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Old 09-02-10, 07:15 PM   #1
ERPP8
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Default Fig-7 Vs. Sub

I'm wondering how to destroy a enemy submerged submarine.
I know I have antisub torpedoes are too slow and if they find another target on the way they'll sink it.
I was wondering if there was a way to combat them.
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Old 09-02-10, 08:35 PM   #2
TLAM Strike
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The FFG-7s main ASW weapon is its embarked Seahawk helicopters.

Also don't enable the torpedoes from you SVTT launchers too early, torpedoes are easily fooled by decoys that way.
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Old 10-16-10, 06:06 AM   #3
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I play the FFG all the time, theres an entire doctrine i wrote about it and how to use it and bouy patterns its availible on commanders academy and also subguru i believe, if not PM your email address il send it over.

The main way to combat a submarine is not to be found yourself.

Basic rule of thumb:

Speed less than 5 knots
EMCON (radars off) if nesserserry short bursts
Let the helos do the leg work
Stay shallow if possible and get close to land
CWIS on auto and always load up SM2 have it on the rail ready
Drop bouys 5.6nm to 6nm apart diffrent bouys do diffrent jobs

Try not give yourself away that your hunting so mainly use passives then when a passive detects something if needbe sink a dicass in to get a lock, most sub skippers hear the pings from the bouys if they are active and can steer away of dive so let it be nice and quiet and play them at thier own game.

Helos loose your control when they reach 30 miles away from your ship make sure you also set the Control panel to air ship search.
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Old 10-16-10, 06:09 AM   #4
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one other thing

If your close enough to fire a ship bord torpedo you have either missed something or your playing a novice a good skipper wont let you come close and chances are if you do theres probably already a fish headed your way!

Stay at least 20nm away from any subsurface contracts that way they can only fire missiles you will hear a torp so you must have the TA on the ship extended and a nixie, once the sub fires a missile you got them down to a 3nm area enough to drop a dicass localise then eliminate.
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Old 10-18-10, 01:57 PM   #5
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Quote:
Originally Posted by Kapitan View Post
I play the FFG all the time, theres an entire doctrine i wrote about it and how to use it and bouy patterns its availible on commanders academy and also subguru i believe, if not PM your email address il send it over.

The main way to combat a submarine is not to be found yourself.

Basic rule of thumb:

Speed less than 5 knots
No, the best tatic is to keep the highest speed that will not make you cavitate. I don't remeber what that speed was in lwami, but in RA you can go to 10-11 knots without cavitating. That is the best speed.

Quote:
EMCON (radars off) if nesserserry short bursts
It depends, but keeping the frigate's radar off is better.
You can always activate the remote radar.

Quote:
Let the helos do the leg work
Absolutely. You got 2 long range weapons use them. In RA they can go up to 50 nm !!!. You can also set them to use passive sonar and mad sensor. Use the full capabilities of the helicopters, they are your eyes and speer.

Quote:
Stay shallow if possible and get close to land
Nope, it doesn't make a difference and may even hinder your search efforts.

Quote:
CWIS on auto and always load up SM2 have it on the rail ready
Drop bouys 5.6nm to 6nm apart diffrent bouys do diffrent jobs
CWIS in auto will be seen on the esm if the enemy is nearby though.
As for dropping buoys, as always it depends. If you're trying to sneek out a contact in front of you the helicopters are needed. If you need to deploy a barrier then yes launching sonobuoys from the frigate at 5-6 nm distance is nice. Although I'd personally go with a stricter barrier if you expect diesel-electric subs.

Quote:
Try not give yourself away that your hunting so mainly use passives then when a passive detects something if needbe sink a dicass in to get a lock, most sub skippers hear the pings from the bouys if they are active and can steer away of dive so let it be nice and quiet and play them at thier own game.
No no. Once you've got a confirmed contact go full active on the bastard. With the helos and the frigate, and sonobuoys. If you've got him cornerd there is nowhere to hide and you've got the advantage.


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Helos loose your control when they reach 30 miles away from your ship make sure you also set the Control panel to air ship search.
This only happens on poor mods.
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Old 10-22-10, 10:19 AM   #6
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im using stock 104 and all the items listed work for me each to thier own personally.
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