View Single Post
Old 07-15-09, 09:46 AM   #5
karamazovnew
The Old Man
 
Join Date: Mar 2009
Location: Bucharest, Romania
Posts: 1,403
Downloads: 151
Uploads: 0


Default

So far I haven't had too much problems from convoys. The fact that they never change course even after being attacked, means that I can hit them again and again. Here's the basic rules.

1. Only use electric torpedoes with impact detonators, at the smallest depth. They almost never fail and are invisible.
2. Attack from as far away as possible. If your furthest target will be at the fire bearing (the bearing at which your gyro is 000) at 5000m, the torpedo will have less to travel.
3. If you can fan the shots do it. If you hit an enitre row, you'll need to wait too much and even though all the torpedoes will hit at the same time, you'll have less time to get out. If however you use the fast 90 AOB tehnique, start backing up slowly as soon as you shoot the first eel.
4. Uhmm... same as before, back up, as you're already presenting the escorts a low profile, and the slow backward setting will give you 3 knots instead of 2 for forward. Don't turn, just back away while diving. In case **** hits the fan and you get pinged don't rush to go flank speed. Wait for the pings to stop. If there's a DD sound on top of you, go to flank. If not, laugh at their puny efforts.
5. Dive as deep as you can after an attack, don't wait to see the results.
6. If they really know you're there, keep track on the closest warship and always try to turn to keep it at your 000 or 180. Think of it as an aircraft dogfight. Always turn into his turns. If you have map contact updates on (shame on you), keep the bulk of the contacts to your bow or stern.
7. Mark the position of the convoy at the attack. Any crippled ship will be on their usual course, behind the convoy, waiting for your finishing blow.
8. As you approach the convoy again, remember to keep your spacing, better to stay at >20 km away and keep track of them by sonar.
9. Remember that as you go parralel to them, depending on their speed, you need to overtake them by certain degree, regardless of range. If for example they go at 9 knots, and you go at flank while submerged you need at least 45 degrees to be on top of them, so wait till they're at least at 135 bearing (port or starboard), since you'll be going at 2 knots, not 8. It's actually better to NOT be already at the firing place as they approach as you might get pinged by the front/side escorts.

Remember that if you attack at a perfect 90 Aob, with gyros at perfect 000 you don't ned to find the range. Simply wait for the targets to reach their fire bearing (and they do, one by one, column by column), and let slip the eels of war. You'll still get about 2 minutes to get the fudge out. Actually, since you're using OLC, this might help http://www.subsim.com/radioroom/showthread.php?t=151431. It will tell you how to do a faster than fast 90 AOB attack.

Last edited by karamazovnew; 07-15-09 at 10:01 AM.
karamazovnew is offline   Reply With Quote