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OneShot
05-30-2005, 12:50 PM
Taken from : SubSim DW Tactics & Tips (http://www.subsim.com/ssr/tip_dangerwaters.html)

As a lead beta tester, I have been testing intensively the FFG and the helo. I can tell you the things I have learned about the platform and how to make the most use of it.

First thing to do when mission starts is deploy a BT buoy If sea condition and mission warrants make sure you have the Towed array deployed. If the helo is going to be needed I update its alert status to the needed one or even launch it. Load a SM-2 on the rail and if not friendly aircraft nearby place the CIWS in AUTO.

Avoid using the active sonar unless you want to refine a contact position solution or there is a reason for this. AI subs fire on Active sonar bearing easily most of the time. However I use active as well to detect surface platforms while I maintain ENCOM. Works nice :-) and you can fire an SM-2 on a target generated by active sonar. I keep a 1/3 or 2/3 speed most for the time with 60+ change of heading every 5 minutes if I am playing cat and mouse with subs and from time to time a 180ª

Sometimes I make a sprint run to confuse any TMA plotting they may have on me. I know how the subs TMA plot works so I chrono my maneuvering to screw its solution to the max. ;) I make some buoy releases considering the thermal layer depth and spacing the buoys evenly but avoiding to place them close to known neutral surface contacts.

As soon as I have a possible submerged contact bearing I will make a radical course change to resolve ambiguity and to mess up its TMA solution (It surely got me plotted by then) If I have the helo airborne I let it take care of the contact while I clear datum.

If no helo then I launch a full salvo of 3 torpedoes on it and reverse course 180 degrees and go flank speed for 4-5 minutes and after that I take a course to open range with target. Just before this salvo I use the active sonar to have the best fire solution for the torps.

If the enemy fires on me I deploy the Nixie and depending on the range to the contact initiate evasion maneuvering (evasion tactics are highly classified). One important thing to remember on a missile rich environment is that the Flares and Chaff are not automatically reloaded so if the AI deploy many of them you better visit Bridge and manually reload them.

If the frigate is among other more capable allied warships it is really useful to promote all enemy missile and aircraft contacts to LINK. This way you can have help from the other ships downing all vampires. I always load 40 SM-2. The Harpoon on this game is not as useful as the SM-2. The enemy destroy it too easily while the SM-2 gets a better impact rate and can be used against airplanes and surface ships so easy choice and most effective. The only good point about using a Harpoon is that against a Human player you can make the missile proceed towards the enemy vessel from a different bearing that your own thus confusing the human adversary although since he will already have detected you at the same time anyway, this is not a failsafe tactic.

I use to maintain ENCOM unless there is enemy radar active. Enemy AI have no trouble to sort out neutral targets from warships so expect a enemy salvo in short time after being painted by radar. Better be able to return it and keep him busy as well.

I have developed some search patterns as well as some effective torpedo evasive maneuvering but this I will keep them for me to use the first time I have the chance to have an MP against you :-) (Cannot wait for the next Otto Krestchmer Cup using an FFG).

For the helicopter what I do is to make a search on the widest or most external area of the search zone using VLAD and DIFAR. Always have radar ON unless there is enemy warships nearby. I want to know if the sub is coming to surface to fire o me.

I travel fast while deploying buoys and always have the MAD sensor extended in case I get lucky. Once I get the first bearings on the Nav map I follow the bearing with the MAD sensor and if there is no lucky I make a triangle of DIFAR buoys surrounding the suspected location of the sub. Once I have a more or less idea about where it is I dip my sonar and go active. This gives me its exact location. Now I have to act fast. If human opponent I will immediately release a torp even with dipping sonar in water, just to keep enemy busy. While I am on water with sonar submerged I am very vulnerable to its SAM and once he hears the PING he may consider killing me easily so I would drop a torp just after marking its active sonar position and I will clear datum. If the other buoys tell me the sum is in the move to avoid my first torp, thus busy, I will position myself in front of him and drop a second torp on him this time head on.

Kraken
12-18-2005, 12:06 AM
datum? yes i have read in all these diff books and heard that term 1000's of times before but i dont exactly know what it means... :redface:

TLAM Strike
12-18-2005, 12:18 AM
datum? yes i have read in all these diff books and heard that term 1000's of times before but i dont exactly know what it means... :redface:
Datum (Noun) 1. Something given or admitted esp. as a basis for reasoning or inference 2. Something used as a basis for calculating or measuring.

In other words it a place where something was at sometime in the past.

Molon Labe
12-18-2005, 01:31 AM
Or, the singular form of 'data.'