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One thing I failed to mention first time around...It helps to have knowledge of how to fire on any bearing you desire in a moments notice. I always re-enter the solution (update the bearing) just before firing. i.e... Upon determining it's time to fire NOW, and the target is at say, 1/2 a degree starboard, I will update the TDC to that bearing. If the boat is nearing minimum firing range and is not at exactly zero degrees, you will not have the time to turn the boat to put him at zero degrees. All this is hard to explain in detail, you just have to experiment for yourself to understand. Again...it takes a little practice to become proficient with this method, and it is really not that hard. You don't need to do any fancy calculations or use any tools, it's really a pretty instinctive, shoot from the hip kind of technique, but man is it fun ! |
Well lets say you are in bad shape. Your air is FUBAR and the DD is making another run.
Keep your sound profile to a minimum by presenting your arse to his bearing. Come up to 25 meters. Under 2 knots silent running. Thats right its going to get hairy;) Set four forward tubes to contact and shallow. Make sure tdc is clear. no last bearings no position keeper and open the tubes! Sound battle stations. (maximum crew reaction) Follow nearest target with sonar. Put the scope up at minimum zoom at 000. (more hairyness as thats just below destroyer draft.) Set gun crew to fire at will and target weapons.(only if you have forward firing deck gun. Dont be a pussy!) When the bearing changes rapidly thats when he is right over your head. Ie: pinging crazy map showing rapid change in bearing. Order back emergancy!:88) Emergency surface!:huh: Watch the gun icon. once it has signaled manned, man the foward AA yourself(not the deck gun) and aim at the depth charges! :/\\x: Poof!:ping: :ping: :ping: bye bye destroyer. now in case it does not work then fire a spread with no bearings at left 2 right 2 left 5 right 5. PS at slow speed. This only works if one DD is on top o you. |
I pop off a couple Noise makers and do a spiral as I crash dive....seems to work...
the whole point is to make it difficult to anticipate where you will be to drop charges and the noise maker makes it even harder. Basically if you're shallow and not in a maneuver you're pretty well dead. you have 32 hours of battery at 1/3 but a little less air (I think I'll have to time it); get the "historical Crush depths mod" and go to about 400+ feet and your usually golden if you're at 1/3 and rigged for silent (I've made it to 412-420 in a porpoise class and more in a later class) |
Yet another destroyer tactic
Another evasive tactic I try to use is, as follows:
I came up inside a convoy and pop a couple of targets. That, of course, alerts the DEs. In looking around, I see that one of my hits has disabled a freighter. She is dead in the water. I mark her bow and stern on the attack map with "X"s and draw a line on each side. Then I dive. The DEs start looking for me as I creep away SLOW. As they begin to move away and I can make my way toward the disabled ship, I come up to periscope depth along side as close to the lines along one of her sides. Then I sit and wait for the DEs to start circling the area. Of course I use good periscope practice so as not to be noticed by the search lights (Night) or their being too close during the day. As a DE comes within range, I pop him. Then I wait for the next one. A little sneaky, but all's fair. :up: Old_tex |
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Any one of them should give you an edge. The only thing I would add, is just reading your post, you are being persued by a single destroyer. Now what I have found that works in my cases is to stay around periscope depth. If you can risk it, watch to see when he approaching from the stern. When he gears up, makes his run at you, go to flank speed and just as he is 2-300 yards away, either go hard to port ot hard to starboard. Depth charges will come, make no mistake about it, but they should fall just uder you and depending on turn, either to the left or right of you. After he passes over, it is relatively safe to raise your periscope just above the waterline. Lock on target and turn hard to whichever direction he is turning. Now, most destroyers have a depth of between 9-12'. If you have the "fish" to spare, set one of the fore tubes to med speed, contact influence, and 11' depth. When the target is over 400 yards away and your locked on, open fire. Senerio #2, same as above except set your aft tubes the same settings. Or if you feel lucky, 3.5' depth, and contact fuse. When the destroyer passes over, if he turns to port, order hard to starboard and flank speed. As he comes into target, wiat until you have a good shot, usually anywhere from 165 degrees to 195 degrees. (15 degrees on either side of 180) And open up on him. Then dive as quickly as possible to 350-400', execute a 90 degree turn, and order silent running. Been there, done that. In another thread I relate a story that happened to me on one of my recent missions where i was being hunted by 5, count 'em, 5 destroyers! Thought I'd be fish food for sure. At any rate, good luck and good hunting. |
I'm not worthy
Listen to old tex, whose chart re AoB/Lead Angle/Torpedo Speed for use in implementing the John Cromwell Attack Technique is displayed at Annapolis, the Smithsonian, tatooed on my inside of my right and left forearms, and imprinted on a brass plate on the Attack Periscope.
If the plan of attack re destroyers is good enough for Old Tex, it is good enough for me. :up: Yehawww!:up: |
I was recently looking at all the US sub attacks on DDs in Alden, and most all were spreads. Aside from Growler, most seem to be 3-4 fish.
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I would say that spreads would only be justified if the warships were ordered to be primary targets. Otherwise I'd expect Admiral Lockwood to roast me for wasting torpedoes when I returned to port. Fire up lecture #3: Torpedoes are for Merchants.:shifty:
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another tip is, when you "think" you have escaped the destroyer dont surface just yet, go up to periscope depth and do a 360 look around your ship, ive had destroyers sit on the surface waiting for me to pop up even though my convoy atk was awhile ago. chance are though if they have stopped and are just sitting there they are waiting for you but they dont know where you are so keep moving away!
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Since then I've had much more success in staying undetected using the advice in this thread. (I never did escape 'Bungo' though. I just had to restart the campaign) |
So I been trying to take a more offensive approach with destroyers and try out Old Tex and Soundman's techniques and I all I am doing is wasting torpedeos. You think somebody can throw up a video and demostrate thier techniques here. Normally I just slink away but with TMO I have blown several convoy attempts because the escorts detect me and chase me away.
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That's when I noticed the destroyer's silhouette on the horizon. They cranked her hard rudder and jammed that throttle to flank speed. I immediately dove to periscope depth, went silent, lined up my sights, and fired off two torps. The J-Class tried to evade and went hard starboard, which only exposed her entire left side, and both torps struck, one near the bow, the other midships...sunk like a rock. I blame pure luck. Any time other than this that I've face destroyes usually ends badly...In other words, me crawling along being hammered by depth charges. |
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What depth is typically the "thermolayer"? |
Depthsounding only happens on your order, no need to worry about it. Just don't do it with warships about.
Thermal layer varies in depth, depending on temperature, salinity and what not. You'll know you're below it when you hear a voice saying "passing thermal layer". Sadly there is no BT modeled in the game apart from that voice (if you can call that BT modeling). |
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