Community - Forum - View old data

Categories :  

U.S Navy

  Index

  • USN Anti-Submarine Warfare Guide

    11. 30. 2008 13:18

LordKelvin


Another guide from me. Again, in the event that this gets stickied or more than 10
people
reply to it, guide in the below post.

*Stickied by Timmy - good stuff.
  Index

  • Re : USN Anti-Submarine Warfare Guide

    04. 02. 2010 13:30

ben911997
love it!at first i thoght it was boring but very interesting,now i have some good
experience ont the tips on anti-sub warfare.

  • Re : USN Anti-Submarine Warfare Guide

    03. 24. 2010 19:29

Tatertot
Great guide kelvin. Well written and well thought-out (so many of the guides are not,
even stickied ones).

I would like to add a bit about the capital ships though. Recently I've been levelling up
a new IJN crew and waiting for my AA gunners to get to high level before classing them.
Since most IJN BBs have few AA slots (until yamato) and arm sailors can use hedgehogs, I
put some on my Kongo, Fuso, Ise and Nagato. Boy did they ever help me out!! Once you
know your angles with the HH, you will almost always come out victorious against those subs.

First you should take note early in the game if you'll be encountering submarines (North,
South, Middle). Then you will know what to expect. Second if you see a sub revealed by a
friendly ship or see it dive, then try to take it out at long range (25-55 degrees, you'll
have time to reload if you fail). More often than not all you will see is torpedoes
appear from nowhere. In this case you instantly know the submarine is within 20 degrees
of your HH fire since that is roughly the range on sub torps on slow. If you witness the
appearance of torpedoes, turn out (or in) firing a salvo of HH 2-4 degrees BEYOND where
the torps were initially sighted. If you hit, great! Turn and fire your salvo from the
other side (I usually turn out and add 2-3 degrees to compensate for my running) and you
will surely force it to surface or sink it. If you fail, you can usually make it out of
torp range or the sub will go after a less dangerous target or it will follow you in which
case just keep zig-zagging/running and firing HH until it runs out of air or you hit it.
If you turn in, and get on top of the sub you just fire your HH at 0-5 degrees.

The great thing about capital ships with HH is that the sub is safe nowhere within torp
range and you can usually survive the first torp salvo (most subs/BBs). When you see a
sub or torps then Shoot HH. If it surfaces shoot with guns. If it dives, you know where
it is and can easily HH it. Once you get decent at predicting where the sub will be (not
difficult considering their speed) subs will no longer be a major threat. The only real
threat from subs will be those that can take your ship out in a suprise single salvo.

I highly recommend HH on all BBs that have not enough T-slots for good AA. Even with two
per side, it only takes one direct salvo to kill or force most subs to the surface.

  • Re : USN Anti-Submarine Warfare Guide

    12. 15. 2009 06:03

Archeo
Nice post LK, I guess I shall read the whole 2nd post when I do have the most time to read
thoroughly.

Anyways, good thing to know that I have been doing a rather fine job with my ASW Edin from
reading the guide. =)
Whilst leveling my crews. *BB supports for that*

One thing to note is that, most of the time even a single fire from a gradual firing Depth
Charge at close proximity is enough to sink an enemy Sub BUT watchout for three / two gold
bar subs as they would take quite a while to sink. *In which I have found that I had to
use two DC's at about 1 - 1.5 inch distance from the SS with it being truly crippled up
and being beaten by my 8"ers. =)*

An ASW advice, if the enemy has too many SS *4 or 5* most likely 2 would go mid and the
others to N or S to attack your teams BB, in this instance I escort the largest BB in my
team to protect it since it would in all likelyhood to be the target of the SS.

  • Re : USN Anti-Submarine Warfare Guide

    12. 15. 2009 05:39

jburke4
Great post.

I have a two simple methods...

I always use a dd for asw, no armor and fastest engine possible. Come in at a
90deg to their course, if they turn I circle with them spiraling in on top of them
keeping off their bow and stern and dc'n them to oblivion once I am too close to be
torped.

Larger ships I sometimes keep some HH's on board for defense. I put them on
gradual fire and try to hit them with two shots of hh's, one on top of them and one
just in front of them.

  • Re : Pool's Closed: USN ASW Guide

    10. 21. 2009 09:58

Yehson
Rofl Dude

  • Re : Pool's Closed: USN ASW Guide

    09. 03. 2009 21:59

SirMoric
I'm having a lot of fun in a Frigate Y.

Equipped with 4 HH in the R-slots, torpedoes in the forward 2 T slots and DC in the rear
slots.

A finder and a sonarman helps detection, combined with a skeleton crew that keeps speed on
46 kts, really helps.

Solution is simple, fire HH from a distance, if they dive further, go for DC and kill
them. Having DC in the rear mounts and going 46 kts will get you clear of the blast.

Or fire HH from a distance, if they surface, proceed with torps, while staying clear to
give the big boys a chance of killing it.

Nice guide.

rgds

  • Re : Pool's Closed: USN ASW Guide

    09. 01. 2009 13:32

LordKelvin
Oops, wrong one >_>

Another update. Went over the whole guide and fixed some language and word choice
issues, and also fleshed out a lot of long range tactics.

  • Re : Pool's Closed: USN ASW Guide

    08. 15. 2009 05:42

Marine1337
Indeed a very informal guide LK.

  • Re : Pool's Closed: USN ASW Guide

    08. 15. 2009 05:25

Profeta_117
nice guide

  • Re : Pool's Closed: USN ASW Guide

    08. 14. 2009 09:29

TheFaller
nice guide (pitty its too big lol)
Now i know what to do and how to play my sub when ppl on NY server starts to play
ASW effectively (which i believe it has started :x)

anyway LK, i found out that, SSs tend to go up rather than crit-dive when they see
the DD approaxing him is ASW. One thing that i normally do is kinda simillar of one of
your tactics for close-range, where you mix DC with torpedoes.
My example is simakaze (i know... a bit too obvious...) i load him with 1 torp launcher
and 2 DCL. what i do sometimes is getting close to a sub and, when they detect me,
they go up!! On that time, i give use to my torp launcher by sinking it with torps
(since he is up, he cant go crit-dive, specially with the fast torps of IJN). i believe this
can be pretty much effective, only problem that can exist is the sub being aligned
with the direction of the torps, but then the simakaze can position itself in a better
way to torp.....

anyway dunno if you already tested this, but could you give a hint about the matter?
i tried it a coupple of times, but i had 2 problems:
1- as i said, a simakaze is a too obvious ship, other ships see a normally TW and
start attacking it, including BBs
2- im too used to TW with auto aiming. Im totally effective with that FCS, but then
switching to a manual/find aiming, i guess i have 1 or 2 weeks to train with it to be
as effective as wih auto.... :\
1 2 3 4 5 6 7 8