Molon Labe
06-15-2005, 02:09 PM
Post your ASW Weapons Employment tactics here!
I'll go first (I feel like I'm playing Roschambo).
(See also the SCHQ/NCHQ TACMAN for weapons employment tactics)
Conventional torpedo attacks: This section is about attacking a contact that you have tracked, localized, and classified.
A normal ASW attack will involve the MK 48 ADCAP or the 65cm torpedo, both of which have 27nm ranges and are wireguided; the Mk48 has a 5 knot speed advantage. At the moment of firing, your main concerns should be the number of weapons to fire and the presets on the weapons. [Note: In DW 1.04+, torpedo range is variable with speed. Maximum range occurs 10 knots below max speed, and the range as max speed is 20% below maximum.]
In Sub Command, a single torpedo attack was a viable option. In DW, since decoys will destroy torpedoes, quantity unfortunately must take the place of accuracy. [Version update: DW 1.04 added a variable in DangerousWaters.ini that allows players to control if and how often torpedoes explode on decoys. This setting controls expendable decoys AND towed decoys equally.] 688I's and Akulas should fire at least two torpedoes (thus saving two for a second salvo or another target), while Seawolves should fire at least three. Assign these weapons to the target; do not use snapshots on a spread bearing...The goal is to eventually have the torpedoes attack the target from different directions AT THE SAME TIME. A spread will result in uneven staggering (once the target evades) and will decrease the likelihood of a hit.
The enable range should be set a few thousand yds/m short of the target's actual range. Keep in mind the accuracy of your solution, and the possibility that you might be killed before being able to resteer your torps or enable them manually. 75% of the range of the sub is a good rule of wrist in most cases.
The ceiling preset can help you to prevent hitting surface ships. In DW, the torpedo can explode if it passes under a ship; the torp must be more than 200ft deep to prevent this (if anyone has firmer data, please post). Unfortunately, pre-enabling and re-enabling the torpedo will sometimes cause it to "forget" its ceiling, and it may climb anyways. Don't depend on the ceiling to take the place of good TMA.
Just set the floor to maximum. The floor setting was used in SC to prevent the torps from hitting sunken ships under the max depth of the target. Since torps do not home in on wrecks in DW, there is no need to restrict the depth of the torp when attacking submarines except in special cases. (For example, if you have an allied SSN near a hostile Kilo; your SSN can dive to >300m and you can set the floor to 300m/984ft. The torpedo will (hopefully) not attack the allied sub below the floor).
Depth is a bit trickier. This is the depth the torp will go to once enabled (when pre-enabled, it will return to the depth it was launched at). Ideally, you should set the weapon at the slowest point on the SSP, where its sonar performance will be the best. If there is a strong layer, however, its a good idea to have some above it as well as below it. Also note the terrain, you will need to set a search depth above any terrain feautres so that the torpedo can see past them, and will not run into them.
Finally, after setting all your presets, move the ship to a depth higher than the seafloor in the vicinity of your target. Remember, if you pre-enable your weapon it will return to the depth it was launched at, make sure if that happens the torp doesn't hit the mud.
After launching, clear datum, but slow occasionally to track the target and to check for counterfire. Resteer your weapons based on your updates. Once your weapons close in, resteer them to a spread course. Have your weapons attack the target with as much angular separation as possible, this will make them more difficult to decoy.
Counterfire (snapshots): Sometimes you don't have the initiative, and have to respond to someone else's attack. Upon recieving a TIW alert, and determining that the torpedo is from a hostile submarine, you should fire a snapshot as soon as possible. Note the location of any neutrals and fire at least two weapons, either directly down the TIW bearing or on a spread angle of ~20 degrees. Spreading the torpedoes is more tactically feasible than it was before because you don't know the location or course of the enemy sub, right now its more important to find him.
If you think you are too far to get a sonar trace on your target, consider an evasion course that is partially toward your enemy. Getting a contact will help you resteer your weapons for an effective attack, instead of an attack that merely hinders the enemy sub from attacking you effectively. Also, track the enemy torpedo, the history of the torpedo will lead back to the location it was fired from, giving you a range to go with the TIW bearing. Take note of if your torps acquire anything when enabled...even if its a CM, the launching sub will be close...get all your torps searching in that area.
Kilo Torpedo Attacks: The two ASW torps are the TEST and USET torpedoes. Of these, the USET is superior, but is carried only by the Russian kilos. It has a 50 knot top speed--as good as the 65cm torp--but has only a 20km/10.8nm range and is not wire guided. The TEST has a slow 40kt top speed and the same range as the USET; it is also wire guided, but due to the ranges it is used at wire guidance does not help much.
The key to successful torpedo attack with either weapon is getting as close as possible to the target. The short range of both weapons means that your enemy will likely outrun the weapon. Fortunately, the Kilo is very quiet and will remain undetected by passive means to enemy submarines until the are closer than 5nm. Fire at least three weapons to deal with CMs, and immediately run (on a lag LOS) and drop CMs after firing--there will be snapshots soon.
I'll go first (I feel like I'm playing Roschambo).
(See also the SCHQ/NCHQ TACMAN for weapons employment tactics)
Conventional torpedo attacks: This section is about attacking a contact that you have tracked, localized, and classified.
A normal ASW attack will involve the MK 48 ADCAP or the 65cm torpedo, both of which have 27nm ranges and are wireguided; the Mk48 has a 5 knot speed advantage. At the moment of firing, your main concerns should be the number of weapons to fire and the presets on the weapons. [Note: In DW 1.04+, torpedo range is variable with speed. Maximum range occurs 10 knots below max speed, and the range as max speed is 20% below maximum.]
In Sub Command, a single torpedo attack was a viable option. In DW, since decoys will destroy torpedoes, quantity unfortunately must take the place of accuracy. [Version update: DW 1.04 added a variable in DangerousWaters.ini that allows players to control if and how often torpedoes explode on decoys. This setting controls expendable decoys AND towed decoys equally.] 688I's and Akulas should fire at least two torpedoes (thus saving two for a second salvo or another target), while Seawolves should fire at least three. Assign these weapons to the target; do not use snapshots on a spread bearing...The goal is to eventually have the torpedoes attack the target from different directions AT THE SAME TIME. A spread will result in uneven staggering (once the target evades) and will decrease the likelihood of a hit.
The enable range should be set a few thousand yds/m short of the target's actual range. Keep in mind the accuracy of your solution, and the possibility that you might be killed before being able to resteer your torps or enable them manually. 75% of the range of the sub is a good rule of wrist in most cases.
The ceiling preset can help you to prevent hitting surface ships. In DW, the torpedo can explode if it passes under a ship; the torp must be more than 200ft deep to prevent this (if anyone has firmer data, please post). Unfortunately, pre-enabling and re-enabling the torpedo will sometimes cause it to "forget" its ceiling, and it may climb anyways. Don't depend on the ceiling to take the place of good TMA.
Just set the floor to maximum. The floor setting was used in SC to prevent the torps from hitting sunken ships under the max depth of the target. Since torps do not home in on wrecks in DW, there is no need to restrict the depth of the torp when attacking submarines except in special cases. (For example, if you have an allied SSN near a hostile Kilo; your SSN can dive to >300m and you can set the floor to 300m/984ft. The torpedo will (hopefully) not attack the allied sub below the floor).
Depth is a bit trickier. This is the depth the torp will go to once enabled (when pre-enabled, it will return to the depth it was launched at). Ideally, you should set the weapon at the slowest point on the SSP, where its sonar performance will be the best. If there is a strong layer, however, its a good idea to have some above it as well as below it. Also note the terrain, you will need to set a search depth above any terrain feautres so that the torpedo can see past them, and will not run into them.
Finally, after setting all your presets, move the ship to a depth higher than the seafloor in the vicinity of your target. Remember, if you pre-enable your weapon it will return to the depth it was launched at, make sure if that happens the torp doesn't hit the mud.
After launching, clear datum, but slow occasionally to track the target and to check for counterfire. Resteer your weapons based on your updates. Once your weapons close in, resteer them to a spread course. Have your weapons attack the target with as much angular separation as possible, this will make them more difficult to decoy.
Counterfire (snapshots): Sometimes you don't have the initiative, and have to respond to someone else's attack. Upon recieving a TIW alert, and determining that the torpedo is from a hostile submarine, you should fire a snapshot as soon as possible. Note the location of any neutrals and fire at least two weapons, either directly down the TIW bearing or on a spread angle of ~20 degrees. Spreading the torpedoes is more tactically feasible than it was before because you don't know the location or course of the enemy sub, right now its more important to find him.
If you think you are too far to get a sonar trace on your target, consider an evasion course that is partially toward your enemy. Getting a contact will help you resteer your weapons for an effective attack, instead of an attack that merely hinders the enemy sub from attacking you effectively. Also, track the enemy torpedo, the history of the torpedo will lead back to the location it was fired from, giving you a range to go with the TIW bearing. Take note of if your torps acquire anything when enabled...even if its a CM, the launching sub will be close...get all your torps searching in that area.
Kilo Torpedo Attacks: The two ASW torps are the TEST and USET torpedoes. Of these, the USET is superior, but is carried only by the Russian kilos. It has a 50 knot top speed--as good as the 65cm torp--but has only a 20km/10.8nm range and is not wire guided. The TEST has a slow 40kt top speed and the same range as the USET; it is also wire guided, but due to the ranges it is used at wire guidance does not help much.
The key to successful torpedo attack with either weapon is getting as close as possible to the target. The short range of both weapons means that your enemy will likely outrun the weapon. Fortunately, the Kilo is very quiet and will remain undetected by passive means to enemy submarines until the are closer than 5nm. Fire at least three weapons to deal with CMs, and immediately run (on a lag LOS) and drop CMs after firing--there will be snapshots soon.