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6/30/2025, 3:58:17 PM
>>63917135
>Anti submarine warfare (cont.)
The above implies you have no helicopters or ASW planes available. If you do, you can drop buoys alternating above/below the thermal layer (if one exists) along your course to try to sniff out any subs. If you find one, you can refine the location of the contact with either active sonobuoys or a MAD pass, then kill it at your leisure. Drop torpedoes in their baffles and they are 99% screwed. What works for me (and works in real life) is to establish sonar contact with the sub via passive arrays on the ship, then use ASW aircraft to refine and kill. Irl it saves resources, in game it saves performance because sonobuoys lag the game like hell. Do this whenever you think there's subs in the area.
>Sub vs SAG (in this case assume you're in a 688 class)
Establish contact by being above the layer. Plot their course (heading and speed, if they're moving at 12 knots at 180°, draw a line from them, 12nm long, pointing at 180°. That point is where they will be in 1 hour. Rinse/repeat for where they'll be in 2, or 3, etc)
Creep in to a position along the SAGs plotted course and then lie in wait about 10-12nm away. Once they pass you and you're in the baffles, launch your torpedoes. gg
>Sub vs sub
Hear the other guy first and shoot first. If you have wire guided torpedoes, dog leg them (shooting at a bearing off target, then when the torpedo is far enough from your own sub, turn it onto course with the target) to avoid counter-fire torpedoes hitting you. Never use active sonar. Not worth it.
>SEAD
Jam, jam, jam, and jam.
I'm sure I'm forgetting stuff but that's the QRD for most things
>Anti submarine warfare (cont.)
The above implies you have no helicopters or ASW planes available. If you do, you can drop buoys alternating above/below the thermal layer (if one exists) along your course to try to sniff out any subs. If you find one, you can refine the location of the contact with either active sonobuoys or a MAD pass, then kill it at your leisure. Drop torpedoes in their baffles and they are 99% screwed. What works for me (and works in real life) is to establish sonar contact with the sub via passive arrays on the ship, then use ASW aircraft to refine and kill. Irl it saves resources, in game it saves performance because sonobuoys lag the game like hell. Do this whenever you think there's subs in the area.
>Sub vs SAG (in this case assume you're in a 688 class)
Establish contact by being above the layer. Plot their course (heading and speed, if they're moving at 12 knots at 180°, draw a line from them, 12nm long, pointing at 180°. That point is where they will be in 1 hour. Rinse/repeat for where they'll be in 2, or 3, etc)
Creep in to a position along the SAGs plotted course and then lie in wait about 10-12nm away. Once they pass you and you're in the baffles, launch your torpedoes. gg
>Sub vs sub
Hear the other guy first and shoot first. If you have wire guided torpedoes, dog leg them (shooting at a bearing off target, then when the torpedo is far enough from your own sub, turn it onto course with the target) to avoid counter-fire torpedoes hitting you. Never use active sonar. Not worth it.
>SEAD
Jam, jam, jam, and jam.
I'm sure I'm forgetting stuff but that's the QRD for most things
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