SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > Red Storm Rising
Forget password? Reset here

 
 
Thread Tools Display Modes
Old 02-14-06, 10:20 PM   #1
zephyr
Swabbie
 
Join Date: Feb 2006
Posts: 11
Downloads: 0
Uploads: 0
Default "CRIPPLES" Scenario - hints?

a little stuck getting to the ice pack, have scored some hits, but keep getting cornered. If I re-read RSR will I find how to get out of this?

Another great one BTW..., and here I thought you had peaked with Nordic Hammer. can hardley wait to see what comes next(if I ever get out of here)
zephyr is offline  
Old 02-15-06, 07:01 AM   #2
Bill Nichols
Master of Defense
 
Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
Default

Afraid I have no 'tips' for this mission, you just have to be good
__________________
My Dangerous Waters website:
Bill Nichols is offline  
Old 02-15-06, 09:37 AM   #3
zephyr
Swabbie
 
Join Date: Feb 2006
Posts: 11
Downloads: 0
Uploads: 0
Default

I guess I'm screwed then...

Lots and lots of 'saves' from here on out....
zephyr is offline  
Old 02-15-06, 12:12 PM   #4
Bill Nichols
Master of Defense
 
Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
Default

I can say this: If the cripple gets sunk, you can still complete the scenario by getting your boat to safety...
__________________
My Dangerous Waters website:
Bill Nichols is offline  
Old 02-15-06, 08:15 PM   #5
zephyr
Swabbie
 
Join Date: Feb 2006
Posts: 11
Downloads: 0
Uploads: 0
Default

I've gotten myself to the ice, but the Buffalo keeps heading towards the bad guys instead of taking the long (ie chicken) way around with me, so I end up with an imcomplete mission and can't move on
zephyr is offline  
Old 02-15-06, 08:52 PM   #6
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

I wonder if suppression fire tactics would be of any use...
__________________
Molon Labe is offline  
Old 02-16-06, 06:52 PM   #7
zephyr
Swabbie
 
Join Date: Feb 2006
Posts: 11
Downloads: 0
Uploads: 0
Default

sort of a "spray and pray"(then run !!) Hmmmm..., thanks ML, I may give that a try
zephyr is offline  
Old 02-16-06, 08:44 PM   #8
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

That's not what I meant.

The AI tends to be very meek when faced with incoming fire. If you can get torps in the vicinity, even if you don't have the solution or even the range to make a kill, the enemy may turn away instead of attacking the wounded sub. The idea is to clear a path for the engangered sub and to buy yourself time, not to fire randomly.
__________________
Molon Labe is offline  
Old 02-17-06, 10:48 AM   #9
zephyr
Swabbie
 
Join Date: Feb 2006
Posts: 11
Downloads: 0
Uploads: 0
Default

I'll try that.... thanks again
zephyr is offline  
Old 02-20-06, 08:54 AM   #10
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Okay, after getting my ass handed to me in Nordic Hammer and Time on Target more than I care to admit, I finally made it to Cripples.

This one is a nail biter, but you have very good intel in the beginning (or if you've played it once and died, you have good intel for the next time around...). The ships coming up from behind are Grishas and a Krivak. They aren't that big of a deal unless they get close enough to detect you, which isn't likely to happen for a long time. The real threat is the Udaloy coming in from the north, who will fire on you when his airdale friends link your position to him. So, the key is to kill the Udaloy ASAP without allowing the aircraft to detect you. In other words, resist the temptation to surface and shoot SAMs, at least until the DDG is gone. The DDG will probably run into the ice sheet evading your torps, so give them a ceiling of 50 feet to run the torps under the ice/keel so you'll get him even if he gets stuck. :|\

Once the DDG is dead, periodicaly check for air contacts that might be circling you and kill them if necessary. Fire at the Grishas if they get within 20nm; they won't react to the shot right away so they usually won't be able to get out of range in time (and if not, you still bought yourself time). A 20nm engagement range should be fine for the Akula too. It's probably a good idea to get ahead of the Buffalo early on to engage the DDG and Akula as far away from the Buffalo as possibe, so it doesn't eat a torp intended for you.
__________________
Molon Labe is offline  
Old 03-12-06, 05:26 PM   #11
Barleyman
Gunner
 
Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
Default

Bloody finally. Had to restart this one twice .. Once due to crashing, again due to upgrading to LW 3.00 final. Eurgh. And had to backtrack 1h real time due to another crash + savegame corruption.

Taking out the initial planes is a must with LW mod they rain sonobuyous on you. Only warning you get is TIW and 30sec later KABOOM. (for sonobuyoy detection)

Buffalo was taken out by fly boys every time. Can't do much about it since Stinger doesn't really provide good area defence..

Russkies may feel trading couple of frigates is OK trade for an SSN, but I doubt Akula imp + Victor III was such a great deal for them..

Barleyman is offline  
Old 03-12-06, 05:33 PM   #12
Barleyman
Gunner
 
Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
Default

For me 15nm engagement range for Krivak was bit too short. He ran away twice until I let him come to about 12nm.

With akula.. Well, you probably won't see him 20nm away!
Barleyman is offline  
Old 04-21-06, 11:23 AM   #13
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

I think I had him tagged around 25. 1.03 detection ranges are pretty extreme, even with LW/Ami.
__________________
Molon Labe is offline  
Old 04-29-06, 01:02 PM   #14
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Molon Labe
Once the DDG is dead, periodicaly check for air contacts that might be circling you and kill them if necessary
Quote:
Originally Posted by Barleyman
Taking out the initial planes is a must with LW mod they rain sonobuyous on you. Only warning you get is TIW and 30sec later KABOOM. (for sonobuyoy detection)
Oh come on. ...That's so not in the spirit of RSR. Where do you read the Boston went to PD and popped a few flyboys? That's cheating! ...not to say I haven't had to do it myself. :rotfl:

Honestly though, those ASW aircraft are what make the mission so darn hard IMHO, just can't shake 'em. Not to mention your going to have to plow through the middle of at least one of their sonabuoy fields, and once they have you..... they don't let go
Deathblow is offline  
Old 04-29-06, 04:05 PM   #15
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

If they are already circling overhead, a TIW won't be far behind. The whole point of the SAM is to use it as a last resort, which is exactly what the situation I described is.
__________________
Molon Labe is offline  
 

Thread Tools
Display Modes

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 05:36 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.