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Old 05-30-08, 03:37 PM   #1
STEED
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Quote:
Originally Posted by FIREWALL
Or just pull the cloak over your eye's.

If I can't see you, you can't see me
... CHICKEN LITTLE :p
Doesn't work.
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Old 05-30-08, 03:50 PM   #2
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thanks guys

thanks for the info guys i will studie your knowledge any others???????
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Old 05-30-08, 04:04 PM   #3
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Here's something I sometimes try








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Old 05-30-08, 04:23 PM   #4
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Here's something I sometimes try








Jimbo Where do you get those KOOOOL E moicons at ?
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Old 05-30-08, 04:31 PM   #5
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Quote:
Originally Posted by jimbuna
Here's something I sometimes try








Jimbo Where do you get those KOOOOL E moicons at ?
I make/animate some....and the rest

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Old 05-30-08, 04:08 PM   #6
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Remember, when going deep you offer a much bigger surface in squaremeters to echo the ping!
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Old 05-30-08, 04:19 PM   #7
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????

how you mean mittelwaechter? i dont understand
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Old 05-30-08, 08:37 PM   #8
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how you mean mittelwaechter? i dont understand
Have a look at your U-Boot directly from behind - as to be "seen" by the sonar when at PD as long as you try to show your six.
Compare the silhouette to a view top down at your boat - as to be "seen" by the sonar when your boat is down at depth.

Where do you think is more surface visible to reflect the sonar ping?
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Old 05-30-08, 10:57 PM   #9
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The problem with evading escorts is..... they're still there.

All you need is the deck gun to sink merchants, esp. in stock. They're slow, they aim badly at long ranges, their guns are few. So no harm using some eels on the escorts....

Let the destroyers do exactly what they want, run over your conning tower from abeam. You need to be at periscope depth.
At 400m go ahead flank full rudder in their direction. The DD will swerve to come above you again and consequently his stern will move away from you. As he drops the charges go ahead slow full opposite rudder.
Having failed to kill you the DD, will swing around in a wide arc that will bring him across your bows at or near perpendicular.
Prep a fore tube for 2m high speed contact. Set your fire angle at 0, no tdc speed/range/aob junk. When he is 50 or so from zero center rudder.
Put your periscope at 10 from zero and wait for him to enter the edge of your view.
As he does, open the tube. When his prow hits the 10 mark, fire.
If he is within 500m the shot will hit his bow and his props will eventually drive him under if he does not die immediately.
Over that,out to 1000 it will hit amidships or slightly astern, either blowing him in half, crippling his engines or just messing up his day in general.
About 90% of the time they sink immediately or minutes after the hit. In my experience those that are only damaged can only limp along at 6 kts or so and are not a threat anymore.

Against K-gun armed DD's you need to make a hard opposite rudder at flank just before he fires, ideally as your bow crosses the plane of his. The DD will fire his K guns as though you were continuing in your initial course and speed as you swing out. In addition, their depth setting is usually wrong. Nonetheless K-gun escorts leave much less room for error.

Finally DD's with hedgehogs, K-guns and stern racks are the biggest pain of them all. Begin your attack as described above but at 600m or so go flank zero rudder. Then make your turn in, then make your turn out as described above. Then sink him.

These techniques do require some practice (and some dying) to perfect but once you learn the nature of the escort even more complex maneuvers become second nature ( like the HH Kgun Stern rack DD oblique-angle evade, stern-tube shot)

Thinking about posting a full guide, which, while undoubtedly verbose, will hopefully help Kaleuns who have trouble with escorts. I will include patrol craft killing instructions too.

Remember, the destroyer's greatest weakness is thinking THEY are the hunters.
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Old 05-31-08, 08:20 AM   #10
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thanks

thanks for the info friend!
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Old 06-05-08, 06:53 PM   #11
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Remember, the destroyer's greatest weakness is thinking THEY are the hunters.
Three quarters of the U-boatmen didn't return. The destroyer survival rate was a tad better.

If things are realistic, fighting them is suicide.

My advice: Run Silent, Run Deep. If you stay at 70 meters and silent, you will have room to go to flanks speed when they make their attack run, and turn, and dive. Slow down, creep back up and do it over again. You will have a reasonable chance of escape that way.
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