View Full Version : How do you deal with Kaibokan Type D?
Tempest555
07-01-12, 04:23 AM
Yeah I know sink them or run.
I hate them and their stupid 'Y' guns :mad: I can handle the big fleet destroyers with their roll -off the stern DC's but these damn 'Y' guns bring back the bad experience running a U-Boat in Western Approaches area in SH3. They drop around you like snowflakes as these scows take their sweet time toddling around looking for your sound signature. I like a challenge and it is a challenge in the Torpedo Mission in Submarine School (I edited out the MOGAMI and put in the TYPE D and with the GATO class configured for 1944 using dud torpedoes. Kaibokan crew is crew as veterans (3) which it should be in my opinion. The sea file name I can't remember but this vessel is in the Museum as a Type D and I believe this evil little tub is in TMO 2.5 or FOTRS mod. Not sexy looking but evil....
I press my luck and go 490 to 500 ft and do the coasting and hard turns as they make their run over me. Silent running and all that. But in my training mission I still haven't a handle on how to get out from under them. If you get a fish in them they are quite flimsy (heh-restart the mission-haven't lasted long enough to escape them to reattack.) I'd hate to run into any number of them in a convoy.
Hats off to whoever designed it.
http://img.photobucket.com/albums/v348/Tempest555/DType-1.jpg
Armistead
07-01-12, 07:46 AM
Well, it looks modified to me by the position placement of the Y guns. I've never seen it like that in TMO or RSRD, although other escorts do have up to 6 Y guns. The TypeAB is a mean one, as well as the Matsu which has 2 Y guns, 4 K guns and double roll offs.
Get as deep as you can, hit flank when he makes his run and keep the speed until charges finish exploding. Adding hard fixed turns can be dangerous if an ecort has throwers, often you turn right into the pattern. I prefer a hard turn, but only hold it a few seconds, then hard turn back for a few seconds, then s8. The goal is to clear the roll offs and stay out of the throw pattern.
If you're deep enough, you can also blow tanks, hit flank and the get above the charges, just time it as you hear the escort pass overhead. By blowing tanks you usually rise fast enough to get above the charges, just gain control of your boat before you surface, cut speed and dive again. Gain patrol before you pass 125 ft or you'll broach.
Another tactic I'll use is stay slow at 1kt, when he makes his run, I'll back emergency with a hard turn to clear my nose of rolloffs.
Also depends on the crew ranking and amount of ships hunting you. Wait until you have 3-6 bad boys attacking you at the same time. I've set most of my escorts to elite in RSRD and they will come at you from all angles, taking turns, even making runs together. Elite escorts often hunt so close together I've seen throw charges land on other escorts. For some realistic extra fun, cut the cams off, you'll have to listen for sound to know what direction they're coming from, helps to look at at the ceiling.
They're many tactics, in time you'll have no problems with one of these.
Tempest555
07-01-12, 02:55 PM
Thanks I 'll try those tips I know I haven't used. Will attempt back emergency when he fires the Y guns, vary depth more-blowing tanks (in real life) would signal location, fewer hard fixed on this type (or other types with Y Guns) thats a new one for rolloffs I'll keep in mind.:hmm2:
"another tactic I'll use is stay slow at 1kt, when he makes his run, I'll back emergency with a hard turn to clear my nose of rolloff".
Been doing very good with roll offs with hard turn with increased speed. But I think your way saves a bit more on battery power then sprinting- on or during or after a turn then going silent.
Ill try to find the name of the SEA file ship file it's in. Gotta do some house work and other real life stuff for now :down: I'm only running TM0 2.5 and FOTRS. It shows up in the museum as Type D-but that's not the name of the file (you'd think I'd know since I edited the file.)
You wouldn't know the file that tells how many DC vessels carry-don't want to alter-just like to know what how much they carry. Wouldn't be surprised if they carried 50 all total on deck and magazine in real life.
In my mission files I play I do tweak the staus of the oponent toward the high end to. IJN ASW wasn't that impressive and from what i can read either desultory in their attacks (and latter exaggerated claims or quite deadly (i.e USS HARDER who got sunk in a bay in 900 ft of water with something like this Kaibokan-a dedicated ASW vessel -not a fleet destroyer.) Oh well-
Even a broken clock tells the correct time twice and all that.
Armistead
07-01-12, 04:30 PM
Evading like everything else is based on each situation, but most escorts make runs from behind, so speeding up to dodge them is the tactic that works best...if you're deep enough. I just do the few mild turns to get my sub out of the way of the rolloffs. Crew rating has great effect, escorts with elite ratings will drop more in front of you, harder to outrun them.
I've seldom ran out of battery using the flank sprint method, the danger comes more from taking battery or electric engine damage, really hard to evade when you can only go 2 kts...:wah:
Course many other factors come into play, sea state, thermals, etc...Have as many in your favor when you attack....and always a full battery
Yea, most DD's are pushovers, the escorts are the pain, but a few DD's do carry Y guns. Seems the stock amount is 40 per rack. I can't recall what file, have you tried the sea file for the ship type, think it would be in one of those folders.
Try not going deep. Go to 70 a 80 feet. Most the cans go much deeper. I've been trying this and getting away. Either I'm just plain lucky or something is askew with the game since I'm not dead yet. I've done this with TMO 2.5 w RSRD and just recently with FOTRS.
Armistead
07-01-12, 05:28 PM
Try not going deep. Go to 70 a 80 feet. Most the cans go much deeper. I've been trying this and getting away. Either I'm just plain lucky or something is askew with the game since I'm not dead yet. I've done this with TMO 2.5 w RSRD and just recently with FOTRS.
Sure you have TMO activated, that's sure death when I play TMO, get blasted out of the water.
Tempest555
07-01-12, 05:45 PM
Yeah I tried the max dive depth in a PORPISE class and was killed. I go deep as I can get-and damn -the AI sets to around my deep depth. Shallow depth doesn't give me enough time even for roll off.
The Kaibokan appears in TMO 2.5 -the sea file name is COKaibokan2 since in the ROSTER file it's listed as Type D.
COKaibokan2 file I believe is a child to the other COKaibokan file even though the silhouette file for COKaibokan2 don't match.
________________________
All kinds of Y and K gun values are in asw.sim file located in the LIBRARY file. loadouts are across the board as 40 which I think is about right. I'm happy how it was modded just curious on the number of load outs.
Hylander_1314
07-01-12, 09:57 PM
It's a lot like playing chicken. But you can, when they become available, put a few Mk 27 Cuties in the aft tubes. I use them specifically for these smaller escorts and even though they are slow, if you launch them when the C or D escorts are within 5,000 yards, you can usually get them with one torpedo. Even if it doesn't sink the buggers, it will usually send them packin' with a nice list to port or starboard.
The biggest thing to get used to, is letting them get that close before firing, and then diving as deep as can immediately, but you need to be silent until the torpedo gets far enough away, and heading for the escort on target. Then take her as deeply and quickly as possible.
They may make pass over you, but they usually slow down to 4 to 6 knots before doing their DC run. That's when the torpedo usually catches them.
Tempest555
07-01-12, 11:52 PM
Yes I had fun with Cuties when I had the game installed years ago-strictly used to distract the hound.
On another note-going back to load outs on K and Y guns- I consulted AJ Watts Japanese Warships of WWII and he gives a figure of 120 depth charges and 12 throwers!!! for the Kaibokan D. :o
Yeah those ugly little tubs.
But in game I have 160 depth charges but 8 throwers in Y configuration per the DAT files for ASW fitted on the game Type 2 vessel.
:dead:
____________
I thought the vessel didn't look right-too dark green-even though the Japanese did paint vessels green.
Had to correct the configuration file-it wasn't listing textures right-this is what the type D is suppose to look like.
http://img.photobucket.com/albums/v348/Tempest555/KaibokanTypeD.jpg
bill clarke
07-02-12, 04:04 AM
Can someone tell me how to do 1 knot ? I have tried looking for a way to go slower that using the telegraph but to no avail. I cant seem to find the revs dial in the control room.
doulos05
07-02-12, 04:11 AM
Can someone tell me how to do 1 knot ? I have tried looking for a way to go slower that using the telegraph but to no avail. I cant seem to find the revs dial in the control room.
If you click the little grey button beneath the engine telegraph dial, it will bring up a knots dial. Similarly clicking the shallow depth gauge switches to the deep depth gauge and the compass/bearing gauge switches to a rudder control gauge.
Sure you have TMO activated, that's sure death when I play TMO, get blasted out of the water.
TMO 2.5 for sure, but with the easier AI mod. I fully expected to get clobbered but most I got was superficial damage that was quickly repaired. Been playing it this way for past month.
Armistead
07-02-12, 12:47 PM
TMO 2.5 for sure, but with the easier AI mod. I fully expected to get clobbered but most I got was superficial damage that was quickly repaired. Been playing it this way for past month.
You're more lucky than anything, even with easier AI staying shallow during a depth charge run can get you easily killed. I've gotten lucky a few times stuck in shallow water at that depth, but not something I want to do.
Another factor is weather, if seas are rough, they can hardly find you.
For some reason if some escorts see your scope, they'll circle and shoot rather than charge, but probably because they have a low crew rating.
Tempest555
07-03-12, 02:58 PM
Think I'm getting down a counter Kaibokan D (thrower equipt) tactic per suggestions here-but it works only in deep water best I can describe it is a roller coaster ride (in a GATO class) between 550 and 350 ft with - turns and rapid changes in depths and speed and no speed coasting just as the Kaibokan is overhead and making it's runs. Time the depth changes just as he fires and that is hard to tell in the interior unless you think he is right over you. Tough playing interior only and if you think an exterior view helps HAHAHA it's still tough.:har: Pay close attention to damage control because just as you think you got it down the old saying-even a broken clock can tell the time right once a day (if not twice a day )comes into play. That is if you have the Kaibokan CrewRating=3. on a good weather day and a smooth sea.
Really nothing new just you just need to be unpredictable while the KAIBOKAN runs low on charges.
FWIW USS HARDER tried a down the throat shot against a similar vessel. 3 torpedoes fired- 2 went past to one side-one went past the and then they were sunk. The bay in which this happens is 900 ft. The vessel according to the book DEATH AT A DISTANCE detailing the HARDER's exploits stated it had racks and a thrower.
http://en.wikipedia.org/wiki/Type_D_escort_ship
Really the best tactic is to avoid them.
.
Hylander_1314
07-03-12, 05:56 PM
If you can, yes, by all means. I hate wasting torpedoes on them, but sometimes you have no choice.
merc4ulfate
07-03-12, 09:10 PM
I have noticed as they come towards you that if you go BACK 1/4,1/2,full, and flank that they tend to drop the DC's where your spotted on sonar and they assume your going forward. I have escaped many times by going in reverse as they come near then resuming forward momentum ...:woot:
and yes deeper the better.:timeout: Screw what the gauges say ... engineers are always conservative on paper and gauges ... push the limits ...:up:
Or would you rather be sitting back in Pearl??:wah:
bill clarke
07-04-12, 02:06 AM
Well I'd be temted if there was just one or two of them to surface and shoot it out. They only appear to have 25mm guns.
Hylander_1314
07-04-12, 04:36 AM
Yeah, but their gunners are like Davey Crockett, where our crews can't hit the broad side of a barn, with the broad side of another barn. :88)
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