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How does one attack a zig-zagging convoy?
As the title says, how does one attack a convoy that is zig-zagging?
So this is the scenario, I attacked a convoy and sunk 2. After the attack, of course, they started zig-zagging and the escorts are looking for me. I let 'em escape but they're still within my radar range and now I am shadowing them waiting for another opportunity. Once that opportunity comes, I would have no idea how to approach that situation. Will they ever stop zigzagging? I saved my game while contacts are in my radar range (probably shouldn't have) just to make this post. :haha: Anyways I'd really appreciate tips for this. Advanced thanks. |
They should stop zig-zagging after a while. If not, perhaps you should save and re-load the game?
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The doctrine of attack is different in the case of a merchant convoy or task force. Yes, the convoy will eventually cease its zigzags, one day ... My advice is to make a dent in the ASW shield and then launch torpedoes very closely, about 600 or 700 meters. Keep solid rear tubes to protect against an destroyer counter attack. Never refuse to fight against a destroyer. 100 meters underwater, the commander is blind; not to periscope depth. Good hunt. |
depending on where you are in relation to the convoy. If they are zig zagging it usually means you have been 'detected'.
If convoy is ahead, I do what they called an end around attack, and get ahead of the convoy and begin to approach at standard Speed, then dive to at least 250 feet. I am usually within 2000 yards of convoy, let the lead destroyer go past, and come up to periscope depth. Select about 3 ships if possible, fire and go straight back down, changing course to match convoy. I have it set so that the destroyers are only slight better than 'normal' and wait for detonations if lucky. I use camera to have a look (it IS only a game eh) if one is crippled then I make course to intercept and position myself then come back up and fire rear tube at it. Regarding zig zag, sorry I took so long. If within 2000 yards and more than 800 yards, watch ship zig then there is a few seconds where it is going straight before starting to zag at that point I fire, success rate is approx. 75 - 80%. |
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I'd say the opposite of the above advice. Never fight a destroyer unless your life depends on it. Your job, just as it is with aircraft, is not to be seen by them. You don't exist. The first notice they should have of you is BOOM! You are sluggish and poorly armed. They are nimble and very well armed. They also outnumber you. You do the math. Sink the merchies. Avoid the escorts. If the convoy is zig zagging then back off and wait for them to stop zigging. Should be good in a half hour. |
Hello RR,
I'm happy to talk with you again, even if I do not agree, especially if I do not agree. :salute: I will not explain the details of my theory because with the language barrier, I'm having trouble making myself understood. However I will quote a few statistics: on the year 2015, within the French community and as part of our multiplayer games I sank (in 47 parts) 305 units to 2,620,905 tonnes or 55,764 tonnes per game and best player of the community. We play with TMO 2.5 and all Japanese units are Elite. Saturday, April 9, after 10 years of activity, we will play our part 500th SH4. No pretense in my remarks, it was only to argue the merits of the doctrine. Avoid destroyer, is the assurance of being sunk in the first grenadage. Cordially. Gibus |
excellently put gibus - good english :yeah:
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In SH4 the DDs can sashay out the way of a torpedo easier than you can say it. You only carry so many torpedoes. Wasting them on DDs for less than a 30% probabability of a hit just doesn't make any sense.
The exception would be if you can take a shot an an unaware, slow moving DD from 90º to the track (more or less) and less than 500 yards away. That's a high probability shot. But a down the throat or up the poop chute shot is low probability. Plus a defect in SH4 damage models gave the DD a hardened nose that can take multiple torpedoes without slowing the DD down at all. If you're going for tonnage, you need to sink merchants. In the war, DDs were only given priority after the merchant supply ran low. There's a lesson in that. Dealey was lost for espousing "Destroyer killer" nonsense. You shoot DDs when it's absolutely necessary to save your life or if you get a high probability shot. Don't ever waste more than one torpedo on a DD--no spreads. There's no tonnage there and you'll probably miss anyway. A down the throat shot where you're at periscope depth full throttle, shooting dead astern with zero gyro angle at a range of 400' is about a 50% shot. Take it and dive for your life. But we're in business to kill defenseless merchants. You win when you sink all the merchies in the convoy and the DDs steam away because they have no one left to protect. It's not too difficult to do and the hazard is not great. If you find yourself in a fair fight you didn't plan well enough. |
Also DD's move artificially fast in acceleration, they don't move all THAT fast in reality. 0-60 in 5 seconds, I doubt it :arrgh!:
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A Minekaze-Class Destroyer has 38,500 horsepower and 1,400 tons displacement if I remember correctly. A Balao-Class Submarine has 5,400 horsepower and weighs 1,500 tons (surfaced, running on diesels). |
Hi Sila, the reason I mentioned it is because, somewhere, there is a mod to 'correct' the speed of escorts/destroyers
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If it helps my patrol date is Oct 1944 and I am running RFB with RSRD |
I load my rear tubes with acoustic torps, got a fair few DDs, but their explosive power is limited, sometimes I can sink a DD with one, other times it takes 2. Merchants can take 3 to sink it.
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I usually avoid a dual with any destroyer unless I have to fight. I have had a fair success rate hitting them in the nose if I can get lined up nearly perfectly either using the bow tubes or the stern. Problem is if the torpedo hits but is ineffective....panic ensues. |
I use zig-zagging torpedoes. :arrgh!:
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