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Old 08-15-07, 09:17 PM   #6
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default Hmmmmmmm...

I wonder why this is so different from my experience? Please don't think I'm just bragging here. Let's start out by asking whether you're running with the 1.3 patch, and then with what mods? That might be part of it. Then I'm afraid we're going to have to start paying as much attention to strategy and mechanics here at Subsim as we do to modifications.

OK, let's talk about long distance approach and strategy first. When you first detect ships it should be on radar. Attempt to identify what kind of ships you are dealing with. Specifically, we're trying to identify escort behavior. While the merchants will keep position the escorts will be buzzing around like little bees, changing heading and speed. When they are within sonar range, descend to periscope depth, take personal control of your hydrophone and count the escorts. Good. Now you know what the opposition is. Keep in mind that the sound of further escorts can be masked by merchants.

Now evaluate the sonar conditions. Smooth seas? No temperature layer down there? Less than 200' of water? Clear air with unlimited visibility? This is no time to tangle with destroyers. Stay away!

Are you in 3000 ft of water? Fog? Darkness? Rough seas? Nice thermal layer? The more of these there are, the more advantages you have.

Rules of engagement:

1. You want to be detected first by the sight of one of their fat, juicy merchants being blown to bits by a couple torpedoes.

2. When within 3000 yards of a hunting destroyer, you remain at periscope depth, engines at 100 rpm or less. You're stalking merchants, not destroyers. Keep track of them but realize your chances of torpedoing a fully alert destroyer are small. Believe it or not you're harder to find at periscope depth and you retain the offensive position.

3. Point your bow or stern to the nearest destroyer to display the smallest cross section.

4. Better to sink one ship than damage 3. Two or three torpedoes per target. If playing without Trigger Maru you can reduce that by 1 shoot 2 per target. Figure you'll have to hit 'em twice to sink 'em. Sometimes you will need more than that.

5. Don't fire til you see the whites of their eyes. Maximum range for a legitimate shot is 1000 yards. 500 or 600 is what you're looking for. Nothing less fun than risking your neck to miss your target. If you're gonna die, go with lots of company.

I'll leave it right here for someone else to jump in with more ideas. He needs pointers on periscope use, turning off manual targeting until he can run his sub and evasion tactics after the shooting is over. I bet I've left some things out too. Take it guys!

Edit: Ducimus is the expert here. Check out his post in another thread: #7
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