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Originally Posted by SeaQueen
That hasn't been my experience. Plus, a full salvo of TASMS isn't 12 missiles, it's 16 missiles. Lemme tell ya, those 4 in the torpedo tubes sometimes make all the difference. If you figure individually, a TASM has only as say a 0.10 Phit, then those four missiles mean the difference between having only a 0.72 probability of scoring at least one hit, and having a 0.81 probability of scoring at least one hit. The one is sorta sketchy performance, the other is actually pretty good, all things considered. My suspicion is, though, that due to factors like the lack of available director radars and what not which limit the number of targets that can be engaged simultaneously, the performance is actually considerably higher the bigger your salvo size is.
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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. 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.
I just ran two tests, and got the results I expected. A single escort (Udaloy) was able to shoot down 10 missiles on its own in the first test. A single escort (Sovremmenyy) got 8 or 9 on its own on the second test, while 1-2 were shot down by a supporting warship which engaged after the Sov had fired 3 volleys already (for again, a total of 10 shootdowns). Both formations were loose ASW-optimized formations; for a tight AAW-optimized formation, the role of mutual support will be much more salient. In both tests, all missiles left over after the first ship was sunk that did not impact the hull were shot down by the next possible target (some were also spoofed by chaff).
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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I disagree that a chance at sinking a screening vessel is worth depleting stores (or more accurately, worth sacrificing limited stores space that could be used for more effective weapons) or revealing the sub's location.
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That's the thing, if you shoot them from far enough away then they don't reveal the sub's location because you have enough time to be someplace completely different by the time a searcher gets to them. Additionally, if you shoot them from beyond the target's radar horizon, then he doesn't even know WHERE you are at all. He only knows your direction.
Even if, say the target did detect the launch. If you figure you shot your TASMS at 200Nmi using over the horizon firing data, then by the time a helo gets to where you are, you're about an hour's drive away. At 15kts, that's 707 Nmi^2 that the searcher would have to look through in order to find you. If you figure a helo has a search width of about 2Nmi then at 200kts, it'd take him an hour and a half to stand a 50% chance to find you, just if you stood still! Of course, I wouldn't stay still. I'd be doing my best to make that 707 Nmi^2 even BIGGER.
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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. 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.
Yeah, if this is OTH, you're getting away unless you were unlucky enough to have an SSN or MPA on your doorstep without knowing it, (and more on this later...)
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Sure, you'll probably get away in time, but so will the enemy formation.
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I haven't experienced that. What usually happens with me, is that I end up taking out one of the escorts with TASMs, close occaisionally get an escort with Harpoons, and then finish of the HVUs with torpedoes. To do it, you need to make full use of the over the horizon data, though.
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You're mostly right here. I'm making the error of imputing realistic AI performance. The only way that my argument here plays out is in the rare case of a player-led formation, which we aren't likely to see opposing a US sub frequently unless we get an OPFOR expansion pack. (Russian SSNs vs. US formations are outside this discussion because the Klub is quite effective.)
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Now, if subsonic, seaskimming missiles performed in DW the way they did in the Falklands, Persian Gulf, and off the coast of Lebanon just a few months ago, then you'd be absolutely right.
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The corvette off Lebanon had his CIWS turned off. :-)
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So did the Stark. And both the Stark and Sheffield detected the incoming with lookouts instead of radar. The reason why the tin cans have been sucking is because of a failure to detect, identify, and engage the incoming missiles. This difficulty is not factored into DW.
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If you look at the statistics (this is off the top of my head), ASCMs have a single shot Phit on average of about 0.60 against undefended targets (tankers and merchant vessels) and about 0.25 against defended vessels. It's really surprising how many of them miss....
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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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Cruise missiles are best thought of as robotic kamakazee planes. They are supposed to dive en masse into enemy air defenses, with the full knowledge that most of them will be shot down before they even got close, but that one or two that gets through is potentially devastating....Most ASCMs are really not that great singly. I'd want to shoot at least 2 and preferably more if possible. That makes sense if you think about it. They probably don't have the best radars in the world on them. They don't have a lot of room on them for fancy computers, and all of that costs money. You don't want to put the most sophisticated electronics in the world in something that is supposed to explode. That means they're vulnerable to countermeasures. They spend a lot of time in a box at sea, so they get a lot of wear and tear. They tend to be designed for use in idealized environments, but used in less than ideal environments, that almost certainly has it's effect.
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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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But as it stands now, the ability of escort vessels (or hell, even capital ships with only point defenses like LSD's and CVN's) to detect, identify, and engage SSMs in DW renders the subsonic SSM all but useless unless they are fired from inside the escorts' engagement envelope.
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That hasn't been my experience. My sense of things is that the typical player shoots them one at a time, or maybe only a few at at time. They're too worried about conserving missiles.
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I thought you stayed away from MP?
Sorry, but the only players who hold back and only fire a few at a time are Kilo or Akula drivers that want to give the guy in the FFG a break. (Or, they're shooting at targets with no missile defenses.) There is no need for such chivalry if you're shooting Harpoons or TASMs. 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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If you follow the logic of Fleet Tactics, though, the proper thing to do is always shoot your maximum salvo size (16 missiles, not 12) into the opposing formation. I mean... geez... if I was commanding an SSN and I got a message that a Russian amphibious force was entering the Barents Sea, bound for Iceland, and it was located at XX-XX N, YY-YY E at TTTTZ hours, heading 000T at VVkts. I wouldn't be chinsy about missiles. I'd shoot everything I had at them at soon as I could. The whole battle isn't won at 200Nmi but just by taking the shot you've already siezed a tremendous advantage. I'd be happy just to take out one of the escorts in the opening salvo because I'd have another salvo of Harpoons ready when I got in range, and then finally I'd have my torpedoes to attack a force that's already been attrited. Any ship I take out makes the next salvo's chances a little bit better.
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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.
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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ASCM attacks, fought in the manner are time consuming affairs because you spend a lot of time making guestimates of where the target is, based on a recent but old piece of intelligence, firing into the AOU produced by that intelligence, hoping for the best then closing, making another guestimate when you get in range, then finally finding out what you have left HOURS later. Sometimes I think players don't game it this way, though, because it is so time consuming.
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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.
[/dream mode on]Now, if we had a dynamic campaign engine that could place these engagements in the scope of a broader conflict, with the ability to jump into any controllable platform within the conflict and MP capacity, then I would love jump into an SSN that had just been referred to an SAG or CSG, fire the missiles, set course to clear datum and intercept, go do something else (jump to another platform, else go to a time lapse faster than 8x), come back to the SSN if it was intercepted en route, and then play the interesting part that involves actually penetrating the ASW screen (in which human opponents are controlling the escorts and helos) and doing some REAL damage. But that's a lot of trouble to go through to get to the fun part if I don't have, at least, a more concrete reason to do it. (For example, preventing the target formation from accomplishing its mission in the conflict and tilting the order of battle to my side). [/dream mode off]