A nice condensed guide, but there are a few points that I do not agree with.
First of all, your targeting priorities: Subs make a damn bad target against other subs. Why? Well, they give off almost no XP, can sink you easily if you get unlucky and you expend a lot of torps, air get damage from crit diving and waste valuable time that is so much better spent on your opponents capital ships. Additionally confronting a sub makes you visible to the whole world and when you sit there playing shoot and scoot you are just SO inviting a few torp bombers to drop by, not to count ASW. ASW in itself is a completely other story. The frequent "kill'em'all" DD will run through your duel area dropping DC's like crazy. Either he blinds you by using overburn, manages to run into the torps you just fired at the enemy sub and gets you a nice TK or just wastes you with blue on blue DC's. If that is not the case, a BB or CA will certainly fire of a broadside of HH's at the two subs (so he does not get grilled should you loose) and get you in the resulting blast as well. The moral of the story - keep away from other subs and let ASW handle them.
Target priorities for Type II: 1) CA's, 2) AA ships, other escorting ships 3) low level BB's & CV's
Target priorities for T2 and T3 subs 1) BB's & CV's 2) support ships 3) anything else
Now, there is a target class that I did not enter because you are supposed to avoid it but if you encounter it, it becomes point 1 on the target list: 1) Things that threaten you! Or to make it more clearly - things that threaten your mission. This would include DD's, CL's, FF's and SS that reveal your position, thereby chasing away your prey. Any ASW-configured ship is to be considered an even higher threat.
Now the thing with running north and border-hugging. How many engis do you have on your ship? Exactly, one! Even the most bad@ss BVE'd nerd medal holder will only get you up to 40 knots surface speed and then you loose submerged speed at the same time. Driving all the way north or south and then along the border effectively takes you out of the game unless you catch the enemy advancing. Swing towards the enemy after 1/3 of the way and then charge them - that will get you into their BB line while you can still make a difference to your team.
Now about running a repairer on the sub. OK, it is possible but depends on the level and weight of your crew. If he does slow you down, make him swim home.
Engaging BB's at close range? Well, they have some fun tactics to deal with subs. Either they run, circle or ignore you. Ignoring is fine with me 'cause it just means they sink. Running tends to annoy. Unless they are speed optimized, you should be able to keep up long enough with them in a T2 or T3 to write farewell on all torps of the next two salvos that you are sending them. Circling though has its own problems. If they circle, they want to stay below your mnimum range so that you cannot fire or when turning, end up under them. If you send your torps at max fast range, you do not just add the chance that all of the torps will do damage, if they circle you stop, hit reverse and they will present their other broadside to you by the time your torps have reloaded.
Armoring up a sub? Well, some bulge/belt can help against close calls with explosives. As long as you do not loose speed it is fine. Experimentally armoring up a sub with enough bulge and belt to take direct torp hits from another sub causes an interesting reaction ( "U using hackz? REPORTA!!!") but should be left for having fun with other players.
Last: Subs have no business in the middle of a map. Every rushing DD will reveal you, every TW is going to launch across the middle and the escorting CA's will be more than happy about a little bit of target practice should you decide to go accross on the surface. This does not apply, however, if you feel trigger-happy today and WANT to blow up a bunch of low-level DD's.
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