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Originally Posted by Molon Labe
Okay, so we'll assume that the skipper in these scenarios carried TASMs or 'poons in stores and has the luxury of not needing the tubes for ADCAPs and UUVs.
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Unless the mission requires it specifically, I'd ALWAYS rather have weapons than UUVs.
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Yes, the extra 4 missiles does make a difference. Of course, for the Seawolf, a "full" salvo is only 8 missiles, which also makes a difference.
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But the Seawolf was optimized for ASW. The LA, in this sense, is more versatile. VLS tubes really add a lot of bang to a cruise missile firing warship. It also applies to land attack cruise missiles too, because increased salvo sizes increases the likelyhood of a missile penetrating the defenses surrounding targets on land as well.
With cruise missiles, more is always better.
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I'm comfortable saying that a Seawolf would be lucky to get anyone, while a 688I will reliably get one escort provided that the formation provides little to no mutual AAW support and the 688I uses the torp tubes along with the VLS. If those conditions aren't true, it might not even get the one. Splitting the missiles between two targets would result in all of the missiles being shot down in nearly all cases, even with the factors above being in the SSN's favor.
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That's true. When I use TASMs, though, I usually can't really pick out a single target. At 200Nmi, I get the formation center and an AOU from a message. I use the data to generate a manual solution for a "formation center" some time in the future and fire at that. From that I let the missile's seeker do it's work. It usually finds something and I strike from a position of relative invulnerability.
Now... with a salvo size of even 12 missiles, imagine a coordinated attack with two SSNs w/VLS tubes now there's a total of 24-32 missiles inbound from over the horizon. It's difficult to organize, but if they're both getting the same targeting information then they'll both most likely shoot at the same or similar times. Very large, and fairly effective attacks can be made.
It's actually a fun idea for a series of multi-player scenarios, now that I think about it. I could have 2 cruise missile shooters at 200NMi, 1 cruise missile shooter and 1 torpedo shooter, 2 cruise missile shooters and 1 torpedo shooter, etc.
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Okay, I shouldn't have said "location," but "presence." The formation can now alter course to avoid you, to prevent a more effective torpedo attack.
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Presense is sort of a weird thing. The Soviets were well aware of the presense of US SSNs at their doorstep. Just as we were aware of Soviet SSNs at ours. Anyone who remembers the old photos of VICTOR III's surfacing off the coast of North Carolina has proof of that. I don't think it really matters if they're aware you're out there, if you're always out there anyhow.
I'm not really worried about them changing course in an SSN, though. The nice thing about an SSN is that it can maintain a lot of speed for a long time, unlike an SS. So it's not necessarily unreasonable to continue to press on even after making a maximum range attack. The ability to sustain high speeds for long periods of time implies that SSNs are not are not constrained by limiting lines of approach in the same way that an SS is.
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Also, this is probably the best point to throw in that we seem to be looking at slightly different situations. The scenario I envision is not one in which you have over the horizon targeting data, but a long-range TA solution. Thus, there is a strong possibility that the missile lauch will be detected by ASW escorts or aircraft (especially with the launch transient noise modeled in LW/Ami). In fact, in one of my tests, I was 6nm off the nose of a Su-33 at the time of launch--fortunately, the DW visual "sensor" doesn't have realistic performance in that regard.
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That's totally not where the TASM is best employed. If you're inside the enemy's radar envelope at all, then it's probably not worth shooting cruise missiles at all unless there's no helos airborn because they'll be all over you in a few minutes. Cruise missiles are over the horizon weapons. That's what the tens or hundreds of miles of range are there for. Since DW doesn't model multiple convergence zones, which you can't really count on anyhow, TA contacts aren't where I'd use them.
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If malfunctions were modled, then it would be even more important to prevent the missiles from being shot down. This strengthens my argument...
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Not really, because I was arguing that the best way to use cruise missiles is in large salvos and of course you're not going to find them useful weapons if you don't use them in massive salvos from an over the horizon location.
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In DW, more so than in real life, saturation is essential because the ships' defenses are so capable. I don't see how this bears on the issue of range of engagement, though.
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Actually, in real life situations we routinely consider the possibility of potentially HUNDREDS of cruise missiles inbound simultaneously from all directions. DW, if anything, overpowers cruise missiles. Saturation is the name of the game, unless you're trying to shoot undefended targets like merchant vessels or silly warships with their CIWS turned off.
Imagine the possibility of a coordinated attack from formations of aircraft, coastal emplacements and formations of surface ships as well as multiple submarines. Very quickly the numbers of inbound missiles starts grow. It bears on the engagement range issue, because it effects where the optimum launch point is. People have argued that it's in close, because closer in affords fewer opportunities for surface vessels to fire missiles at them and shoot them down. Unfortunately, it comes at the expense of making yourself vulnerable to ASW aircraft or sometimes even VLA.
I've argued that the best place to shoot is from max range. You can get around the problem of missiles being shot down by just shooting more missiles. If one vessel is not enough, then you need to coordinate with another. Shooting from max range buys you decreased vulnerability at the expense of maybe not always getting what you want. Oh well... at least you didn't get killed in the process.
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I thought you stayed away from MP?
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In general, I do.
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Plus, players have no reason to be concerned with conserving stores since the sub's "deployment" ends at the end of the mission. Even in the so-called "campaign" mode, loadouts can be refreshed between missions regardless of whether the sub had a chance to return to port.
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I've always thought that was probabily fairly accurate, actually. These days wars are typically quite fast, and theatres relatively small, so the sorts of extended patrols one reads about in WWII are probably not good ways of imagining what modern naval campaigns are like.
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An OTH shot makes sense, especially from that kind of range. You'll get one escort "for free." However, that range scale takes this completely out of the scope of MP, and out of the scope of most SP scenarios, so criticism of players for not doing this is of limited applicability.
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Naw... it's just that the SP mission designers haven't really looked at that 200Nmi max range and thought, "what could I do with those things and how?" then designed a mission around it. I've actually made one, I should finish up the notes for it and post it, because it's fun. It actually plays at a moderate speed. Since the scenario begins with you receiving OTH targeting info, you don't need to do much searching. I usually end up making my second cruise missile attack a few hours later, and my torpedo attacks about 8-10 hours later, which isn't so bad if you don't mind using time acceleration, save gaming, or even just setting your alarm clock. It's surprisingly tough too.
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And you're not taking out an escort with a 4-Harpoon salvo at long range. Even the ASW-oriented Udaloy will get around 10. Even if you're lucky enough to get a single hit, you're only going to score around 33-50% damage. (Just tested---37% on a Udaloy, which I'll add was the end result of an 8-missile salvo fired from 10 miles and enabled 5 miles out! Aside: Just for the heck of it, I redid the same test from 6.5nm, scoring 3 hits for a kill.)
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I always figured that the 4-Harpoon shot was worth taking just for the heck fo it. From time to time, I have gotten lucky and scored a hit or two. I don't count on it, though. I always figure that if I got it, I'm shooting it. In a coordinated attack, it'd probably be more worthwhile.
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Scenario designers don't build 200nm engagements because it's too time consuming for the player. In your more typical scenario without OTH targeting, it makes more sense to close from 30-40nm to <10nm to use your missiles (assuming you use them at all) than to fire immediately.
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It's not that bad, though, with features like time acceleration, save game, and the general slow pace of naval simulations allowing you to get up and do something else while the sim runs. I worry that people sometimes turn their nose up at time acceleration unfairly. In Harpoon I use it all the time, or else I just let it run in real time and do other things while I wait for the situation to develop further.
If you want fast paced, play a flight sim. One of the reasons I like naval sims, though, is that I don't have to stare at the screen all day, joystick in hand, braced for the next split second. That makes my shoulders hurt.