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View Full Version : A tactic for Depth Charges that worked for me..


Silverleaf
12-28-08, 10:34 PM
I've read through a ton of posts here at SubSim on tactics, "supposed" errors in GWX 2.1 programming, and other methods when dealing with Depth Charges.

Before I say anything else, I've given GWX 2.1 a serious run and have yet to find anything in the Mod that leads me to believe in "uber-design". Instead the best I can say about GWX is that it has challenged me, forcing me to change tactics, and in the process my gaming experience has improved a thousand fold. THANK YOU GWX!

With that said, in one of my alternate careers I happened upon a situation wherein I was faced with 2 warships dropping Depth Charges. Normally it's hopeless, but then I thought of something that was so foolish I was stunned by the simplicity:

***Case Theory 1***

IF SILENT:
1) Go to flank speed and wait a few minutes.
2) Change course +20 degrees.
3) Go Silent, add 10-20 meters to depth, Change Course 40 degrees.
4) Wait 1-2 minutes then up 20-30 meters (or Periscope if surface). All ahead full.
5) Wait 3-5 minutes

A) If Warships not closing:
Go to Silent, slip away.

B) If warships closing:
Double Knuckle Port/Starboard, back to silent (1 kt or = 50 rpm's). Change depth if needed.

Repeat all steps if needed.

***Case Theory 1 Description***

I need to give the warships a targetable depth and direction. So in this case I am running Silent. Here's the procedure:

1) Go to Flank Speed then wait a few minutes.
I do this to gain some distance from the target

2) Change Course +20 degrees
I do this so when he pings/re-acquires me, he now has bearing, depth and speed.

3) Go Silent, add 10-20 meters to depth, Change Course 40 degrees.
I do this to make him try and re-acquires me, which gives me time.

4) Wait 1-2 minutes then up 20-30 meters (or Periscope if surface). All ahead full.
They have now set their DC's to my previous depth - we come up above it.

5) Wait 3-5 minutes

A) If warships are not closing:
Go to Silent, slip away.

B) If warships are closing:
Double Knuckle Port/Starboard, back to silent (1 kt or = 50 rpm's).

Repeat all steps if needed.

***Case Theory 2***

IF NOT SILENT
1) Go to flank speed and wait a few minutes.
2) Change course +20 degrees.
3) Go Silent, add 10-20 meters to depth, Change Course 40 degrees.
4) Wait 1-2 minutes then up 20-30 meters (or Periscope if surface). All ahead full.
5) Wait 3-5 minutes

A) If Warships not closing:
Go to Silent, slip away.

B) If warships closing:
Double Knuckle Port/Starboard, back to silent (1 kt or = 50 rpm's). Change depth if needed.

Repeat all steps if needed.

***Case Theory 2 Description***

Instructions are the same even if not silent - we will go to flank speed to draw attention to location then follow Case Theory 1.

***Post Theorem Analysis***

Theory
: an ideal or hypothetical set of facts, principles, or circumstances
: a hypothesis assumed for the sake of argument or investigation
: an unproved assumption

I've been able to escape 3 warships using the theories presented herein. I'm not sure if they are totally sound in design, but with 3 patrols worth of study complete so far I have had 100% success employing them.

Will they work for you? I do believe some luck is involved, but with diligence anything is possible. Comments, suggestions are always welcome. 8)

Good hunting,

R.S.

BasilY
12-28-08, 11:53 PM
Sounds a bit too complicated for me:roll:. I usually 1) dive to 240 at full speed with my IX and go to slient (1kt) 2) Go full-speed and change course when ever depth charge are near me. 3) head away from the DDs.

Works alright for me. That's why I avoid shallow waters and un-necessary hull damage.:yep:

vonLuckner
12-29-08, 03:32 AM
Simplify...

-> crash dive (indeed as deep as possible) on full ahead and point your stern to the warship
-> switch to silent running before you reach your crash deep (depending on the distance to the warship, if closer you should do this sooner)
-> if they drop their lovely peaches, make full ahead and a hook (50:50 to choose the better direction)
-> if the warship runs over stay a bit on full ahead to gain speed which is needed to drift, then go back to silent running followed by a second hook (your stern should point to the estimated attack direction of the warship again)

I'm pretty sure that Der Alte's II. WO on U96 could better explain it, remembering the scene in the harbour of Vigo, but that's how von Luckner enjoys the british punch. (c:

MarkShot
12-29-08, 11:33 AM
Something similar was one of the standard techniques in SHCE when located by active sonar. Ahead standard with just 5 degrees rudder making sure you could be heard and had enough speed to turn rapidly. Then, when the DC run was in progress, go to flank and full opposite rudder. The idea was to by drifting off to one side provide a false track for the attack and with the usual dash, you would have an even better chance of clearing the area.

AOD often emphasized extreme depth changes to defeat attacks. Of course, it was always a bit risky, since if they didn't actually have your depth, you could be heading right into a pattern.

One thing I noticed which is different with SH3/GWX is that the escorts don't seem to make shark feeding frenzy attacks. In AOD/SH1, the near escorts would often attack in quick succession. Assuming that once located, you baited them (2-3) properly and evaded correctly, you could put them all in one quadrant following the attack. If you could suceed in doing that, then you could creap away. SH3/GWX it seems that one makes an attack while the others loiter. This makes escaping packs quite a bit harder, since you cannot pull them all to one side. Additionally, the DC passive wash out affect either does not come into play in SH3 or is fairly minimal.