OneShot
05-29-2005, 08:07 PM
Taken from : SubSim DW Tactics & Tips (http://www.subsim.com/ssr/tip_dangerwaters.html)
FFG : ASW
Towed Array Sonar quick-tip: Resolution of ambiguous bearings is simple. As in a sub, you will turn the ship. You must then watch the contact's trace on the Broadband display; if it moves UP, resolve the bearing of the contact in the direction of your turn. If it moves DOWN, resolve the bearing of the contact in the direction opposite your turn.
Hull Sonar: I have not yet found a reason to use Single-Beam or Omni modes while using Active Sonar. Omni-Rotational is the mode of choice when prosecuting submerged contacts.
Helo Ops: NEVER-NEVER-NEVER put the FFG CIWS System in FULL AUTO when conducting Helo take-offs and landings… the CIWS system will shoot down the Helo. Instead, if you are expecting threat missiles and MUST launch or recover a helo, set the CIWS system to AUTO.
Engaging submerged targets with the MH-60: In single-player missions, you can send an embarked AI Helo to attack an enemy sub without being concerned that the sub will surface and shoot your helo down with a SAM, even though the AI helo will hover right over the target datum when it drops its weapon. The AI subs’ loadout does not include the shoulder-fired SAMs. However, in Multiplayer missions, you’d better bring a friend along to fly your helo for you. A human pilot in the MH-60 will more likely be smart enough to stay out of the enemy sub’s SAM range when he launches a torpedo.
Torpedoes: Your torpedoes (Mk 46 and Mk 50) have a short range compared to heavyweight torpedoes (MK 48 and UGST) that carry more fuel. If you try to get within range of an enemy submarine in order to use your torpedoes for a kill, you may find yourself regretting that decision while trying to evade your enemy’s torpedoes or missiles. Instead, use your torpedoes as a "scare-off" weapon to force an enemy sub to break off an attack or approach; they can also be used when a submarine is detected at close range (for example, a Kilo, which is hard to detect passively and might sneak up on you, or in poor acoustic conditions). One other use for your torpedoes would be in weather conditions that would not permit helo operations.
Your primary means of engaging a submerged target should be the MH-60 helicopter. It adds range to your sensors and your weapons, and it’s a faster way to put "steel on target".
EMCON: For a surface vessel, your ship is very quiet to begin with, and while it is not "stealthy", it can be difficult to classify, under the right conditions. One of these conditions is that your ship is at EMCON. EMCON stands for Emission Control, and refers to the securing of any electronic emissions (RF Comms, Radar, Sonar). If visibility is good and you do not expect any surface or air threats, secure (turn off) your surface and air radars. Also, if you believe that the tactical conditions permit, you should limit your usage of active sonar as much as possible. If you begin a mission by pinging away on active sonar, you will have already given away your presence as an ASW threat to your prey, even if he can only see one narrowband line from your ship. This reduces or cancels whatever degree of surprise that you may have had.
SSMs: The FFG’s Surface-to-Surface missiles will not hit a surfaced submarine. However, the ASMs from the P-3 and MH-60 WILL hit a surfaced submarine (more on this later).
FFG : ASUW, Gunnery, and Self Defense
CIWS: Remember that the CIWS system has a no-fire zone at the bow of the ship. If you are expecting threat missiles from ahead of ownship, approach your target from an angle that will allow the CIWS to engage incoming missiles.
EMCON: The same tips from above apply for EMCON when engaging surface contacts.
.50-Caliber Ops: The .50 Caliber machine gun is only effective against small craft. No matter how long you pump rounds into that Supertanker, it will not show damage or be damaged. Don’t even try.
FFG : ASW
Towed Array Sonar quick-tip: Resolution of ambiguous bearings is simple. As in a sub, you will turn the ship. You must then watch the contact's trace on the Broadband display; if it moves UP, resolve the bearing of the contact in the direction of your turn. If it moves DOWN, resolve the bearing of the contact in the direction opposite your turn.
Hull Sonar: I have not yet found a reason to use Single-Beam or Omni modes while using Active Sonar. Omni-Rotational is the mode of choice when prosecuting submerged contacts.
Helo Ops: NEVER-NEVER-NEVER put the FFG CIWS System in FULL AUTO when conducting Helo take-offs and landings… the CIWS system will shoot down the Helo. Instead, if you are expecting threat missiles and MUST launch or recover a helo, set the CIWS system to AUTO.
Engaging submerged targets with the MH-60: In single-player missions, you can send an embarked AI Helo to attack an enemy sub without being concerned that the sub will surface and shoot your helo down with a SAM, even though the AI helo will hover right over the target datum when it drops its weapon. The AI subs’ loadout does not include the shoulder-fired SAMs. However, in Multiplayer missions, you’d better bring a friend along to fly your helo for you. A human pilot in the MH-60 will more likely be smart enough to stay out of the enemy sub’s SAM range when he launches a torpedo.
Torpedoes: Your torpedoes (Mk 46 and Mk 50) have a short range compared to heavyweight torpedoes (MK 48 and UGST) that carry more fuel. If you try to get within range of an enemy submarine in order to use your torpedoes for a kill, you may find yourself regretting that decision while trying to evade your enemy’s torpedoes or missiles. Instead, use your torpedoes as a "scare-off" weapon to force an enemy sub to break off an attack or approach; they can also be used when a submarine is detected at close range (for example, a Kilo, which is hard to detect passively and might sneak up on you, or in poor acoustic conditions). One other use for your torpedoes would be in weather conditions that would not permit helo operations.
Your primary means of engaging a submerged target should be the MH-60 helicopter. It adds range to your sensors and your weapons, and it’s a faster way to put "steel on target".
EMCON: For a surface vessel, your ship is very quiet to begin with, and while it is not "stealthy", it can be difficult to classify, under the right conditions. One of these conditions is that your ship is at EMCON. EMCON stands for Emission Control, and refers to the securing of any electronic emissions (RF Comms, Radar, Sonar). If visibility is good and you do not expect any surface or air threats, secure (turn off) your surface and air radars. Also, if you believe that the tactical conditions permit, you should limit your usage of active sonar as much as possible. If you begin a mission by pinging away on active sonar, you will have already given away your presence as an ASW threat to your prey, even if he can only see one narrowband line from your ship. This reduces or cancels whatever degree of surprise that you may have had.
SSMs: The FFG’s Surface-to-Surface missiles will not hit a surfaced submarine. However, the ASMs from the P-3 and MH-60 WILL hit a surfaced submarine (more on this later).
FFG : ASUW, Gunnery, and Self Defense
CIWS: Remember that the CIWS system has a no-fire zone at the bow of the ship. If you are expecting threat missiles from ahead of ownship, approach your target from an angle that will allow the CIWS to engage incoming missiles.
EMCON: The same tips from above apply for EMCON when engaging surface contacts.
.50-Caliber Ops: The .50 Caliber machine gun is only effective against small craft. No matter how long you pump rounds into that Supertanker, it will not show damage or be damaged. Don’t even try.