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View Full Version : the best way to sink a destroyer


Zajcev
03-23-08, 08:12 AM
How do you deal with them? Do you prefer to dive or sink him?

I'm a noob but I found 2 effective ways to sink destroyers in stock SH3 1.4 (without mods):
1.) Try to attract him to your position by staying surfaced until he gets to 2km. He won't fire guns, or if he will they will miss. Then dive, and stay at 13m. Travel at flank to make sure he knows where you are ;-). Then when he comes to 1km, order silent running and go at the slowest speed possible. He will continue on his course, which is straight towards you. Try to turn so you face him at ~300-310 degrees (you might have to start turning before you lower your speed). Use the fast steam torpedo, don't forget to set the highest speed. Open torpedo doors with Q. When he is 400m away, fire single torpedo with magnetic detonator. The torpedo will surprisingly make a very sharp turn to left, and due to high speed and close range, ship will have no time to evade. Torpedo will explode and destroyer is sank 100-200m away from you.

2.) He is comming straight at you, you are going straight at him too and are at 13m. Go to ~25m, order all ahead flank and turn sharp to one side once he is close (about 200m). He will drop his depth charges, some might slightly damage you (if you are lucky then no damage), but the damage is easily repairable. Minimal or no hull damage. Keep running at flank until your rudder is clear of the depth charge line, then go to silent running unless you enaged it before. Go to slow speed, and keep turning sharp. If you are lucky and he will keep turning to the same side (which he usually does if you turn first during the head on pass). Don't forget to go to 13m to raise periscope later. Prepare torpedo for magnetic detonation - use fast steam torpedo, set it to run ~1.3-1.5m under his keel, open torpedo door. Once you see on sonar he is at ~20 or ~340 degrees, quickly raise periscope, aim and fire a single torpedo. Due to short range and speed of torpedo, chance of a hit is quite high. Electric torpedoes work as well, but chance of a miss is higher since they are slower.

2. works as well for aft torpedo if its the fast pre war torpedo. It cannot be used with aft electric torpedo, due to longer range and slow torpedo speed.

If you have any better ways to deal with destroyers, please post them here.

papa_smurf
03-23-08, 08:24 AM
I prefer to be more catious, and try and avoid enganging destroyers. But if I do get the opportunity to sink a lone one, I normally use 2 magnetic eels set to 1m below the keel.

Zajcev
03-23-08, 08:36 AM
I prefer to be more catious, and try and avoid enganging destroyers. But if I do get the opportunity to sink a lone one, I normally use 2 magnetic eels set to 1m below the keel.
Would you not engage destroyers even if they were protecting a large convoy thus lot of potentially sank ships? I once had to sink 6 destroyers protecting a large convoy one by one before I could attack the convoy, since I was too slow and caught the convoy from behind. I think its better to sink them first, than sinking the merchants, and be hunted by 6 destroyers when you are out of torpedoes in shallow water.

predavolk
03-23-08, 10:04 AM
Are you using realistic settings? It seems that me that unless your magnetic torps are really reliable, you could be in for a rough ride shooting just one at the target!

Zajcev
03-23-08, 10:29 AM
Are you using realistic settings? It seems that me that unless your magnetic torps are really reliable, you could be in for a rough ride shooting just one at the target!
I play with realism 49% - that is everything is on, except for the "No ***" settings, manual targeting is off. Dud torpedoes are enabled. For me, for some strange reason magnetic torps are very reliable in 1940-1941. I didn't do anything with the game, its stock 1.4 without mods. I haven't had any premature detonations in clear weather, only in high waves and storm. I don't attack from very long range, so the depth problem with torpedoes probably doesn't have time to manifest itself.

Anyway, if the 1st way fails, you can still apply the 2nd.

Letum
03-23-08, 10:59 AM
This is not a criticism, but historically destroyers where not attacked unless they presented a favorable target (i.e. 10knts in a straight line at 90 AOB) or the U-boat had acoustic torps on board.

The U-Boats where at war with supplys, not ships.

bigboywooly
03-23-08, 12:25 PM
This is not a criticism, but historically destroyers where not attacked unless they presented a favorable target (i.e. 10knts in a straight line at 90 AOB) or the U-boat had acoustic torps on board.

The U-Boats where at war with supplys, not ships.

Not strictly true

Bdu KTB April 1940

Doenitz response to
Enquiry into Torpedo Failures
M 83 S/42 Most Secret III copy



Both sources point out that a change over to contact detonators would mean the discontinuation of attacks on destroyers owing to the probability of undershooting. On no account especially after the events of today forenoon (destroyer battle off Narvik) can I abandon anti-destroyer warfare, as for the most part, without it, U-boats would be unable to carry out their duties.

Chisum
03-23-08, 01:03 PM
I have already use both of your solutions.

First is very dangerous.
I remember in my first campagn(SH3 GWX 1.02 in 54% realismus), in a very big convoy, 3 destroyers killed by my gun(3 gunner specialist + 1 officer gun-specialist).
But they fired me hardly and tuch many time my ship.


Second is easy in the first part, let them coming it's easy.
But don't lose your first fire !

Finally I prefer "the fox solution".
Run silent, run slowly and invisible, wait the destroyer navigate on a straight line and fire it as long as possible but by 90°, torpedo deep 1 m and set to impact(I never shot on magnetic).
After that just pried he don't change the line...

Jimbuna
03-23-08, 04:03 PM
Only attack them if they present a danger to my boat....there tonnage is negligible anyway http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Sandman_28054
03-24-08, 03:38 AM
I tend to leave them alone because as it was said, the tonnage just isn't worth it.

But I have also found out that the hulls are extremely weak.

A single torp, fired into the side, port or starboard sides, usually is enough to sink them.

The Clemson and Tribal class destroyers are hard to sink, so I usually just try to avoid them.

Best advice, avoid them if all possible, but if not, a shot from the side will sink them.

That is my experience.

Sirkam
03-24-08, 04:16 AM
As jimbuna says, the tonnage got sinking a DD is little. Just avoid them.
I remember playing the stock SH3 1.3 for the first time, the best position to attack a DD is 90º from Port or starboard and set the pistol to the magnetic position and (if i remember well) put the torpedo deep to 3 - 3,5 meters, depending the type of the DD.

If you have to choice between a DD and a C3 cargo.... the C3 cargo taste like the sweet honey :arrgh!: .

Tessa
03-24-08, 04:30 AM
If there's only a few escorts (would have to be early in the war) it could be worth it depending on what kind of ships are in the convoy. If the convoy say only had 3 DD escorts and 5-8 T2 or T3 tankers the potential gains outweigh the risk of engaging them. With their screen gone you've got carde blanche to get within 500m of the tankers and sink em all.

The accoustic homing torpedos work pretty good if you fire them shortly after they drop their dc's. Even if they don't hit, they'll follow the DD long enough to effective neutralize that threat to either take aim, reload, or make your escape.

SmokinTep
03-24-08, 04:59 AM
I won't go out of my way to hunt one down. If one does come across my bow, I'll shoot an eel at it.

Jimbuna
03-24-08, 05:39 AM
When all said and done, I like to exploit the gap left in the convoys defensive screen when you take one out http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

TarJak
03-24-08, 06:01 AM
I tend to stay clear of the escorts where possible but if an opportunity comes up that cannot be resisted I give em one using either magnetics or impacts set at 1m depth.

Until you get Zaunkoenigs's it's always a gamble going after the DD's but if done properly can be well worthwhile but I rarely try to take more than one DD out in a convoy escort as I prefer to save the torps for the main game.

Chisum
03-24-08, 07:02 AM
Of course it's allways a dangerous game.
because if they are 3 or more, you kill one and the other kill you...
Not fun.

But sometime(early in the war), only 2 DD(or just one) for un big convoy. If you kill them you still alone against the convoy and without danger.
You can kill the cargos quietly with the gun and have a sweet afternoon.

In this case, kill DD will be a good operation.

PS: everytime I set the deep torpedo below 1 m I lose the DD.

Jimbuna
03-24-08, 09:20 AM
Of course it's allways a dangerous game.
because if they are 3 or more, you kill one and the other kill you...
Not fun.

But sometime(early in the war), only 2 DD(or just one) for un big convoy. If you kill them you still alone against the convoy and without danger.
You can kill the cargos quietly with the gun and have a sweet afternoon.

In this case, kill DD will be a good operation.

PS: everytime I set the deep torpedo below 1 m I lose the DD.

How do you kill the cargos quietly, do you have a silencer on your deck gun http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif






j/k http://imgcash3.imageshack.us/img412/4774/thumbsuplargeon1.gif

Chisum
03-24-08, 11:20 AM
Just pump on the volume of the gramophone !
:lol:

Jimbuna
03-24-08, 12:00 PM
Just pump on the volume of the gramophone !
:lol:

http://img221.imageshack.us/img221/4030/winkbigid2zj6.gif

marees62
03-24-08, 12:04 PM
earplugs?? That might work...:)

NealT
03-24-08, 03:59 PM
Earplugs?

How are my acoustic torpedoes going to find their target if I give them earplugs?

Jimbuna
03-24-08, 04:54 PM
Earplugs?

How are my acoustic torpedoes going to find their target if I give them earplugs?

LOL :rotfl:

Chisum
03-25-08, 09:08 PM
Excellent !
:rotfl:

headcase
03-25-08, 10:55 PM
I sink every one of them I can. Impact det, shallow run, and 'lectrics if I have 'em. Don't have to evade what isn't there. Line up a good clean shot and clear datum as soon as the tube is empty. And if they sniff me out I run like a scared little schoolgirl.

tiger_tim_34
03-26-08, 05:30 AM
This feels like cheating, but it tends to work...

I allow a destroyer to see me (ideally just my periscope) from as far away as possible, then slam the engines into full reverse while pointing directly towards him to slow the rate of closure. When he's at 600m I fire a magnetic torp at full speed and shallow depth.

He rarely veers out of the way.

HunterICX
03-26-08, 05:42 AM
I normally do not fire at DD's unless they are circling around as they know I'm there

when they get into the range of 500 meters I fire a EEL and dive deep, mostly aimed below the keel as thats their weakspot.

HunterICX

mr chris
03-26-08, 06:04 AM
Leave them alone unless they start to come on at you, then if they keep coming. Give them the good news right down the throat:arrgh!:

Captain Nemo
03-26-08, 07:05 AM
I prefer to evade the destroyer screen and attack the merchants in a convoy which I find much more of an achievement. Lone destroyers on the other hand are a different kettle of fish. Only the other day a Tribal showed up on a parallel course to me but about 3 kms behind. It was a pitch black night and I turned to get the best angle for attack and got to within 730 metres on the surface before firing an impact torpedo set to a depth of 2 metres. The Tribal is now on the bottom.

Nemo

Zajcev
04-03-08, 12:53 PM
I found out that a very effective way to sink a destroyer is by using the deck gun from 2-3.5km.
Yesterday I ran into a convoy, but had only 2 torpedoes left. After I fired them both and sank a ship, I was hunted by 3 destroyers for a while until I managed to escape. Then I got the idea to use the deckgun on them. I sank all the destroyers, and then sank several other civilian ships.
At range 2-3.5km manual aiming is better, since AI seems to be missing too often. Just find out the range, set the range on deck gun and keep firing.

Steel_Tomb
04-03-08, 02:52 PM
It depends on a number of factors and weather I absolutely HAVE to engage. If the waters are calm, I'll fire a magnetic fish under his keel in hopes of breaking his back.

Like this... :D
http://i141.photobucket.com/albums/r71/timmy3822/SH3Img6-8-2007_1052.36_609.jpg

If the water is rough, use contact and a good 90 degree aspect from the target to maximize your chances of a hit. DO NOT STAY TO WATCH THE FIREWORKS. DIVE DEEP as soon as the fish leaves the tube, I usually head down leg of the DD's path (so if he's on a bearing of 000 I'll turn to bearing 180) which means the speed in which you part is doubled by the fact you have a while before the fish impacts. Usually a hit on a DD will sink it so you only have to worry about missing. Something thats very possible if your using OLC's GUI like I do! "I'm sure I calculated the AOB right..." "Herr Kaleun! Wasserbommen!" :huh: :dead:

Brag
04-03-08, 02:54 PM
I have tried once to take out the escorts of a Freetown convoy. Managed to do it one by one. In the end massacred the convoy.

But generally, I try to avoid them. :yep:

Able72
04-03-08, 04:25 PM
I play using GWX 2.0. I play realism at 64%. I keep the no external camera off and the no event camera off. (cause I like to see the fireworks :D) I play with all the limits (fuel, O2, etc.) I use realistic reload times, realistic sensors and I play with dud torps. I don't use realistic vulnerability or realistic sinking time.

I realize these tactics may not work in RL, but I"m playing a game and it has rules, and I play to win within those rules.

When I'm going after a convoy, I've found its good to eliminate the escorts when possible. I go at flank speed to the convoy to get the escort's attention. If that doesn't do it, popping a fish up the tail pipe of one of the merchants their gaurding usually does.

Then, remaining at periscope depth, I follow a tactic similar to the one you describe in one. Find one of them headed straight at you, turn to face him, go to silent running, target, open tubes, wait till he's within 400-600 meters and use a steam fish set to fast with a magnetic detonator, depth set to just at his keel depth. One fish is usually good to take out any single warship.

I'll admit the bigest patrol I've had was 60,213 tons. On that patrol I sank 4 warships, and 13 merchant ships. Some of those merchants went down becuase of my deck gun. I'd wound the merchant, then pop up and finish them off with the deck gun.

Jimbuna
04-04-08, 04:59 AM
I play using GWX 2.0. I play realism at 64%. I keep the no external camera off and the no event camera off. (cause I like to see the fireworks :D) I play with all the limits (fuel, O2, etc.) I use realistic reload times, realistic sensors and I play with dud torps. I don't use realistic vulnerability or realistic sinking time.

I realize these tactics may not work in RL, but I"m playing a game and it has rules, and I play to win within those rules.

When I'm going after a convoy, I've found its good to eliminate the escorts when possible. I go at flank speed to the convoy to get the escort's attention. If that doesn't do it, popping a fish up the tail pipe of one of the merchants their gaurding usually does.

Then, remaining at periscope depth, I follow a tactic similar to the one you describe in one. Find one of them headed straight at you, turn to face him, go to silent running, target, open tubes, wait till he's within 400-600 meters and use a steam fish set to fast with a magnetic detonator, depth set to just at his keel depth. One fish is usually good to take out any single warship.

I'll admit the bigest patrol I've had was 60,213 tons. On that patrol I sank 4 warships, and 13 merchant ships. Some of those merchants went down becuase of my deck gun. I'd wound the merchant, then pop up and finish them off with the deck gun.

You play the game at the level you find most enjoyable http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

abclkhan
04-04-08, 08:52 AM
I use 89% realism (only cameras and WO assistance on). The other day i ve sunk a DD pretty nicely. I was spotted for 4000m and turned my aft to him; as the DD came closer some 1000m in a straight course, i fired (surfaced) a steam fish "tageting by eye" and dove to escape. What happened was like that movie, U571... as the torpedo came closer the DD maneuvered to port but, too late, big explosion on his aft blew him to the sky as I went deep at full speed.
Of course, i used magnetic trigger.

I kill DDs when my chances of scaping are thin.. like being in shallow waters, or after spending hours getting pings and depth charges from the same ship.
In late war, to sink DDs is my first choice:arrgh!:

Zajcev
04-04-08, 12:59 PM
Then, remaining at periscope depth, I follow a tactic similar to the one you describe in one. Find one of them headed straight at you, turn to face him, go to silent running, target, open tubes, wait till he's within 400-600 meters and use a steam fish set to fast with a magnetic detonator, depth set to just at his keel depth. One fish is usually good to take out any single warship.
I never head straight at him before firing torpedo, since I had little success even at 600m. They were very successful at evading such torpedoes. If you keep him at ~300 degrees, torpedo will hit his side, but you have to wait until he gets very close before firing from such an angle. It seems its better to aim manually when firing from such a angle, because auto locking seems to barely miss ship's aft. I do not use electric torpedoes because they are too slow. I do not use Falkes (accoustic) either, because they always impact into its screw, sometimes not sinking it. For some reason I get rid of all Falkes while in port and replace them with steamers :).

ECAaxel
04-04-08, 02:44 PM
the only time i have sunk destroyers is in multiplayer usually when we have agreed to keep the homing torpedos reserved for the DDs especially when we have unlimitted torpedos and then only if the DD is attacking another player.
My tactic is wait for the DD to be clear of other ships and point and shoot the homer it will hit eventually .:) Sank a whole load of escorting destroyers juast by this tactic before attacking the convoy. This was in GWX2 aswell.:D

Jimbuna
04-04-08, 04:52 PM
Well done http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Use your offensive capabilities to maximum effect http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

bb-subs
04-04-08, 05:54 PM
Funny, some like to take them on others stay away.
Me I like to take them every chance I get. In one convoy attack with my IXB I took down 4 dd's and two Flowers, then ate the the convoy.
Overall I thing my best kill count against dd's was 16 in one campaign.
The dd I hate the most is the Hunt class. I will not go after them in rought water.

Grant