I rarely play with manual targeting or no map contacts, to me it's not realistic that I should have to do every single detail that's normally handled by an entire tracking party. On the rare occasions I do play everyman, my method is similar to the normal method - once I get in front of him I let him come to me. The trick is getting in front with an end around.
I don't know how much attention the escorts pay to random single pings, but the first thing I do when I get a sound contact is send out a single ping, then click the send range to TDC switch to see what the range is. Reading the true bearing off the outer dial I go to the map and draw a bearing line out to that range, then draw a 2000 yard circle around that spot. Wait 10 minutes, get a bearing again, ping for range again, repeat the previous steps and now I have two marks. Draw a line through those two marks, that's the target track. Draw a perpendicular line 6 miles, use that as a starting point to draw a parallel line 6 miles off the track - that's my course for the end-around, full speed ahead. Every 10 minutes I get a bearing update to see how far ahead I am, then angle into the track when I'm sure I can stay 6 miles away. Once I get onto the track I dive, wait, take periscope observations and sound bearings to fine tune the track - the 2000 yard circles at the beginning were to allow for errors, as the target gets closer you minimize the errors.
Thing to keep in mind is that the target track is the Holy Grail, range and bearing are only to tell you where the target track is so you can get there before he does. In fact a torpedo is not a laser, so the range and bearing when you fire will not be the same when the torpedo hits unless the target is stationary - you're firing at where the target WILL BE, not where he is NOW, and you need to apply the same philosophy to the tracking and approach phase before the attack. Find out where he will be in the future, get there before he does, then wait in ambush.
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