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Old 04-05-15, 12:20 AM   #1
bstanko6
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Default The how-to deck gun guide

I bought a copy of the U-boat commander's handbook (UCHB), and I was surprised to see such detail in how to properly handle this weapon.

Reading over other topics in SUBSIM, I noticed a lack of deck gun rhetoric. So I was hoping to share deck gun tactics I use along with the UCHB. Besides, in the movie 'Das Boot', the "old man" tells us that torpedoes are worth 35,000 marks! Too expensive!

FIRST CONTACT: Sinking a ship with the deck gun can be a long, attention-drawing, process. I choose to use flank speed, and ALWAYS point the bow of my boat directly at the target ship! I am looking to get behind the ship, not meet it head on. This gives the merchant a slim profile that is hard to spot even in clear weather, daylight conditions. Although any attack should be at night. This is not always the case. If the ship is heading directly at you, you may need to adjust your route to the target, or simply submerge until it passes you to keep the element of surprise.

Objective: Get as close as possible as fast as possible without being seen, not paying attention to where the ship is heading. You aim to be at the stern, and slightly behind the target at the moment of attack.

EN ROUTE: As you are getting closer to your target, the deck gun crew should NOT be called up yet until around 2000 meters. You want as many eyes as possible to keep a look out for airplanes and warships that may enter your combat area. If they do show up at this great range from your target, you can safely choose to abort the attack.

Objective: While traveling, you must maintain your boat's bow-facing-to-target discipline. I usually play with the manual rudder dial to find the sweet spot that allows my boat to turn with the merchant. Early war, you scan the horizon for warships and planes, but mid to late war, you are scanning the target ship for weapons. Even though merchants can't hit the ocean with three tries, they can get lucky sometimes. No need for burials at sea.

2000 METERS: I first select the WO, then select the deck gun icon. From here I make sure the "HOLD FIRE" (the little hand picture) is selected. If you do not do this, the crew will start firing as soon as you call them to their station. Call up the deck gun and AA crew. I always do this. There is no reason not to have an AA gun ready for action. If I am 2000 meters from my target, I am not diving for an airplane now, even if I have to shoot it down myself!

Objective: To be ready for action. If the ship sees you coming, it may zig-zag, or begin firing at you. You will already be in a good firing position to take her out. If you maintain your profile on the approach, then you will worry very little about being hit by incoming fire. Just remember, if you have not been noticed, do not fire too early. We want to ensure a quick sinking. If the ship has noticed you, feel free to do as you must.

800-500 METERS: This is it, what we have been waiting for. By now you should be just behind at the stern slightly port or starboard of your target if it has not noticed you. You should be close enough to identify the nationality, and be able to hit her with a stone from your bridge. What the UCHB says we should do, is aim for the command center and give it 10 rounds! Also, at this range, it is very difficult for even the greenest crew to miss. If you can park along side a ship at this range unnoticed, you will save time, and ammo sinking any ship!

Objective: To tie the toe tag on this ship as quickly as possible. Firing 10 rounds into the command center is a bit extreme for me, as I usually give it only 5 before the bridge pops off the ship. Hitting the command center gives us an advantage. It kills any search lights the ship has, and it stops the ship from zig-zagging! In some cases, it stops the engines, as this has only happened for me once. If the ship has weapons, then forget the bridge and hit that stern gun! I usually do this manually to eliminate the chance for the enemy to hit me first, or have my crew alert her to my presence with a wildly missed shot. By staying behind the ship, it cannot broad side you with it's other guns, and you can duck left and right as it swerves to protect yourself from these said weapons.

DESTROY: Once the command deck and/or weapons are out of the picture, ALWAYS aim for the water line! This is important. Hitting the hull will destroy the ship eventually and I stress eventually. But hitting the waterline lets water into the ship and sinks her quicker. You know your hitting her right, when the deck gun is fired at the ship, the round hits the water (you see a plume of water spray), and then you see/hear an explosion from the shell onto the hull! If you ordered your crew to hit the waterline, but they only hit the hull at this close range, then you are too close, steer away. If the crew (ordered to hit the waterline) hits the water and you do not see/hear an explosion on the hull, you are too far, steer in. Understand that if the water is a bit choppy, you may be in the perfect range, and still miss the ship (it happens to the best of them!).

FINAL THOUGHT: Overall, the hardest decision a commander will make when it comes to deck gunning, is position. Anyone can fire a deck gun 5km out, but getting yourself into the position I described is in my opinion the most efficient, most damaging, and safest method. Enjoy!


"The essence of submarine warfare is the offensive! he who wants to be victorious on the sea must always attack!" - UCHB

Last edited by bstanko6; 01-28-19 at 05:35 PM.
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Old 04-05-15, 01:05 AM   #2
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It's true that deck gun usage is a way too little talked about subject. I'd like to to give this link about one exception to that rule:

http://www.subsim.com/radioroom/showthread.php?t=207631

I also think that deck guns are something that the modders have done relatively little about. I would love to see usable machine guns in the game (there is an eye candy mg mod)!
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Old 04-05-15, 03:05 AM   #3
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I truly believe Otto Kretschmer was a surgeon with the deck gun. He used it many times, in many convoy battles. He used it after using up all torpedoes (which he reloaded) and long after he sank several ships while escorts were around!

In the right hands, the deck gun can be a scalpel.
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Old 04-05-15, 07:07 AM   #4
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Deck guns are usually useless because the weather is almost always 15 m/s.

On those rare occassions that I have had chance to use them, however, I will say that keeping your bow on the target makes it very difficult for merchants to hit you.

If the ship is coming towards you, you can often back your way into good position while keeping your bow on the ship in question. I have some sort of mod that lets me click on the Helmsman and turn to view. I believe those with US keyboards have a keystroke option that accomplishes the same thing.
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Old 04-05-15, 09:27 AM   #5
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Yeah I have to play with all weather guns or I can't ever use them. I also outright cheat and edit my ammunition up to 800 shells.
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Old 04-05-15, 08:27 PM   #6
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Reading the KTBs (uboatarchive.net) of Hardegen's patrols to the US East Coast provide excellent examples of real world use of the DG.

While his overall actions for each patrol are impressive, the artillery actions are particularly ballsy.

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Old 04-05-15, 08:38 PM   #7
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Excellent find, excellent study and excellent post!

I actually kind of stuck to that "get close" philosophy all along, having played SH1 starting in 1998 and reading a lot about how the Americans did it, and also because I hate wasting ammo. Still much to learn.
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Old 04-05-15, 08:41 PM   #8
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I'm a DG hog. I will take on a destroyer with my IX 10 mil any day. If you know how to use it, you can do some serious damage to any one. It also helps that this is a game. In RL I may never actually use it much.
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Old 04-05-15, 11:29 PM   #9
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Quote:
Originally Posted by bstanko6 View Post
It also helps that this is a game.


Quote:
In RL I may never actually use it much.
In real life the destroyer would have four or five guns each equal to yours plus an actual fire control center with a director and everything.
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Old 04-06-15, 01:04 AM   #10
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Quote:
Originally Posted by bstanko6 View Post
I truly believe Otto Kretschmer was a surgeon with the deck gun. He used it many times, in many convoy battles. He used it after using up all torpedoes (which he reloaded) and long after he sank several ships while escorts were around!

In the right hands, the deck gun can be a scalpel.
Hardigan also used his deck gun effectivly. I love the deck gun in the three sub games i play and use the approach techniques described above. In SH5 though, tankers and armed liberty ships can be tough with 3000+ ranges so i also remain heavy at 5 meters for a faster submerge time in case things go 'not according to plan'. In any case i seldom invest more than one eel per vessel; rising after the convoy has passed to finish the cripples with the gun. In AoD the fog feature is terrific for getting close with the gun and small Ranger tankers in fog in SHV( they burn so well) is great cover...but always heavy at 5 in case the fog lightens or lifts suddenly. In SHV alert escorts will race back from some distance to rescue cripples so speedy gunnery and caution is advisable.
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Old 04-06-15, 01:13 AM   #11
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Quote:
Originally Posted by Aktungbby View Post
In SHV alert escorts will race back from some distance to rescue cripples so speedy gunnery and caution is advisable.
The escorts race for help in SH3 as well, so better wait a bit before starting the deck gun duel.
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