PDA

View Full Version : "CRIPPLES" Scenario - hints?


zephyr
02-14-06, 10:20 PM
a little stuck getting to the ice pack, have scored some hits, but keep getting cornered. If I re-read RSR will I find how to get out of this?

Another great one BTW..., and here I thought you had peaked with Nordic Hammer. can hardley wait to see what comes next(if I ever get out of here)

Bill Nichols
02-15-06, 07:01 AM
Afraid I have no 'tips' for this mission, you just have to be good :yep:

zephyr
02-15-06, 09:37 AM
I guess I'm screwed then... :cry:

Lots and lots of 'saves' from here on out....

Bill Nichols
02-15-06, 12:12 PM
I can say this: If the cripple gets sunk, you can still complete the scenario by getting your boat to safety...

zephyr
02-15-06, 08:15 PM
I've gotten myself to the ice, but the Buffalo keeps heading towards the bad guys instead of taking the long (ie chicken) way around with me, so I end up with an imcomplete mission and can't move on

Molon Labe
02-15-06, 08:52 PM
I wonder if suppression fire tactics would be of any use...

zephyr
02-16-06, 06:52 PM
sort of a "spray and pray"(then run !!) Hmmmm..., thanks ML, I may give that a try

Molon Labe
02-16-06, 08:44 PM
That's not what I meant.

The AI tends to be very meek when faced with incoming fire. If you can get torps in the vicinity, even if you don't have the solution or even the range to make a kill, the enemy may turn away instead of attacking the wounded sub. The idea is to clear a path for the engangered sub and to buy yourself time, not to fire randomly.

zephyr
02-17-06, 10:48 AM
I'll try that.... thanks again

Molon Labe
02-20-06, 08:54 AM
Okay, after getting my ass handed to me in Nordic Hammer and Time on Target more than I care to admit, I finally made it to Cripples.

This one is a nail biter, but you have very good intel in the beginning (or if you've played it once and died, you have good intel for the next time around...). The ships coming up from behind are Grishas and a Krivak. They aren't that big of a deal unless they get close enough to detect you, which isn't likely to happen for a long time. The real threat is the Udaloy coming in from the north, who will fire on you when his airdale friends link your position to him. So, the key is to kill the Udaloy ASAP without allowing the aircraft to detect you. In other words, resist the temptation to surface and shoot SAMs, at least until the DDG is gone. The DDG will probably run into the ice sheet evading your torps, so give them a ceiling of 50 feet to run the torps under the ice/keel so you'll get him even if he gets stuck. :|\

Once the DDG is dead, periodicaly check for air contacts that might be circling you and kill them if necessary. Fire at the Grishas if they get within 20nm; they won't react to the shot right away so they usually won't be able to get out of range in time (and if not, you still bought yourself time). A 20nm engagement range should be fine for the Akula too. It's probably a good idea to get ahead of the Buffalo early on to engage the DDG and Akula as far away from the Buffalo as possibe, so it doesn't eat a torp intended for you.

Barleyman
03-12-06, 05:26 PM
Bloody finally. Had to restart this one twice .. Once due to crashing, again due to upgrading to LW 3.00 final. Eurgh. And had to backtrack 1h real time due to another crash + savegame corruption.

Taking out the initial planes is a must with LW mod they rain sonobuyous on you. Only warning you get is TIW and 30sec later KABOOM. (for sonobuyoy detection)

Buffalo was taken out by fly boys every time. Can't do much about it since Stinger doesn't really provide good area defence..

Russkies may feel trading couple of frigates is OK trade for an SSN, but I doubt Akula imp + Victor III was such a great deal for them..

http://www.kolumbus.fi/ohramies/resolution.jpg

Barleyman
03-12-06, 05:33 PM
For me 15nm engagement range for Krivak was bit too short. He ran away twice until I let him come to about 12nm.

With akula.. Well, you probably won't see him 20nm away!

Molon Labe
04-21-06, 11:23 AM
I think I had him tagged around 25. 1.03 detection ranges are pretty extreme, even with LW/Ami.

Deathblow
04-29-06, 01:02 PM
Once the DDG is dead, periodicaly check for air contacts that might be circling you and kill them if necessaryTaking out the initial planes is a must with LW mod they rain sonobuyous on you. Only warning you get is TIW and 30sec later KABOOM. (for sonobuyoy detection)

Oh come on. :shifty:...That's so not in the spirit of RSR. Where do you read the Boston went to PD and popped a few flyboys? That's cheating! ...not to say I haven't had to do it myself. :oops: :rotfl:

Honestly though, those ASW aircraft are what make the mission so darn hard IMHO, just can't shake 'em. Not to mention your going to have to plow through the middle of at least one of their sonabuoy fields, and once they have you..... they don't let go :stare: :damn:

Molon Labe
04-29-06, 04:05 PM
If they are already circling overhead, a TIW won't be far behind. The whole point of the SAM is to use it as a last resort, which is exactly what the situation I described is.

Deathblow
04-29-06, 04:42 PM
Oh come on. Where besides DW and SCS's "pulled-outta-thin-air" inclusions has this ever been described as an actual sub tatic. Its a cheat, just admit it. :lol:

No where in the history of books, movies, accounts has a sub captain ever said. "Oh Nos! They've got us on sonar, quick someone grab the SAM and run topside for a second!" :-j :lol:

Then again, I may be wrong, I'm sure stranger things have happened.

Molon Labe
04-29-06, 04:58 PM
It's pretty well documented that quite a few Russian subs had SAM systems aboard, some even mounted in the sail. :P

Deathblow
04-29-06, 05:02 PM
Fine then. I think we should simulate the 2min delay to pup the hatch and get the crewman up the sailhatch to the bridge, another 2min to get the SAM handed up and ready, and then another 2 min after launch before the sub can dive, to store the equipment, get down the ladder and seal the hatch before the dive.... :hmm:

... thennnnn it wouldn't be cheating! :) :yep: :lol:

Mau
04-29-06, 09:33 PM
Agree with that last one!!
Luftwolf would it be possible?

Molon Labe
04-30-06, 01:13 AM
Fine then. I think we should simulate the 2min delay to pup the hatch and get the crewman up the sailhatch to the bridge, another 2min to get the SAM handed up and ready, and then another 2 min after launch before the sub can dive, to store the equipment, get down the ladder and seal the hatch before the dive.... :hmm:

... thennnnn it wouldn't be cheating! :) :yep: :lol:

I think 6 minutes is a bit extreme, but in principle you're correct, and it woudl be nice to see some sort of delay implemented. In any case, it isn't, so there isn't much we can do about it. The good news is that the helos often don't pick you up unless you surface to shoot them down in the first place. =)

Kazuaki Shimazaki II
04-30-06, 03:59 AM
Fine then. I think we should simulate the 2min delay to pup the hatch and get the crewman up the sailhatch to the bridge, another 2min to get the SAM handed up and ready, and then another 2 min after launch before the sub can dive, to store the equipment, get down the ladder and seal the hatch before the dive.... :hmm:

... thennnnn it wouldn't be cheating! :) :yep: :lol:

But considering this is an emergency procedure, you won't be checking everything. What would probably happen is you'd be undogging the outer hatch even as the submarine climbs from PD to sail depth (in my attempts, it tends to take a minute or two in the game) so it is either only one click away from idle or in the idle position being pressed down only by seawater. The SAM guy would be pressing on the hatch so it'd open as soon as the water is no longer pressing down.

The SAM guy probably has the SAM on his back (http://en.wikipedia.org/wiki/Image:Sa-16.jpg) and so it won't have to be handed up. He just goes through - a few seconds and maybe another five to unsling his weapon once he's on top. You'd probably take a few seconds anyway to realize that all of a sudden, the sail button had become available during your climb anyway.

Then you orient and shoot, the longest phase.

Then he slings his weapon back (another four seconds) and slides down the hatch as the sub crash dives. If he can't bring his weapon with him, chances are the Stinger launcher would be tossed overboard rather than time being wasted to recover it. So the current timing may not be too bad.

Deathblow
05-29-06, 08:42 AM
I'm having a lot of trouble with this mission. Not the mission itself, but the fact that the mission always freeezes when my sub gets within 12nm of the goal. It happens everytime no matter which route I take, north, middle, or south. I've never experienced game freezing on any other mission (single-player, campaign, or quick mission)... just this one mission and it happens each time, everytime I play it (10+ attempts, 10+ game freezes).

I'm unsure to what the source is. Because it alwasy happens at around the same time (near the goal line) I'm suspecting that its something to do with the last few triggers, probably the trigger that spawns the last opposing sub... but I can't be sure and haven't found a solution.

Does anyone else besides me experience this?:hmm: :confused: