SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-10-08, 02:16 AM   #1
Dmsdmullins
Watch
 
Join Date: Apr 2008
Posts: 25
Downloads: 8
Uploads: 0
Default Destroyer attack tatics

I reported a convoy with 4 or 5 destroyer escorts back to command. Instead of the ussual break contact and rtb, I got orders to attack the escorts?!?! Now ive took some pop shots and bagged a destroyer or two but only in passing. When I got a good shot on these in particular I was only able to land 1 out of 6 torps which ran me dry. Does anyone know of some good tactics for baggin destroyers? Hard to get close for a good shot when they are running search patterns. One thought that I haddent tried yet was to sneak in close then make some noise to get there attention. Then run fast and deep to coast out about 500 yds or so then come shallow for an aft spread while they are investigating? Sound like a bad plan?
Dmsdmullins is offline   Reply With Quote
Old 04-10-08, 11:22 AM   #2
Ian_L
Seaman
 
Join Date: Aug 2006
Location: Montreal
Posts: 32
Downloads: 3
Uploads: 0
Default

Hi,

I'm still fairly new to the game (played 2 years ago, but getting back to it with 1.4 just this week) and still on my first patrol with stock 1.4, so take my comments with a grain of salt...

However, here is what happened to me last night. I had just sunk a freighter in the Luzon straight, and was still patroling in the area because it was my patrol objective. About 4 hours after, a subchaser and a destroyer showed up, presumably looking for me. I dived to periscope depth and tried to lay low, waiting for them to pass, but I made too much noise too fast and they started to chase me. I dove fast to 250 ft, but they kept at it for a good 8 hrs. When I thought they were far away enough, I popped up to periscope depth again really quietly. When I had a look, the destroyer was about 3000 yds away, stopped in the water. I presume he was trying to be quiet to listen (and he was sucessful in fooling me to think that he was gone). Therefore, I had the time to put one torpedo in his propellers (with the torpedo on fast , he did start moving when I fired, but didn't have enough time (I had "lead" the shot, much like you do with air gunnery).

Later, I found the subchaser doing the same thing (stopped, listening). I presume that I could have hit him the same way, but didn't want to waste a torpedo on him.

I hope this helps!

Ian
Ian_L is offline   Reply With Quote
Old 04-10-08, 12:25 PM   #3
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default Yup! Good idea!

I love trying to catch one listening. If you can just set up your torpedo for magnetic/impulse, AoB zero, speed zero, depth shallow as you can. Come to periscope depth, point your scope at the unfortunate victim (try to face the target pretty closely, keep the gyro angle small) and shoot.

Another fun thing to do when you have three or four after you is Cutie on a Leashtm. Have the Cutie in an after torpedo tube. The first thing you want to do is get all the escorts behind you in the same general direction. Come up to 99 feet, the deepest that you can shoot from and swim that Cutie our in their general direction. Then descend to whatever depth blows your skirt up. It might just hook up and terminate one of your "buddies."

But if it doesn't, no loss. When it's 800 or 1000 yards away, point directly toward or away from Mr Cutie and give full power a blast for 20 seconds or so. Just like a good puppy dog, the Cutie will reverse course to head straight at you. You're ok, it can't come down to 300' or so. But where do all those escorts have to go to kill you? Ah! You guessed it, and they'll take turns until the Cutie tags one. For some reason the Cutie is getting away without delivering your greetings? Just blast full power for 20 seconds or so again and turn that puppy around for another round of blind man's bluff. You can keep this going for about 20 minutes. Bet you hear a boom before then!

I'm finding for down the throat or up the poop chute shots the most important thing is highest torpedo speed shot at the closest possible range, about 400 yards. Using Mark 14s at high speed or Mark 23s will double your chances of success over Mark 18s.

Last edited by Rockin Robbins; 04-10-08 at 12:44 PM.
Rockin Robbins is offline   Reply With Quote
Old 04-10-08, 07:14 PM   #4
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

I don't think it's the ESCORTS you are expect to attack, but the ships they are escorting. Those are the best use of your valuable torps (unless you have plenty to spare.)
-Pv-
-Pv- is offline   Reply With Quote
Old 04-10-08, 07:44 PM   #5
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Attacking a destroyer is said to be like going into the wilderness of Africa to find a lion to wrestle.... its suicide. However, sometimes you don't have a choice. When that happens, like in the case where your ordered to attack, there are a few things you can do to have some slim chance of survival. I have worked on a tactic for this mainly to dispatch escorts before I attack a convoy. Note this does not work on task forces due to their higher speed, but it can be effective (though fuel guzzling) against merchant convoys.

First, get ahead of the lead destroyer, surface and point either directly toward or away from him. The direction you face will be determined by the mounting of your deck gun. Load your deck gun and shoot at him when the range is just short of 8000 yards. As soon as he speeds up and turns toward you, hit the gas (either all back emergency or all ahead flank) so that your going away from him as rapidly as possible. This slows how fast he can close on you. Keep your bow or stern pointed DIRECTLY at him as this present the smallest target for him to shoot at. Quickly set up a shot from a facing tube and fire - I only use contact for this. High speed is permissible because this whole time the range has been dropping and he should be around 7000 yards away at this point. With a closing speed to your current position of 32-34 knots - a 4500 yrd torp will still be running when it hits him. Fire and keep running. If he stops shooting - fire another deck gun shot or 2 at him so that he doesnt slow and turn off his direct line for you.

What he will do is run directly into the torp, go boom and be one less nuisance. Often they will spot the torp at the very last instant and try to swerve, meaning you get a hit that isnt directly on the bow, often doing more damage that a dead bow shot would have. Now that he is gone, your later attack just got easier. Not to mention the other escorts are now heading toward you - pick the closest, point dead at or away from him, and repeat.

I always do this only if I am not confident I could penetrate the screen. I also use a bow shot since I can use the + sign to set my course to a locked rushing target. Note that doing so does require that after I get close, small manual rudder adjustments are good to get that perfect 0 angle. You have to work fast, but it can be rewarding.

Also - if you miss - you can often get in another shot, then dive while still fleeing. Once an escort gets within about 2000 yds they start to zigzag, so you have to hit them outside that range with this trick. Once they get within about 3000 yrds, you better be headed down deep. That way you still have time to get some depth, go to silent running once there, and use your momentum to change course and hopefully slip away.

If you use this as I do to "clear a path", then remember that if you hit one and no others are in sight, continue to clear datum. Other escorts are headed in and you can use that to bypass them and get to the true targets.

To date my best bag has been six escorts cleared in preperation for a convoy attack.

Also note that most of the time I only use this to take out one or two. Once I have done so there is will be a huge gap in the coverage that I can use to get in and take out the more lucrative targets.

In the situation you describe however, I would hit the lead ship and just run and shoot until forced to go deep, then slip away. Once they are done with you - they will reform and outrun you so its no use worrying about reattacking. Luck!
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 04-10-08, 08:07 PM   #6
gimpy117
Ocean Warrior
 
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
Default

if you really have balls of steel you can get one to come at you and shoot a torp on magnetic at him, hopefully he'll be running so fast that he'll not have much time to evade if you shoot at >1000 yards @ the fastest setting....works for me usally
__________________
Member of the Subsim Zombie Army
gimpy117 is offline   Reply With Quote
Old 04-13-08, 09:58 PM   #7
Dmsdmullins
Watch
 
Join Date: Apr 2008
Posts: 25
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by Rockin Robbins
I love trying to catch one listening. If you can just set up your torpedo for magnetic/impulse, AoB zero, speed zero, depth shallow as you can. Come to periscope depth, point your scope at the unfortunate victim (try to face the target pretty closely, keep the gyro angle small) and shoot.
I gave this a try lol. Found one listening in when i busted a convoy in fog. I went deep and tried to wait them out. Two of the three made out but the third was no where to be found. I came up slow for a peek and caught him with his back to me. I put him on my 180 and fired one at shallowest setting but the pistol didnt get him. It was a perfect shot right under his stack although waves were medium hight. Will the magnetic usually work on destoryers?
Dmsdmullins is offline   Reply With Quote
Old 04-14-08, 08:31 PM   #8
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

Destroyers are particularly made to go against subs and their unusually shallow draft are made for speed and to help evade torp attacks. Magnetic helps because you do not need to make contact to get some damage. A near miss may explode and esorts are thin skinned (for low weight and speed.)
-Pv-
-Pv- is offline   Reply With Quote
Old 04-14-08, 11:31 PM   #9
Dmsdmullins
Watch
 
Join Date: Apr 2008
Posts: 25
Downloads: 8
Uploads: 0
Default

I agree funny thing today I went about 10 days without running into anything. Finally ran into 3 gunboats with a destroyer. They were running 12 kts and i got a little close to one of the gb's running a right search sweep. He spotted me but it work out as the destroyer joined them in the search. I went deep and crawled along for about 20 mins then came up slow to perisope depth and the destoyer was dead in the water as the gunboats ran around. I swung around and when i got within 800 yds i leaded him two ship lengths and nocked his props off. A second shot when i realized he was imobilized was all it took.. It was in calm seas and both torps made contact with the hull. So the rugh seas will definately send torps too deep.
Dmsdmullins is offline   Reply With Quote
Old 04-15-08, 08:43 AM   #10
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Quote:
Originally Posted by Dmsdmullins
Will the magnetic usually work on destoryers?
Yes, I always use the magnetic pistol on DDs and it usually works fine. Early in the war you will have problems and might shoot two to ensure you get him.
Rockin Robbins is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:38 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.