17, 01:39 PM   #3
somedude88
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Quote:
Originally Posted by The Bandit View Post
Lol its the 68 campaign...
Man, no wonder why I failed history in highschool.
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Old 06-22-17, 07:27 PM   #4
jenrick
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Here's some tactical recommendations that have worked for me in the '68 campaign from a previous thread.

http://www.subsim.com/radioroom/showthread.php?t=231776

-Jenrick
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