View Full Version : Attacking Destroyers - Tatics
Majestik 909
01-24-16, 04:09 PM
I have begun a campaign against destroyers. Since they almost always beat a Collision/Intercept course, I submerge to periscope depth and allow them to close to about 200-400 meters. With pistols set to magnetic, I fire one torpedo dead into the bow, almost always resulting in a hit, even when evasive movements are made. Most sink a few minutes later.
Additional dead astern attacks from less than 400 meters are also devastating. It would seem their ability to hear anything in there own wake is greatly finished.
Happy Hunting...R.H.v.H - U-196
Rockin Robbins
01-24-16, 04:57 PM
Yes, since destroyers are very quick to maneuver and very alert, there are two ways to shoot them, both from absolute minimum range. The first is you are periscope depth running from them as they chase you. Wait for the range to close to 500 yards and shoot one up the 180 bearing. Dive immediately and keep ahead flank until you pass the thermal barrier. That's a fifty-fifty shot. And since our game DDs are hardened on the bow you aren't guaranteed a sinking.
Just like you, my favorite shot is from up the DD's stern. They don't react as well, even though your torpedo travels longer before the boom. Best to shoot that one from 400 yards, as the DD will travel more than 100 yards before it hits and you'll still have an armed torpedo. The problems is "how do you get in position for this up the poop chute shot?" Pretty much, you have to let them run over you and shoot them if you live to see them running out the other side of their run.
DDs are worthless in tonnage and very dangerous to engage. If you're playing a U-boat Donitz will have you shot when you return and replace you with a more sensible captain. If you're playing as an American, Admiral Lockwood will have you reassigned to a garbage scow. If you live.
Majestik 909
01-24-16, 05:09 PM
Agree on all points! I enjoy your posts!
I'm a bit of a maniac, but very methodical and calculating...
Majestik 909
01-24-16, 05:11 PM
Up the poop chute...LOL
I tend to circle and maneuver into position. Its time consuming, but fun.
Majestik 909
01-24-16, 06:08 PM
Another tactic I use often is to surface close to a damaged merchant, and set a torpedo to fast/magnetic 000 heading and put a shot into the DD amidships as it crosses the freighter's bow.
I have also surfaced next to a merchant in a convoy, below their cone of fire, and allow the ensuing destroyer fire to badly damage and/or sink the vessel.
I can then hide under the stopped hulk and pop up scope periodically and broadside the DD's.
woodenboat
02-02-16, 01:06 AM
I've already discovered completely by accident, just what you guys are describing in this thread. I just described my experience in another thread and now, by reading your posts here, I'm on the right path to enlightenment. :yep:
I have also surfaced next to a merchant in a convoy, below their cone of fire, and allow the ensuing destroyer fire to badly damage and/or sink the vessel.
Are you kidding me????
Oh now I've GOT to try that.
Cybermat47
02-02-16, 02:33 AM
Short range.
Magnetic detonators.
While they're in port.
Majestik 909
02-02-16, 08:50 AM
I've already discovered completely by accident, just what you guys are describing in this thread. I just described my experience in another thread and now, by reading your posts here, I'm on the right path to enlightenment. :yep:
Are you kidding me????
Oh now I've GOT to try that.
Get familiar with running "decks awash" on some approaches. This refers to running partially surfaced with only your main deck and conning tower out of the water - you won't make as much speed, but you will present a smaller silhouette. I also use the sun and moonlight as an advantage when approach course permits.
I will sometimes run with only my conning tower out of the water. I can still man the bridge with binoculars in this state. I can make more speed in this state than fully submerged.
Also, before surfacing, take a look around. Many times I have had no sound contacts and yet surfaced near a task force. Also, beware of surfacing to admire your work as a ship is sinking. Armed merchants and warships can still fire on you while ablaze and sinking.
Good luck....
woodenboat
02-02-16, 10:15 PM
I played a game last night where the seas were so rough that I had to raise my conning tower out of the water just to be able to see over the waves with my scope. I shot a destroyer and I discovered just what you're saying. That destroyer was still shooting at me all the time she was burning, listing and men jumping off her decks. She didn't let up until a final explosion took her down. Fortunately, only my conning tower must have been a really small target to hit. She came very close but never did hit me.
Majestik 909
02-03-16, 01:09 AM
Good work...
Red Devil
02-04-16, 07:32 PM
Depending on game date, destroyers fired on at 200m will miss, its too close. When you are equipped with acoustic torps in rear tubes which I always do when avail, fire at pursueing Destroyer at 1500 and dive and do 90 deg turn. The torps should meet up with him after he slows down to 'search'.
Majestik 909
07-09-18, 04:04 PM
I've been firing at 400-800 meters....
Captain_AJ
07-09-18, 09:40 PM
I have begun a campaign against destroyers. Since they almost always beat a Collision/Intercept course, I submerge to periscope depth and allow them to close to about 200-400 meters. With pistols set to magnetic, I fire one torpedo dead into the bow, almost always resulting in a hit, even when evasive movements are made. Most sink a few minutes later.
Additional dead astern attacks from less than 400 meters are also devastating. It would seem their ability to hear anything in there own wake is greatly finished.
Happy Hunting...R.H.v.H - U-196
It seems that you have found that same method that I have .. way to go ")
Armistead
07-10-18, 03:40 PM
I always preferred the DTT shot from the stern and shot 3 by the wire middle and lil offset left and right if using M14's. Although it's cheating per say, you can use the 40's basically a lil below decks awash, even somewhat underwater and often sink small escorts or shoot their depth charge racks off usually without any major damage returned. Not sure if this voids the charges numbered, but never had one dump on me after I did it. Sometimes in shallow water it's a good last option. Another fun tactic is to learn cargo load outs when you can and what explodes and after an attack where escorts often get close to these loaded merchants is to time a shot and blow them up with the merchant. No credit, but it's fun, I've sunk sometimes 6 plus ships with one torp from explosion to explosion.
Red Devil
07-13-18, 05:23 AM
. It would seem their ability to hear anything in their own wake is greatly finished.
Happy Hunting...R.H.v.H - U-196
exactly the same as the subs.
I play it by ear. If attacking from port or starboard, I let the lead DD pass and come up and fire at the chosen targets and immediately go back down, turning towards the advance DD, he comes around and goes approx where I was. After thermal layer I go up to slow, wait and come back up for another attack then do a runner!!
l02turner
01-02-19, 01:17 AM
Had a interesting thing recently. While on one mission I was attacking a large Warship and Tanker convoy. I hit a couple of the BBs first and as they limped away the DDs came after me. I wasn't feeling like absorbing a lot of Dept Charges so I did a DTT on the 1st DD - a hit and it sank soon after. Went to 350' and waited for the DDs to lose the contact before moving to Periscope Depth and then a 2nd and 3rd approached. 2 more DTTs and they went down.
I tried to get close to the damaged BBs and//or Hvy Cruiser and #4 started closing. Had time to hit a BB with 2 more fish (tho he didn't sink yet) and targeted #4 and fired just 1 fish which thankfully hit and sank another DD.
I then looked for #5 and saw him leaving the area at 35 knots! I guess he feared the American sub but little did he know I only had 1 or 2 fish left and both were in the stern. Then I saved and quit. Mission was not accomplished because I failed to sink a BB even tho 2 were damaged.
I get so absorbed in this great game (SH 1.5 w/mods) I stay up later than I should.
LT
KaleunMarco
01-02-19, 10:36 AM
Had a interesting thing recently. While on one mission I was attacking a large Warship and Tanker convoy. I hit a couple of the BBs first and as they limped away the DDs came after me. I wasn't feeling like absorbing a lot of Dept Charges so I did a DTT on the 1st DD - a hit and it sank soon after. Went to 350' and waited for the DDs to lose the contact before moving to Periscope Depth and then a 2nd and 3rd approached. 2 more DTTs and they went down.
I tried to get close to the damaged BBs and//or Hvy Cruiser and #4 started closing. Had time to hit a BB with 2 more fish (tho he didn't sink yet) and targeted #4 and fired just 1 fish which thankfully hit and sank another DD.
I then looked for #5 and saw him leaving the area at 35 knots! I guess he feared the American sub but little did he know I only had 1 or 2 fish left and both were in the stern. Then I saved and quit. Mission was not accomplished because I failed to sink a BB even tho 2 were damaged.
I get so absorbed in this great game (SH 1.5 w/mods) I stay up later than I should.
LT
LT,
you raise an interesting point: no credit for damaged ships.
this was important to the USN both before the war and after the war (JANAC). why the geniuses at Ubisoft did not factor this into the design is a mystery. you (we) should be given credit for damages. what can you do, eh? guess you'll have to figure a way to sink the bastard. :har:
mb
NZSharkbait
01-09-19, 07:12 PM
Once the Mk 18 electric torpedoes become available, I like to keep at least two or three available, just in case destroyers start poking their bows in where they aren't wanted, or when I want to weaken an escort screen around a task force or convoy: although they are slower than the steam torpedoes running at high speed settings, they don't leave a wake and can catch destroyers unawares.
Because of this, I have been able to stalk and sink escort DDs from ranges of about 1,500 - 2,000 yards, while they are cruising relatively slowly and at a constant heading. Don't bother trying if they are racing at high speed to (say) catch up with a convoy, or are circling at 15 knots or more.
Mk 18s are also useful for catching bored, unsuspecting DDs when they are patrolling near a port where there are fat, innocent merchant ships moored dockside, just begging to be torpedoed. DDs seem to settle into a pattern, of long, slow-medium speed circuits making them vulnerable to a slow, stealthy approach.
Another way Mk 18s can be used is when DDs stop and listen while hunting for a sub, after the latter has evaded by diving deep - preferably over about 250' - and run silently at 3 knots for about 15 minutes or so (why they stop, when a sub is in the vicinity, is another question): I recently sunk two Asashio class DDs at ranges of 1,935 and 3,210 yards respectively, when they both stopped completely, while leaving two other DDs to escort the remains of the convoy. I was then able to do an 'end around' (ie: surfaced, ran ahead of the convoy at flank speed and long range, while keeping the convoy in radar range), intercept the convoy and claim a couple of tankers.
BTW, in calm conditions, it is possible to trim your boat carefully enough to enable the periscope to be used at 63', or three feet below the nominal periscope depth.
Armistead
01-09-19, 09:53 PM
One thing I enjoyed if you know cargo load outs and often you don't the interior, but when I'm being hunted, time escorts near merchants that blow with dangerous cargo, the blast radius often takes out numerous ships. Sadly, you only get credit for the one ship you hit, but I've taken out numerous escorts this one, often 2 or more with the merchant.
Most use the DOT shot. I also prefer to shoot from the stern, but with good mods like TMO, more so with torp failure risk, usually 1 doesn't sink it or even take it out of the game for long and nothing like a dud at 400 yards..
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