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Old 06-01-07, 06:08 PM   #1
Brag
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Though I'm not familiar with AOD, the comparisons are interesting.
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Old 06-01-07, 07:47 PM   #2
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Well, I have been discussing SH3/GWX versus AOD with someone.

Bottomline: SH3/GWX does a better job of making an attack from inside the convoy very hard. AOD does a much better job of hunting your sub once forced down and scaring the living daylights out of you. To quote part of my discussion:

Quote:
The bad is that they just don't pose that much of a threat once they have detected me. The first few times, you here "wasserbomben", you think "oh, ****!". But then you realize, they are just large firecrackers. Sometimes I listen on the sonar, but I just have not had escorts pass directly overhead. In AOD, you see the red contact line hold steady as the escort races in and all of sudden swing rapidly as it passes overhead. All the while, you hear the loud pounding of the escort's screws directly overhead through your hull (even when deep). Your sound man cries out "Depth charges in the water, sir!". Now, that scares me, since if that is what you hear, the only things which will save your is a good straight sprint if deep or possibly a radical depth change, hard turn, and sprint.

The ideal sub game has both the pain stakingly stealth attack followed by the pure terror of trying to get away after the attack.
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Old 06-01-07, 08:04 PM   #3
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I am enjoying getting up to speed playing SH3/GWX, but I know that I am definitely going to continue with AOD. I play lots of older games these days. If you can look beyond the graphics, you realize that some of these older games are simply fantastic. Here are some screens for your enjoyment.









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Old 06-01-07, 09:41 PM   #4
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[quote=MarkShot]Well, I have been discussing SH3/GWX versus AOD with someone.

Bottomline: SH3/GWX does a better job of making an attack from inside the convoy very hard. AOD does a much better job of hunting your sub once forced down and scaring the living daylights out of you. To quote part of my discussion:

Quote:
The bad is that they just don't pose that much of a threat once they have detected me. The first few times, you here "wasserbomben", you think "oh, ****!". But then you realize, they are just large firecrackers
Can't say I disagree with you. The only times I've died are when I've been caught in shallow water, or I did something very stupid. But I've never played past 42. Maybe they get better for the rest of the war, and not merely more numerous?
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Old 06-01-07, 10:48 PM   #5
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Quote:
Originally Posted by Crimguy
Quote:
Originally Posted by MarkShot
Well, I have been discussing SH3/GWX versus AOD with someone.

Bottomline: SH3/GWX does a better job of making an attack from inside the convoy very hard. AOD does a much better job of hunting your sub once forced down and scaring the living daylights out of you. To quote part of my discussion:

Quote:
The bad is that they just don't pose that much of a threat once they have detected me. The first few times, you here "wasserbomben", you think "oh, ****!". But then you realize, they are just large firecrackers
Can't say I disagree with you. The only times I've died are when I've been caught in shallow water, or I did something very stupid. But I've never played past 42. Maybe they get better for the rest of the war, and not merely more numerous?
Hi!

Starting in 1943 the escorts get hedgehog ahead-throwing weapons, and advanced sonars that track you right up through the time they shoot the hedgehogs at you. Very nasty, especially if you encounter a hunter-killer group (escort carrier with several destroyers) that has nothing better to do but stick around above you until you run out of battery power and/or oxygen.

Using early-war tactics against these new capabilities is tantamount to suicide.

Pablo
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Old 06-01-07, 10:53 PM   #6
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Yes, it is only mid-41 for me. As I said escorts and evasion seems no problem for now. However, my attack tactics will require a lot of work as I have yet to put together a decent formula for attacks.

Although finding convoys and setting up for an intercept by racing ahead has been pretty easy. I trailed a convoy all through the night marking its position and was able to easily position for in the morning. There was no course changes over 12 hour period after it made the initial inbound turn in the AM grid.

Yes, I once was screwing around with the game and didn't go deep and fast. Instead I was at around 30-40M and DCs were dropped close. There was an instant hit and death. (Although with so much blue water convoy activity, I cannot imagine myself going into the shallows unless to test myself.)

However, I've been going deep (150-160M) and I have been able to crawl silent at 1kts without DCs rocking the boat. It seems at 2kts they hear you, but a 1kts they don't seem to be able to pin point you.

Perhaps it's the blast radius of the DCs. In SH2 default, there was a huge blast radius. Perhaps, GWX increased escort sensors and toned down DC blast radius. That would be a standard technique in an attempt to create long protracted sub hunts; hunts that run for 4-8 hours as opposed to 1-2 hours. Just some speculation on my part.

---

Well, Pablo, what year does that happen?

Maybe I will just launch a career at that point as I would like to give that a try. Yes, I did read in the sticky something about the early war escort losing contact as they made their run.
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Old 06-02-07, 04:20 PM   #7
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Bump - what year should I launch a career to see how hard escort evasion can be?

Thanks.
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Old 06-03-07, 12:23 AM   #8
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The later the better, wouldn't you think? I have a nice career going, and plan on taking it as far as I can. For added challenge, get ahold of a Type IX. They're pretty slow on the dive, so it can make things interesting.

On a side note, I'm watching the BBC documentary Battle of the Atlantic. ONe of the uboat skippers mentions that, of the 20 ships he sank, 19 of them were nighttime, surface attacks. I haven't been able to do a surface attack in GWX unless the weather was pea soup.

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Bump - what year should I launch a career to see how hard escort evasion can be?

Thanks.
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Old 06-03-07, 05:26 AM   #9
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Quote:
Originally Posted by MarkShot
Bump - what year should I launch a career to see how hard escort evasion can be?

Thanks.
I have lots of fun in 43/44 when I feel like a real challenge. Just surviving the air attacks (don't forget the planes tell the DD's etc that they have seen you), makes this a most deadly time to be a Kaleun.
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Old 06-03-07, 06:07 AM   #10
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Quote:
Originally Posted by MarkShot
Bump - what year should I launch a career to see how hard escort evasion can be?

Thanks.
Try late 43 with that huge old cow (IXD2)
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Old 06-03-07, 11:04 AM   #11
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Quote:
Originally Posted by MarkShot
Yes, it is only mid-41 for me. As I said escorts and evasion seems no problem for now. However, my attack tactics will require a lot of work as I have yet to put together a decent formula for attacks.

Although finding convoys and setting up for an intercept by racing ahead has been pretty easy. I trailed a convoy all through the night marking its position and was able to easily position for in the morning. There was no course changes over 12 hour period after it made the initial inbound turn in the AM grid.

Yes, I once was screwing around with the game and didn't go deep and fast. Instead I was at around 30-40M and DCs were dropped close. There was an instant hit and death. (Although with so much blue water convoy activity, I cannot imagine myself going into the shallows unless to test myself.)

However, I've been going deep (150-160M) and I have been able to crawl silent at 1kts without DCs rocking the boat. It seems at 2kts they hear you, but a 1kts they don't seem to be able to pin point you.

Perhaps it's the blast radius of the DCs. In SH2 default, there was a huge blast radius. Perhaps, GWX increased escort sensors and toned down DC blast radius. That would be a standard technique in an attempt to create long protracted sub hunts; hunts that run for 4-8 hours as opposed to 1-2 hours. Just some speculation on my part.

---

Well, Pablo, what year does that happen?

Maybe I will just launch a career at that point as I would like to give that a try. Yes, I did read in the sticky something about the early war escort losing contact as they made their run.
Hi!

Sorry, I had a real-life interrupt.

The game engine does not automatically establish convoy or individual ship zig-zag plans along a base course; each zig-zag has to be manually entered when setting up the scenario or campaign, so running along parallel to a convoy to set up another attack is nowhere near as hard as it was in real life - just remember you are in a pack of one U-boat (in single player) so you need to avoid being spotted by escort radar.

The depth charge damage radius is indeed reduced to more historical values, but the game engine forces a constant damage radius while IRL the damage radius of a depth charge varied with depth (deeper explosion = smaller radius). Stock SH3 uses 300-lb depth charges, and GWX has not added the effects of historical 600-lb versions or the teardrop versions that showed up later in the war.

Try starting a career in mid-1943 and or in mid-late 1944 (be aware that the Allies will close the French U-boat bases after D-Day). The biggest step-function in difficulty is in 1943, as it was historically; in 1944 the step function is not quite as large, but the cumulative difficulty is very tough since some escorts can now track you within hedgehog range, and you will really begin to appreciate those funky homing and track-combing torpedoes when fired at a distance from the convoy to give you a chance to clear out of the area before the escort can respond.

Pablo
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Old 06-03-07, 11:38 AM   #12
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Variable blast ...

What was common wisdom on that debate?

Go deep, diminishes the blast and lowers the chance of a hit. However, if hit, it would be catastrophic.

Go shallow, increases the chance of hit. However, with less water pressure, leaking is not nearly as severe.

Myself I have always opted for the deep ... of the school of thought that the DC needs about 45-60 seconds to reach you. I saw an explanation somewhere that going to flank at that depth allows just enough time to get your boat clear of the DCs if well placed.
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