View Full Version : What tactics do you use for Losing a Destroyer.
Anachronous
03-25-06, 09:27 PM
Its Oct 1940 and Im heading up the western side of the UK near liverpool, in the convoy lanes and its fairly shallow in places.
Now I had a destroyer following me and I was out of internal Torps after taking out a merchat convoy. Ive taken some damage and spend a couple hours trying to lose this destroyer with no luck. Eventually I surfaced behind him and took him out with my deck gun, though I lost a couple crew in doing so.
The problem is while I took him out, he must of called for help, as other destroyer turned up, this one with bigger guns. :)
Now Im heading slowly for deeper water, swapping between silent running and speed when I can. I am at 40m with 15m to spare and each time the destroyer comes close, i have to go evasive. Luckily I can out turn him.
I thought Id lost him for a while, as I was sitting on the bottom not moving, but then he found me again and I had to move.
My crew are tired and so am I. This cat and mouse game has been going on all night.
So what would you do?
AO1_AW_SW_USN
03-25-06, 10:15 PM
When I have a persistent DD on my tail, I normally change course so that I'm running 180 degrees opposite of the convoy's course. So if the convoys is heading 275, I run at 95.
I have found that even though the DD has you dead to rights, he still has to protect the convoy. So after a given distance, he turns tail to catch up with the convoy... even if he hasn't lost you as a contact.
For lone DD's, you're pretty much stuck until you can break ASDIC contact. If you can manage it, dive deep (deep = 150+ meters). If you're in shallow waters the best thing to do is to tun into the course of the DD to increase the closure rate while still at Ahead Slow. At +/- 500m distance go full/flank speed and change course to 90 degrees port/starboard and hold on. When he drops his DCs they should be well off your stern and you can change course and slowdown again. Rinse and repeat until ASDIC is broken.
This is what I often do to clear convoy protectors
1) remain at flank speed in one direction
2) keep your sub at periscope depth...
3) with the persicope out of the water
4) the DD will speed up in your direction (in zig-zag towards you)
5) keep steady at top speed and never change your direction (just adjust so that the rear torp doesn't need to curve)
6) open your rear torp tube but don't launch the torp
7) set your rear torp for "fast run" (to avoid missing the target)
8) once the DD under 400m from you... launch the torp
9) do crash dive (just in case of your torp missies)
10) do 90 degress turn in oposite direction from where the DD turns to avoid your torp.
Well offen point 9 and 10 are not necessary because the DD will be at 25kms/ns and at that distance (under 400m) doesn't have time to avoid the torp and it goes bang.
9 and 10 are useful if you use some other mod that makes DDs harder to be destroyed or if your torp didn't hit DD vital parts.
once on point 10)
11) run in silence mode and slow speed (remain in crash dive depth = 70m) ---- a termal layer seem to be around 50m --- so under that would improve your survival.
12) set up next guear once a DD is from 1000m from you, preferably if you are on its tail.
13) go to a complete stop if you are red and only go flank if you listen dropings charges (once out of the explosion area drop to slow guear)
I hope that this help :)
AO1_AW_SW_USN
03-25-06, 11:36 PM
This is what I often do to clear convoy protectors
1) remain at flank speed in one direction
2) keep your sub at periscope depth...
3) with the persicope out of the water
4) the DD will speed up in your direction (in zig-zag towards you)
5) keep steady at top speed and never change your direction (just adjust so that the rear torp doesn't need to curve)
6) open your rear torp tube but don't launch the torp
7) set your rear torp for "fast run" (to avoid missing the target)
8) once the DD under 400m from you... launch the torp
9) do crash dive (just in case of your torp missies)
10) do 90 degress turn in oposite direction from where the DD turns to avoid your torp.
Yeah, but can you REALLY do this with manual targeting and no WO assistance? With auto-aim, it's simple, but with manual targeting... it's a longshot!
Tonnage_Ace
03-25-06, 11:44 PM
If he's right on your tail, lined up nicely, you don't need auto TDC. I've done this a million times although the only thing I'd add to this is to set the torp mag. depth at 5m so it doesn't bounce off the curved bow of the DD. Sliding underneath the DD, it'll go bang exactly midships, under the keel, that's one dead DD...
AO1_AW_SW_USN
03-25-06, 11:47 PM
You must time it right because I've tried it a couple of times in the past with a near miss both times.
Perhaps I was firing too soon or something. :damn:
Anachronous
03-26-06, 03:21 AM
Ok I reloaded the save from where I shot at the convoy. I was off to the starboard side of the convoy. Waitign for them to pass before i fired.
I didnt even wait to see if my torps hit (which they did). As soon as I launched. I headed straight under the convoy (Not the ones I shot). Towards the direction they came from, behind them. This way the DD closest to me couldnt follow and I got out of range of the front DD.
Now the I came back up to periscope depth at the rear of the convoy and shot my last internal front torp at the rear DD, killing it. By this time the starboard DD had caught up, which turned out being an armed trawler. I turned 180 and headed straight for him. Then when I was behind I surfaced, armed my deck gun and came about to chase his tail.
I only had 1 rear left, so I didnt want to use it unless i had to.
By the time I had destroyed him, I noticed some splashes and it seems the front DD had come back to find me.
It was a fair way off and only travelling at 12knots. So i set my heading at flank speed and headed off at 16 knots, away from him. Shooting at him as I did so. Lucky he was a bad shot.
So while heading away I took the time to get my external stores brought aboard and reload my torps.
He eventually stopped chasing and headed back to the convoy. I'm now back on my patrol route. Saving my last torps for protection or something really tasty. :)
WOW!
THNX guys,
now Ive got some-more pages I can print-up
for my strategy-guide :up:
yes,, we nubees are listening,,, :yep:
This is a Great-group!!
BigJ47.
Keelbuster
03-26-06, 07:33 PM
It's all about getting far enough outside of the active sonar cone that he doesn't pick you up when he does his sweep. Here's my trick. First, start to dive, and go ahead-1/3rd with silent running on (i.e. no compressors, crew silent, etc. - just engine noise) - and turn so that the destroyer is 180 degrees to you. This minimizes your sonar profile. Now, you have to guess as to when he'll be 1km from you. At that point, go to ahead slow. Then wait. He'll ping you. Listen to the pings - if they get louder, more frequent, then he has you. He will line up to do a DC run. Let him do this. Listen to him on the hydrophone. When he stops pinging, he will accelerate and DC you. Go flank. This will pull you down to depth (165m) and his DCs will miss because the will be set to boom too shallow to catch you. Then, when you hit 160, change course 30 degrees. The choice of direction is important. You want to turn _with_ the destroyer when he does his turn following the DC run. If you turn away, on his first turn he will have you right away in the active window. If you are under him, you will have the advantage of him having to turn 360 degrees to get you in the window. I usually flank until the rudder goes to 0, then drop to ahead 1/3rd, wait for a few seconds then go ahead slow. If all works well, you have put some distance between you and him, and he's got to turn 360 degrees to get you in the window again. With enough distance, and with the newly acquired depth, he should have a hard time picking you up on his next sweep. If he fails to find you on this next sweep, you will probably escape because by the time he does his next rotation you will be even farther away. Always keep him on the hydrphone so you know where he is. Eventually, you want to have him at 180 and fading. That's the way I escape. If there are more than 1 DD attacking you it's way harder. you have to get lucky and sprint outside of both of their active cones. Tricky, and luck-based.
Keelbuster
03-26-06, 07:38 PM
one more thing - i almost never try to torp a destroyer. It often misses, and they aren't worth any real tonnage, so it chalks up to a waste of a torp. In a typeVII, every torp counts. I only torp a destroyer if it's an emergency- if he detects me at <1km and he's going to rush me before i can turn/evade/get depth. Or, if it's a TF and there's like 3 DDs that are going to end up searching for me, I might try to kill/damage 1 or two to make my chances of survival a bit higher. In that case, kill the closest one, and then proceed to evade in the way I described.
Keelbuster
03-26-06, 07:38 PM
oh - and in the later war, decoys become really important. But that's a whole nuther issue. I haven't mastered them yet.
mike_espo
03-26-06, 08:43 PM
You were able to take out a DD with a deck gun?? :o That don't sound realistic at all...Even the 105mm is not enough fire power to take out a DD....What realism are you at??
Anachronous
03-26-06, 10:07 PM
You were able to take out a DD with a deck gun?? :o That don't sound realistic at all...Even the 105mm is not enough fire power to take out a DD....What realism are you at??
Two DD (front and rear) and two Armed trawlers (left and right). Took the trawler out with deck gun. As they arent as deadly as a DD. I Destroyed one DD with a torp and out ran the other.
Suicide Charlie
03-27-06, 04:02 AM
I'm currently at Oct 1939 and my orders now have me navigating the shallow waters of the English Channel. During my last patrol I sunk 11 ships before I even reached my patrol grid. A couple of them under the shadow and wake of a DD.
I learned from a reading a number of posts here that it seems that an ASDIC's abilty to pick you up heavily depends on an engine's RPM. So when I come in contact with a destroyer and he knows I'm around I switch my speed control from the Ahead Slow/Ahead Flank format to selecting specifc speeds in knots. I rig for silent running and go to 1-2 knots. I also tried to maintain a depth that was anywhere from 5-10 meters above the bottom (the water was about a total of 35 or 40 meters deep). This, coupled with turning into him when his search pattern brings him on a closing heading and continuing past him using his own screws to mask me.
The one thing you have to be careful about is if he does detect you and goes on a Depth Charge run is going to Flank speed to aviod the Charges. Timing is everything. If you're not careful he'll hear you after the last charge has gone off and come around for another run... which can happen more often than not. :-?
I was able to slip away from a couple of destroyers doing this when I had little to no diving room (which made me nervous as all hell). Two of them I even put myself in a perfect firing position when I came up to periscope depth to check the surface. I don't really think that putting two of Winston's annoying destroyers on the bottom is a waste of an eel, especially considering the fact that all the merchant ships I encounter are still unarmed. Making deck gun operations perfect... weather permitting.
mike_espo
03-27-06, 09:38 AM
You were able to take out a DD with a deck gun?? :o That don't sound realistic at all...Even the 105mm is not enough fire power to take out a DD....What realism are you at??
Two DD (front and rear) and two Armed trawlers (left and right). Took the trawler out with deck gun. As they arent as deadly as a DD. I Destroyed one DD with a torp and out ran the other.
I don't think there is one case where a U-boat "fought it out" with a escort with a deck gun....and WON :nope: :88)
Seems there is a serious flaw in the game....
Suicide Charlie
03-27-06, 02:00 PM
You were able to take out a DD with a deck gun?? :o That don't sound realistic at all...Even the 105mm is not enough fire power to take out a DD....What realism are you at??
Two DD (front and rear) and two Armed trawlers (left and right). Took the trawler out with deck gun. As they arent as deadly as a DD. I Destroyed one DD with a torp and out ran the other.
I don't think there is one case where a U-boat "fought it out" with a escort with a deck gun....and WON :nope: :88)
Seems there is a serious flaw in the game....
My thoughts exactly. I've only been on the surface or gone to the surface with a warship nearby if it's night, he has failed to spot me and we're running in opposite directions with a wide enough berth between us. Even then I wouldn't even think about engaging with my deck gun.
I've also passed destroyers on the surface during the day but I made sure I had a 5km+ berth from them.
The only time I ever use my deck gun against an armed ship is if it's an Armed Trawler. And even then if you're not careful and let him close too much with you without taking out his main gun an Armed Trawler can cause you a lot of trouble.
Happy Times
03-27-06, 02:34 PM
Use the realism mods if you want more challenge. :D
Khayman
03-28-06, 04:30 AM
I've survived two encounters where four destroyers were hunting me. After firing my torpedoes at the convoy I order a depth of 150m or more and rig for silent running. Even from periscoope depth I don't stray from ahead slow. I alter my course to the opposite of the convoy.
Sometimes it seems from the hydrophone that a destroyer is heading straight for you, but don't panic. It might change course. Come to a complete stop. If it keeps closing and isn't changing direction then go to ahead flank to increase your depth (since you'll probably still be quiite near the surface) and use a hard rudder change until you are at right angles to the attacker .
If it passes over you and drops depth charges then pray. If it doesn't drop anything then go back to ahead slow (and still silent running).
If they ping then launch a Bold, but don't increase speed. Also, do not increase speed when one destroyer is on an attack run - the others will hear you (unless he's so close that the charges might damage you). Also don't increase speed while depth charges are going off. I did and I was detected?!? I thought the noise of the charges would mask my screws but no.
Oh and did i mention that you had to pray....yeah I did :D
Anachronous
03-28-06, 04:50 AM
You were able to take out a DD with a deck gun?? :o That don't sound realistic at all...Even the 105mm is not enough fire power to take out a DD....What realism are you at??
Two DD (front and rear) and two Armed trawlers (left and right). Took the trawler out with deck gun. As they arent as deadly as a DD. I Destroyed one DD with a torp and out ran the other.
I don't think there is one case where a U-boat "fought it out" with a escort with a deck gun....and WON :nope: :88)
Seems there is a serious flaw in the game....
Yah, well its nice sometimes to rewrite history. :)
Though usually I wouldnt try this. I didnt seem to have much choice. I did take a lot of damage, and I had to stay behind him, as the rear gun was only light, and I told my crew to aim at the weapons. Lucky for me, he missed a lot.
Anachronous
03-28-06, 04:59 AM
Use the realism mods if you want more challenge. :D
Im in the process of seeing how real life sonar/hydro/radar ranges pans out.
Ive been doing a lot of research and the sonar, both active and passive in the game are far over the mark for their real life range.
I wish I could increase the visual range to about 30km. :)
I have done this so far with the 16x visual mod. Increasing their range while reducing their accuracy. For Sonar and Hydro im using real numbers, but Radar at the moment is still about 50% of what it could be.
visual range x2
hydro range x3
Radar range x4
Sonar range:
Active x0.75
Passive x040 (Even that is higher than it apparently was during war time)
At the moment I have left most weapons at the stock ranges, as they are fairly accurate, and the big guns are now only limited to the visual range of the horizon.
Mart!jn
03-28-06, 10:31 AM
Destroyers seem to can do everything you can do.
- they have far more speed,
- they always have more manouverability.
- they can always hit you,
- they have more armour, unless you can launch a torpedo, (your deckgun is useless)
there is only one point they can't: DIVE.
just DIVE. make sharp turns at the right moment and dive deep.
they always come with convoys.
and unless you take your realism to -50% they will never manage to get THROUGH a merchant. so dive under merchants.
this is for several reasons:
1) the engines of the merchant will cover your own engines, the destoyers hydrophones will be useless.
2) destroyers can't get through a merchant, so depht charges will be less accurate since they won't destroy their own merchants.
3) you can escape by going excatly the right way. when a destroyer is on the right side of the merchant, you should escape at the left side, and make sure you are under the merchant till you passed him. then make the turn. the destroyer will stop and wait for the merchant to pass by. and then speed up to flank and try to ran him out or hide somewhere at the seabottom
Good Luck!
Kilamon
03-28-06, 02:19 PM
heh, I've done that. I unloaded all 4 tubes, aiming for engine hits on 3 boats and scored on 2, disabling them. Then, to give my boys time to load, sneak under a merchant and follow underneath it for an hour or so. Tense times, keeping the heading proper and still avoiding the DDs while following a zigzag merchant. I can only wonder what those merchant marines would think when they look over the side and see a periscope. Good thing they don't have grenades!
kiwi_2005
03-28-06, 04:41 PM
I don't think there is one case where a U-boat "fought it out" with a escort with a deck gun....and WON
I witness a player in multiplayer once surface and take on a Battleship and survive! :o It completly floored me. There we were 6 uboats edging our way to the convoy that had two battleships and a carrier with it. were all at persicope depth sending messages to each other on our great plan on how to attack, when all of a sudden one guy who must of thought we're wasting our time planning our attack and i'll show you guys how its done, Surfaced! mans his deckgun and runs his boat in a wide circle while fireing at the battleship he never sunk it but he was on the surface for a good 15min and his boat was getting hit but he survived. He only submerged cos he ran out of ammo. We were all stunned with silence while watching this brave and Mad fellow take on a BB. The server host realism was on normal, either it is a bug or just plain bad shooting by the enemy. :hmm:
bookworm_020
03-29-06, 09:50 PM
A homing torp takes care of them without a problem!
:arrgh!: :arrgh!: :arrgh!: :arrgh!:
VonHelsching
03-29-06, 11:58 PM
Any hints on how to hit a DD that is circling around you with a single torpedo (non homing)? :shifty:
Suicide Charlie
03-30-06, 12:22 AM
Any hints on how to hit a DD that is circling around you with a single torpedo (non homing)? :shifty:
Everytime that I've hit a DD with a torpedo that was hunting me was after I lost him. My advice is to slip away from him using any of the tactics outlined in this thread. Once you do SLOWLY come to periscope depth in order to prepare a firing solution. Since you're going to fire on the DD with a torpedo after you've lost him I like to use my stern tube because I try to put as much space between myself on the destroyer. Granted I'm moving at about 1-2 knots so I must be patient. I usually wait until I'm about 400-500m away and he's between about 120-220 off your stern. At this distance he won't have much room if any to evade and he'll be still in a slow orbiting pattern trying to pick you up based off the last position he heard you in.
I'm still in late 1939 in my most played campaign so I have no homing torpedos. I have a campaign set for Decemeber 1943, but it's for my Wolves at War patrols.
EDIT: ALWAYS check your recognition manual when you're preparing to fire upon a destroyer (if you're using assisted targeting sometimes you may be tempted to not check it for depth information). Destroyers have very shallow drafts, a lot of them higher than what your eels are normally set at. I'm sure you check and change their running depth regularly, but it's just a reminder as I've forgotten to do this in critical times and missed because of it. DD's should only take one eel, regardles if you use an impact or magnetic pistol.
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