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-   -   WARSHIP CLOSING VERY FAST SHORT RANGE !1!1!1! (your tactics for DD's) (https://www.subsim.com/radioroom/showthread.php?t=201213)

Gustav Schiebert 01-06-13 03:05 PM

Another thread on this? Well, okay, since it's already started.

Vanjast's reply (with Sailor Steve's proviso) is pretty much what I do. I'd also add that half the battle is before you fire your first torpedo - position yourself so that you can dive next to/below the sinking ship and it can mask your descent - or under the convoy so the destroyers can't chase you. Use the 'set speed' to run for 1kt rather than just using 1/5 speed. Judicious use of 'Bold' canisters for those who have them can give you almost enough time to get away on their own, without screening yourself against the depth charge explosions.

HundertzehnGustav 01-07-13 02:33 AM

Quote:

Originally Posted by Sailor Steve (Post 1989097)
I have to disagree with this one point. If you wait for the depth charge to explode it may already be too late. Go to full speed when you can hear the destroyer's propellors accelerate for his attack run. Turn hard either way and change your depth by 20 meters. Keep your speed up until you hear the depth charges explode, then go back to silent speed.

agree... a DD doing more than 11-13 kts cant hear a damn thing because of the water/engine/screw noise.
That is the Captains call to give it the beans and change location.

Trouble is when the enemy is not exactly above you AND has a buddy.
the Buddy will still listen. And he will hear you sometimes... more often than not.

The first DD will make an attack run on "your position" and the Buddy hears your fast Sub screws from a completely different direction of where you "should" be.

Or, if the DD is far far away and a lone DD on patrol, fast forward under water, and when he hears you he will go for 28-35 kts speed.

point your tail at him, and make sure he is at your exact 180,000000°.

Then shoot one or two fast Steam eels at magnetic depth.
When they are gone, drop down to 80-100 metres at full power and noise.

If the eel misses, you are way down already and have an easy time escaping.

Only andviseable in 39 and 40...

MadMac44 01-07-13 10:45 AM

what about acoustics torpedo ?

do you used them ?
I play a month without pause but I usually start a new campain everyday (looking for best combination of mods) and I choose 1939 or 1940 for start so I never tried them

What do you think about this torpedo ?

vanjast 01-09-13 02:29 PM

Quote:

Originally Posted by Sailor Steve (Post 1989097)
I have to disagree with this one point. If you wait for the depth charge to explode it may already be too late. Go to full speed when you can hear the destroyer's propellors accelerate for his attack run. Turn hard either way and change your depth by 20 meters. Keep your speed up until you hear the depth charges explode, then go back to silent speed.

You're right, just forgot to mention 'current situation'.
In the game (not sure how is was in RL) an attacker would approach slowly, then accelerate when it drops DCs (tries not to sink itself). I'm usually on the hydrophone monitoring all these guys, worming my way through the attacks.

MM44 , there is also a bit of computer (AI) logic to get accustomed to - as indicated by Steve. By adjusting your depth during an attack you generally foil the attack.
:)

Liam C 01-16-13 04:59 AM

Flank speed until he is behind me and fire aft torpedo.

desertstriker 01-17-13 04:35 PM

run silent and run deep thats how i get away


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