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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Jan 2006
Location: Vancouver
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Let's list 100 things that you always follow when attacking convoys, lone ships and ports that you think are vital for a successful career. No matter how simple or obvious, it might just help out some new players and teach an old sea dog new tricks! We have thousands of combined hours on patrol so your knowledge is invaluable!
1. When a convoy begins evasive action after an initial strike/detection, set your TDC's target speed one knot lower to compensate. This will allow you to keep the same heading and strike with resumed accuracy from ranges up to 6000nm. |
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#2 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
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2. Wait till it's dark.
3. Check everything twice before pressing any button/pulling any lever. 4. Recheck it. 5. Get the hell out of there - no need to wait for fireworks, hearing them will do. 6. Limit yourself to one target and aim well. There's huge chance you'll miss all targets if you aim at more than one.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#3 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
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Get as close to 90 deg. AOB as practical; keeping in mind target's speed and range.
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#4 |
XO
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Location: Vancouver
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7. It's always better to aim fore or aft of the bridge in GWX as this will increase the chance the ship will sink.
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#5 |
Fleet Admiral
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8. Get as close as you can to maximise your chance of a hit. Less than 1000m is best.
9. Update your TDC data for range and AOB just prior to shooting. 10. Never fire at a target outside 15deg of 0 deg angle. Unless the target is at 90deg and running parallel with your course. |
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#6 |
XO
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Location: Vancouver
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11. Ship's length x 1.852 / time in seconds it takes for ship to pass your optic's vertical line = ship's speed in knots
Works better the closer AOB is to 90* |
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#7 |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
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I was so tempted to put 'Be more aggressive!!' but I'll leave that to Jimbuna if he cares to step up...
11. Always scan a merchants deck for armament before a) opening fire with your deck gun and b) surfacing when there is a chance you may be spotted. Some ships have only a front or rear gun, so try and position yourself in his blind spot, i.e. an AOB of 0 or 180 and catch them waterline shots when he starts zig-zagging. Mirror his turns so he can't get gunsights on you though. 12. When you think the escorts have given up, wait longer. 13. If you spot an aircraft patrol, dive. If you can't, 9 times out of 10, your war is over (especially GWX...). If you're in a slow diver like a IX-C and the aircraft is already close, man the flak until the first pass, then crash dive, you may get a lucky shot.
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The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. |
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#8 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
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14. Get as close to 90 deg. AOB as practical; keeping in mind target's speed and range.
~ sorry. Forgot to number the entry in my original post. 15. Use the weather to your advantage; choppy seas will mask the escorts ASDIC capabilities. Conversely, calm seas will make it easier to find you. Gauge your approach accordingly.
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#9 |
XO
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Location: Vancouver
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14. Your torpedoes won't arm themselves until they have traveled 300m.
15. BF17 has given me great luck ![]() 16. Avoid using magnetic detonators in rough seas, they WILL detonate prematurely especially when you are targeting one of Her Majesty's Battleships. |
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#10 |
XO
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Location: Vancouver
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#11 | |
Fleet Admiral
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![]() Quote:
Which means if you are cramped for time, try this technique 1. Make sure you sub is either stopped or lined up (000 or 180) to your target 2. Lock the periscope to the target. This will place the optic vertical line in the middle of the ship. 3. At the same time A. start your stop watch B. Unlock but don't move the periscope 4. Stop the watch when the butt of the boat crosses the vertical line. Ship length/time in seconds gives you a pretty close speed in knots but in half the time. Useful if you want to limit exposure of the periscope or you need to shoot fast. This won't be as accurate as using 1.94 for the full length of the ship, but at combat ranges it is often good enough for a last minute check before firing.
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#12 |
Fleet Admiral
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AOB designations
If the target is approaching from your port side the AoB designation is Starboard. If the target is approaching from your Starboard side the AoB designation is Port. Wish I had a dollar for every time I messed that up in the heat of battle ![]()
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#13 |
Let's Sink Sumptin' !
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Before engaging the target, throw Bernard overboard.
Somebody was gonna mention it sooner or later. ![]() |
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#14 |
Watch Officer
![]() Join Date: Jan 2007
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Let me be the first to say it: "BE MORE AGGRESSIVE!"
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#15 |
Planesman
![]() Join Date: Oct 2009
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17. Don't worry about the exact course and speed of the enemy ship too early after the initial detection. Chances are if you set up an exact interdiction course at this point it will be useless when the enemy ship suddenly changes its course and speed (as they usually do). Wait for the ship to come closer and use the time to calculate its course and speed more precisely. Make sure you check it from time to time and look if the ship is still where you want it to be.
18. What is worth shooting at, is worth shooting at TWICE. Never use only one single torpedo. If possible fire at least 2 torpedoes, even if one explodes too early or not at all, the other will hit the target. Maximize the hit probability. 19. If you are about to use the depth-under-keel sonar make sure no enemy warship is close. This can be done by a short dive and hydrophone check. 20. If submerged, resist the urge to watch your torpedoes explode through the periscope. After they have been launched lower the periscope right away. This is necessary because if the enemy is not sunk by them it will be shooting with everything it has in your general direction. A raised periscope is a wonderful target then. 21. The 3 minute rule: For a quick estimation of the speed of a target mark its position on the map and wait for three minutes, then mark its new position. Measure the distance between this two points and you have the speed of the enemy. e.g. 600 yards means roughly around 6 knots. If you are using metric measurement use 3 minutes and 15 seconds for a more precise estimation. If you use more time (6 minutes, 12 minutes etc) the value will be more precise.
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