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I.
SENSORS
VI.
LINE OF SIGHT
(LOS) and TMA
VII.
FLEET
OPERATIONS
VIII.
FLEET
TRIANGULATION (Homer Plots and Grid)
XIII.
SHIP ASPECT AND CONTROL
XIV.
STRATEGIC COMBAT CONSIDERATIONS
XV.
GENERAL COMBAT TACTICS and TECHNIQUES
a.
Wild Fish Riding
b.
Tomahawk Sonar Targets
c.
–Deleted-
d.
The Glacier five minute fake out
e.
The Hollywood Charge
f.
Silent Evasion
g.
Hammer Shot
h.
–Deleted-
i.
Finger Fire
j.
The Bulldog Slam
k.
Deep Run Fish
l.
Blue Defense
“If you cause your ship and place the head of
a long tube in the water and the other extremity to you ear, you will hear a
ship at great distance from you” –
Leonardo da Vinci (1452-1519)
On the 688(I), the Sea Wolf, and the Akula class vessels, you have several different sonar and electronic detection systems. These are mentioned in the manual that comes with the simulation with varying degrees of completeness. Here, each system will be talked about in terms of its combat effectiveness and tactics of employment.

PASSIVE SONARS
SPHERICAL ARRAY
The first of the three passive sonar arrays
is called the spherical array or bow sonar.
On the 688(I) and the Sea Wolf, it is the AN/BQQ-5D/E and it has both
active (see below) and passive capabilities.
It is sensitive to passive detection ranges from high to mid frequency
(750Hz to 2kHz). Environmental conditions will affect its ability to
operational detection, but in general for the 688(I) its effective range is
about 12,000 yards on average. For the
Sea Wolf, it is closer to 18,000 yards on average. It is a unidirectional system with a view range of 300 degrees
from one side of the ship to the other.
It can be selected on the waterfall display of the sonar room for track
analysis (see section on TMA). Since it
is sensitive to higher frequencies it is effective in detecting high frequency
sounds better than any other sensor. Since high frequency is associated with
small, high speed screws the forward array is your primary torpedo detection
mechanism for first contact with an incoming enemy weapon. It shows up as white
bearing lines on your auto TMA trace.
The Akula uses the MGK-503-M Skat active/passive suite. Its frequency sensitivity some 850Hz to 2.2kHz (approximate). View area is on par with the 688(I) and the Sea Wolf. Detection ranges are approximately 16,000 yards.
HULL ARRAY
The next passive sensor is the wide aperture
flank array or hull sonar, the AN/BQG-5D Wide Aperture Array . This array is used for detecting mid to low
frequency (50Hz to 1kHz) sounds and its effective range is about 10,000 yards
for the 688(I) and 12,000 yards for the Sea Wolf. The 688(I) uses the BQR-7 hull array with detection ranges of
7,000 yards. The Akula uses a flank array somewhat similar to the 688(I) design
with average ranges of 10,000 yards. The hull array is primarily used in
target. It shows up as blue bearing lines on your auto TMA trace. It is your
shortest range passive sensor and if you see blue TMA lines, the contact is
either very close or very noisy.
TOWED ARRAY
The last passive
sonar system is the towed sonar. The AN/TB-16D thick-line array is used for the
688(I) class and the Sea Wolf. The Sea Wolf class also has the AN/TB-29D thin
line array. This is the primary ship sensor and is sensitive to long
range low frequency sounds in the 10 to 1.0 kilohertz range. In good waters (ie quiet), it is good to
about 15,000 yards for the 688(I) and 21,000 yards for the Sea Wolf.
Convergence zones, layer ducts or skip returns can extend this enormously (TMA
tracking at 50,000 yards has been accomplished). The AN/TB-29D is more sensitive than
the AN/TB-16D but suffers more from ship generated noise and ship speed
effects. If running slow and quiet the AN/TB-29D is the preferred sensor. If
running at a two thirds bell or better, the AN/TB-16D will give better
performance. The STARBOARD array on the Sea Wolf is the AN/TB-29D. The PORT
array is the AN/TB-16D.
The Akula uses the Pelamida towed array. Empirical testing indicates testing ranges on the order of 20,000 yards.
The Towed
Array (TA) is the primary detection/TMA/attack sensor. The sonar processor
gives mirror images. Each contact has two traces. You can use the bow array
differentiate which trace is the true trace as the bow array shows only the
true trace. You can further differentiate by simple listening. Further, when
you click on both images TMA will only assign a tracker to the correct one.
Your ships’ sonar operator often calls out contacts and bearings listen to him.
If he was “Torpedo in the water bearing 300” and you look to sonar and see a
trace at 300 and 120, figuring the TIW is the 300 trace might be a good call
here.
ACTIVE INTERCEPT
All platforms have a final passive sonar
system, the WLR active sonar intercept. This sensor detects active sonar
signals and will provide you with a bearing, time between ping intervals, time
elapsed since last ping, sonar frequency and a rough signal strength expressed
in colored lights at the bottom of the display. Using the information in the
USNI reference you can cross index a frequency with a platform type to classify
the source of the active sonar. Primarily this is used for active torpedo
evasion (covered later in its own section). It is also possible to track
vessels that are actively pinging my marking the bearing to each ping.
The following gives a pictorial feel for the passive sonar capabilities showing arcs of detection and approximate ranges. Note that the ranges can be dramatically affected by environmental conditions as well as ship class.

ACTIVE SONARS
Active sonar is the use of a device to send
a signal out into the water and then listens for a reflected signal from a
target out there returns to the ship.
This is commonly known as “The Ping”.
Most divers rarely use it because it does give your position away and
with two or more enemies they can triangulate your exact position in seconds.
However active sonar does have its uses in certain combat situations.
While the ping does give away the active boat, it also can provide an exact location for an enemy ship. More than a few ship drivers were overjoyed at hearing an active ping, now giving them a bearing to the enemy they had been searching for over the last hour, only moments later to be very surprised when an enemy weapon eats them. Active sonar does give away the bearing to your boat and it also can precisely locate an enemy. This last point has to be remembered. If you hear a ping, there is a good chance you are painted on someone’s sonar screen as a bright green dot.
The speed of sound in seawater is about 1700 yards per second. When you ping the ping wave moves out that fast. Your maximum range is 80,000 yards (40 miles). At 1700 yps it takes 47 seconds for the ping to get out there. THEN, 47 seconds for the return echo. This is the often forgotten part. By the time the transmitting boat hears the return ping the target can have up to 47 seconds to do something. A ship at 30,000 yards, a more realistic combat range, has 18 seconds warning that he has been pinged before the active boat gets a return. In 18 seconds a combat diver can shoot a pair of snap shots easily and since these are fired “after“ the ping they will not appear on the active return. If you ping expect the return signal to have a little something riding behind it for you.
Active sonar is somewhat bottom dependent. A hard bottom acts as an excellent reflector and can give you a cleaner return at long range. One useful trick is to put a slight down angle on the ship just before going active. For distant targets, say 60,000 yards or so, it can give you a much cleaner and brighter return. Mud bottoms degrade sonar. A slight up angle can help with long-range resolution in this case.
You can and will get false returns from active for all sorts of reasons, a piece of junk on the bottom, a barnacle on your sonar dome, dead torpedoes from previous firings. You have to sort out the screen and determine what could be a target, and what is not. This leads to the next item, combat sonar technique.
If you know only the general area of a target, active sonar can help you make the kill. Fire two slow “over the shoulder“ shot weapons towards the general area. When they get to the general zone, go active on your sonar. Your active return will show your own torpedoes and you know where they are from the plot. From that you can judge the other returns. A sub will be bigger and brighter than a return from a torpedo. If you timed it right, the return from the target will give you a precise location. Then you merely steer your close by fish to it and enable them. Targets get very surprised by this. They hear faint fish (long ways off…must be.. no sweat)…one ping (ah ha!! I got him) and 60 seconds later an enemy torpedo banging away close at hand (Holely Underwear!… where did that come from?). This technique is deadly effective and most useful in shallow water combats. For Akula drivers, the SS-N-16 “Sea Stallion” gives a missile/torpedo standoff range of 27 nm. Getting an active return you can drop an SS-N-16 on it without waiting. Be aware though, the SS-N-16 has a small warhead and you can be detected on firing it.
PING STEAL
A very useful technique for active sonar is
called the "Ping Steal". In this you use the enemy active sonar to
locate the enemy ship. It works as follows. When you hear a ping, note the line
of bearing. Then proceed on a course at right angles to that line of bearing at
as high a speed as you can safely go while listening. The odds are very good that the enemy will ping again because a
single ping except at close range generally does not give a good tactical
picture. On the second ping note the bearing. Now draw both bearing lines and
where they cross, is the enemy vessel. You have used the enemy active sonar,
"stole" his ping to get a precise location on him. The higher your
cross bearing speed between pings the better the cross bearing fix will be.
HIGH FREQUENCY SONAR (HFS)
The HFS is sail mounted active sonar of very high frequency and limited range. Its detection range is 6000 yards. It will display 60 degrees to either side of the bow but it can detect 90 degrees to either side. Because of its high frequency it is not detectable by other vessels. The manual states its primary use is for detecting mines as well as under ice work and it does work well for this. However, it can also detect torpedoes and is extremely useful for this when evading an incoming weapon (see section on HFS spin). It can also prove useful for station keeping maneuvers on another vessel within 6000 yards, a merchant you are hiding under for example.
FATHOMETER or DEPTH SONAR
This sonar is a small, high frequency
active transponder that provides depth under keel information. It has its own
selection display, and will show the keel depth over the last hour on an X-Y
display, and the current depth under keel. The graphic display has variable
selections for the depth display. This sonar is on all the time and used to let
you know where the bottom is in relation to where you are.
SURFACE
SENSORS
RADAR
The first of the electronic surface sensor
is the boat’s active radar. To use it you must be at 58 feet or less (688(I))
62 Feet or less (Sea Wolf) 14 meters or less (Akula) and below 5 knots (if
using it submerged). The radar sends
out a microwave pulse and listens for a return echo from the target. It has a range limit of eighty miles, and
within that range can detect something as small as a periscope and has even
given faint returns on shallow running subs (periscope depth) and torpedoes
under the right water conditions. Use
of radar does give away the emitting ship but only if the target has its ESM
detector out. Radar will give fairly precise ranges and bearings to contacts.
ELECTRONIC SURVEILLANCE MEASURES
Electronic Surveillance Measures or ESM
receiver is a mast raised from the radio room to passively listen for any and
all active electronic emitting systems. It will detect a signal and show it as
a bearing spike to the contact on a CRT in the radio room. If you move
the moveable cursor onto that spike it will also classify the platform emitting
the signal. You can further select the ‘mark” button and it will give you a
rough range to the contact based on the type of radar and the signal strength
detected.
PERISCOPE
Your ship has a periscope for visual
sightings out to a range limit of about 22,000 yards (based on the curvature of
the earth and height of eye for a scope at periscope depth). It has adjustable
magnification settings, a low light level boost system for night viewing and
can be inclined upward for aircraft detection as well. It can provide a bearing
to a target and using the built in stadimometer can provide a fairly accurate
range as well. This can be
automatically sent to the TMA plot system. The periscope can be deployed and
operated from a maximum keel depth of 70 ft and at a maximum safe speed of 10
knots. This sensor is of limited use for subsurface warfare but damaged subs
can surface and this when the periscope can prove to be lethal.
II. UNDERSTANDING SONAR
SOUND-VELOCITY PROFILE (SVP). — A sound-velocity profile is simply a
graphic representation of speed versus depth. Sound-velocity profiles are
constructed from sound-speed nomograms based on temperature, depth, and
salinity. They can also be constructed
from bathythermograph soundings. An SVP provides surface sound speed, depth of
maximum sound speed (sonic-layer depth), and layers where sound travels great
distances (ducts and sound channels).
Basic sound-speed structure of the
deep ocean.
Sonic-Layer Depth (SLD). — The sonic-layer depth is the depth of maximum sound speed. The SLD can be determined from a BT trace. A negative-temperature gradient (temperature decreasing with depth), within certain limits, compensates for an increase in sound speed with depth due to pressure; this results in a constant sound speed with depth. These gradient limits per 30 meters of depth are as follows:
The SLD can be determined from a BT trace by considering the following criteria:
1. If the maximum temperature is at the surface, and the gradient is more negative than the limits listed, the SLD is zero. It’s at the surface.
2. If the BT trace is isothermal or has a slight negative gradient (less than the stated limits) and then becomes more negative, the SLD is at the bottom of the isothermal or slightly negative gradient layer.
3. If the maximum temperature occurs at a depth other than the surface, this is the SLD, unless the gradient below depth of the maximum temperature is less than the stated limits.

Outgoing ping showing shape of beam pattern and divergence of sound rays.
Sound Paths
As sound energy leaves a sound source it travels in waves. The sound waves expand as they move away from the source. A sound wave’s path of travel is dependent on its speed and any matter in its path. Sound, like light, is refracted, reflected, and scattered.
REFRACTION. —As a sound wave moves through the sea, it travels along a curved path. The path is curved, because sound speed varies along the wave front. Sound waves bend (are refracted) in the direction of the slower sound speeds. The greater the change in speed over a given distance or depth, the greater the refraction. The gradient is a function of speed versus depth or distance. For example, in a layer of water where sound speed decreases rapidly with depth (a strong negative-velocity gradient), sound waves bend sharply downward. Sound rays refract upward if sound speed increases with depth (a positive-velocity gradient). The BT sounding and SVP which bring about these paths accompany each pattern.
Straight Rays. —Sound rays travel in straight lines only where the speed is everywhere constant (isovelocity); no change in velocity with depth. Straight sound rays occur when the temperature profile is slightly negative. Long sonar ranges are possible when this type of profile exists.

Representative sound patterns based on temperature and sound-velocity gradients.
Rays Curved Downward. —A negative-temperature gradient (temperature decreasing with depth) produces a negative-velocity gradient. The sound rays leave the sonar and are bent downward, thereby limiting sonars to very short ranges. This is a common occurrence in the near-surface layer. Beyond the range of the downward bending sound rays, sound intensity is negligible.
This area is known as a shadow zone.
Rays Curved Upward. —A positive-temperature gradient causes sound speed to increase with increasing depth, and sound rays to refract upward. Longer ranges are attained with this type gradient, especially if the sea is relatively smooth. As the rays bend upward and strike the sea surface, they are repeatedly reflected to longer ranges.
Split-beam Pattern. —A split-beam pattern occurs when the temperature gradient in the near-surface layer is isothermal, and negative below. Sound rays from sonar split at the depth of the gradient change. Part of the sound rays are refracted upward toward the surface, and part are refracted downward toward the bottom. At the point where the rays split, a shadow zone exists. A submarine operating at the split depth improves its chances of avoiding detection.
Sound Channel. —A sound channel occurs when a negative-velocity gradient overlies an isovelocity or positive-velocity gradient. The depth where the velocity gradient changes from negative to positive is the axis of the sound channel. The axis is the level of minimum sound speed. The sound rays on both sides of the axis travel faster than the rays in the center. And since sound refracts toward slower sound speeds, the faster rays are continually refracted toward the axis.
REFLECTION. —Sound waves that strike solid surfaces have all or a portion of their energy redirected or absorbed. The surface or object struck determines if the sound energy is reflected, scattered, or absorbed.
Reflected sound energy can be good or bad. The type or quality of reflected sound is dependent on the surface from which the sound bounces. For example, a smooth hard surface is a good reflector. Sound waves bounce off such surfaces like a mirror and lose little of their energy. An irregular hard surface is not a good reflector. The sound waves are reflected in many different directions and lose a good deal of their energy. This type of reflective energy loss is known as scattering.
Sound energy in the sea is scattered by the sea surface, sea floor, and suspended matter. Because the sea surface is rarely smooth, it is more apt to scatter sound than to reflect it. A rough or rocky bottom also scatters sound energy.
In contrast to these rough surfaces, a smooth rock ocean bottom is perhaps the best reflector of sound in the sea. A smooth sand bottom also reflects sound very effectively. The sea surface, if it is calm, is also a good reflector.
REVERBERATION. —Reverberation is noise or interference at a sonar receiver, which makes target detection very difficult. This interference is caused by scattered sound energy being reflected back to the sonar receiver. There are three types of reverberation: surface, volume, and bottom.
Surface Reverberation. —Surface reverberation is a product of surface wave action. At short ranges, surface scattering increases with wind speeds.
Volume Reverberation. —Volume reverberation is caused by reflectors in the water such as fish, marine organisms, suspended solids, and bubbles. Volume scatterers are not uniformly distributed in depth, but tend to be concentrated in a diffuse layer known as the deep-scattering layer. The intensity of the scattering is a function of sonar frequency (some sonar frequencies are affected to a greater degree than others) and the density of the organisms in the layer.
Bottom Reverberation. —Bottom composition and roughness govern the degree of reverberation that contributes to the masking of target echoes. The amount of bottom reverberation is directly related to the roughness and composition of the sea floor. Another problem created at the ocean bottom is one of absorption. When the bottom is composed of soft mud, sound energy is absorbed.
ATTENUATION. —Attenuation is the energy loss that occurs in propagated sound waves due to scattering and absorption.
ACTIVE AND PASSIVE
SONAR
Sonar was originally designed to assist surface ships to navigate in bad weather. Later, it was employed on submarines and today it is our primary means of locating submarines. There are two types of sonar searches: active and passive. Active sonar employs a transmitter to send out sound pulses and a receiver to record returning echoes. Passive sonar listens for sounds generated by other ships and submarines.
Active Sonar
Active-sonar search is classified into two modes: shallow-water transmissions and deep-water transmissions. The essential difference between shallow- and deep-water transmissions is the interference effects produced by the multiple reflections of sound in shallow water.
Shallow water is classified as water less than 100 fathoms—that is, water over a continental shelf. Deep water is classified as water 1,000 fathoms or deeper. Water between 100 and 1,000 fathoms deep is most common over continental slopes. It is not considered overly important in active sonar operations because it exists in such a small portion of the world’s oceans.
SHALLOW-WATER TRANSMISSIONS. — Shallow-water propagation paths are classified as direct path and surface duct.
Direct Path. —Direct path is the simplest mode. Direct path sound propagation occurs where there is an approximate straight-line path between the sound source and the receiver, with no reflection from any other source and only one change of direction due to refraction.
Surface Duct. —A surface duct is simply a near-surface layer that traps sound energy. Surface ducts exist in the ocean if the following conditions are met:
1. The temperature increases with depth.
2. An isothermal layer is near the surface.
In condition 1, sound velocity increases as the temperature increases. In condition 2, there is no temperature or salinity gradient; however, the in-crease in pressure with depth causes the sound velocity to increase with depth.
The greater the depth of a duct, the greater the difference between the surface velocity and the velocity at depth. There are also a greater number of sound rays trapped in the duct. The efficiency of a surface duct in is dependent upon the smoothness of the sea surface.
ENVIRONMENTAL CONTROLS. —The success of active sonar searches in shallow water depends a great deal on environmental factors. Temperature gradients, horizontal as well as vertical; water depth; and the physical characteristics of the sea surface and bottom all impact shallow-water transmissions. Of these controls, water depth is the most important. Water depth determines the range and angle at which sound rays strike the bottom (angle of incidence) and to some extent the types of transmission paths that occur. Variations in the vertical temperature gradient, which result in sound speed variations, are of utmost importance where sound is propagated through a surface duct. A small change in gradient can be the difference between an excellent duct with good ranges and no duct and poor ranges.
Horizontal velocity gradients in the ocean are not as great as those in the vertical; however, they can completely destroy a duct if they occur between the sound source and the target. Bottom composition and roughness control the reflective and absorbent capabilities of the bottom.
DEEP-WATER TRANSMISSIONS. —In deep water, sound may travel from and to a sonar via surface duct, convergence zone, bottom bounce, and sound channel transmission paths.
Surface Ducts. —Surface ducts occur in deep water just as they do in shallow water.
Sound Channels. —A sound channel is formed when a negative-velocity gradient overlies a positive-velocity gradient. The sound channel axis is found at the point of sound-velocity gradient change. The axis is the point of minimum sound speed. Sound channels trap sound rays and provide extremely long ranges.
Shallow sound channels are found in the near-surface layer. They are rare and transitory (they move), and occur when thermal conditions are unstable (cold water over warm).
Deep sound channels are far more common than shallow. In the deep ocean, temperature generally decreases with depth (the main thermocline). This produces a negative-velocity gradient and sound rays that refract downward.
Convergence Zone. —This sound transmission path is based on the principle that sound energy from a shallow source travels downward in the deep ocean and is refracted at depth. The refracted rays travel upward and reflect off the surface about 30 miles from the sound source. The reflected rays travel downward, and the pattern repeats itself. The sound rays reappear in the surface layer at successive intervals of about 30 miles out to several hundred miles.
There are two conditions necessary for convergence zone transmission: (1) The sound velocity at depth must be equal to or greater than the sound velocity at the surface and (2) the water depth below the deeper sound velocity maximum must be great enough to permit the refracted sound rays to converge in a small area at the surface.
The three transmission paths just discussed depend upon the restrictive conditions of the velocity profile and the depth of the sound source and receiver. Thus, if velocity gradients are ignored, path predictions are not possible. The fourth path can be predicted roughly without considering gradients. This path is the bottom-reflected path, commonly termed bottom bounce.
Bottom Bounce. —Bottom bounce transmission uses angled ray paths to overcome velocity gradient changes. The sound energy is directed downward at an angle. With steeply inclined rays, transmission is relatively free from thermal effects at the surface, and the major part of the sound path is in nearly stable water. The sound energy is affected to a lesser degree by velocity changes than the more nearly horizontal ray paths of other transmission modes.









-Deep-water sound-transmission paths.
Long ranges can occur in water deeper than 1,000 fathoms, depending on the bottom slope. It is estimated that 85% of the ocean is deeper than 1,000 fathoms, and bottom slopes are generally less than or equal to 1 degree. On this basis, relatively steep angles can be used for single bottom reflection to a range of approximately 20,000 yards. At shallower depths, multiple bounce paths develop which produce scattering and its high intensity energy loss.

III. SIX MINUTE
RULE
The “Six Minute Rule“ is a rule boat drivers live by. Take the speed of anything in knots, multiply it by 2...then add two zero‘s at the end of it. This is the distance in yards the object will travel in six minutes.
DISTANCE
(yards) travelled in 6 minutes =
SPEED(knots) × 200
For a weapon travelling at 55 knots, 55x2 is 110, and putting two zeros at the end of it, is 11,000 yards. That is how far the weapon will travel in six minutes. The range to hear a torpedo ram fire is on the order of 8-12 kyards. So if you fire and are heard counter fire will eat you in roughly six to eight minutes. Now then suppose you fire and evade at 5 knots, a nice, silent speed popular with the Sea Wolves. 5x2=10 and with the two zeros, is 1,000 yards. The active acquisition cone of an TORPEDO is 5,000 yards in diameter. In other words, you are dead against that weapon.
If you shoot, shoot and scoot. Fire on a lag LOS (LOS =3D Line Of Sight, explained in detail a bit later) and then expect counter fire in roughly seven minutes. You have to be at least 2,500 yards away (half an acquisition cone) before that time or you will be acquired. 2,500 yards, working it backwards is 12.5 knots (call it 13) for six minutes. That is the speed at right angles to the firing LOS you have to use to ensure you are not snapped up. It works and works very well. By the time they can TMA your speed and range, you are out of the cone.
Active weapons have an acquisition range, of between 2,000 (SS-N-16) and 6,000 (TORPEDO) yards depending on sonar conditionsand weapon type. If you see an active pinging and it is green or the first yellow light on your active detector it does not have you yet. Change layers, and set an opening course. Keep your speed about ten to fifteen knots and see what happens. A layer change drastically reduces weapon acquisition efficiency and you can skate right past it if you use this (sometimes). Do not pour on the coal unless you have to because a flank bell knots is a beacon to the bad guy‘s sonar.
If it does snap you up and you are getting red returns and a ping rate of 2 sec or less then go to flank. Let the speed build to about 30 knots, then change course hard 90 degrees to the bearing of the weapon. You can out turn an incoming weapon. By the time it circles to reacquire you are at flank and screaming off. Fire CMs at the turn. When the weapon circles you have a better than 50% chance it will go for the decoy.
A lot of commanders try depth changes initially. Be careful here. A weapon can change depth faster than a submarine and it will ride right up or down with you. A large depth change AFTER the evasion turn is a good idea if you have the water for it. The cone is three dimensional and this evasion uses that fact. Keep in mind a big depth change will slow you down more than a radical course change, and the slowing can be fatal. If a layer is close to your depth then a slight depth change on each course variation to get to the other side of the layer can shake off the weapon.
If all else fails and it is very close fire a spread of CMs, go to your ship controls page and manually grab the rudder and move it 30 degrees away from the line the pings are on. Hold it until you have turned 90 degrees and then center the rudder. Then change depth as much as possible while preventing cavaitation (if at TEST DEPTH, go to 550. If shallow, go to TEST DEPTH). This is a desperation move. The sharp turn is more than an incoming can do and a radical depth change right after combined with the CMs in the water has an even money bet to get you clear. Watch that turn. You can turn right into it if not careful and it takes only a couple seconds miscalculation to do this.
Torpedo presets. What are they and why? Your fire control officer rarely gets them right, so this is something to watch for. Many of you saw the movie “Hunt for Red October“. In it, they referred to “Weapon Safeties“. Those, are your presets. They are floor, ceiling, run depth, active/passive, run to acquisition, speed and bearing for snap shots. Real Life operations, do not allow subs to “Enigma“ each other and it is considered poor form to destroy boats on your own side. Ceiling, is a depth the torpedo will not go above. It is to protect surface ships (like a convoy you are escorting) primarily when a sub versus sub combat is going on. It can be used for top protection also for subs you think might be good guys but have not yet identified. It would be something along the lines of all US boats stay above 300 feet east of Cyprus (an actual order once). Any boat deep is a bad guy. If you fire and miss the weapon cannot kill a good guy, if you put a 300 foot ceiling on it under those conditions. The floor has the same effect giving protection on the bottom side rather than the top. Floors also can prevent your weapon from burrowing into the mud in shallow waters.
RUN DEPTH, is tricky. For shallow water operations you set the run depth to prevent the torpedo from borrowing into the bottom. Check the projected depth for the entire weapon run (chart work here) and pick a run depth above it all (note: set your floor above it all also). Shallow run depths makes it noisy but gets it above layers. A deep run muffles the torpedo noise making it harder to detect. So, decision time. In general, run weapons deep as you need to get as close as possible before the bad guy hears the torpedo. Run depth, is the “post enable“ run depth. When you fire a weapon, it runs at whatever depth your boat was at when you fired. One useful trick if you are shooting from a hole is to manually enable the launched torpedo for a second and then post enable. The weapon will go to the required run depth then and stay there and if you are fast on the enable switch it will not make a single ping doing this (assuming active weapons). This has been used to great effect by boats in deep holes. They fire and then have the weapon “pop up“ to a shallow run depth to target all without exposing the boat to counter detection.
ACOUSTICS (Active/Passive) is just that. The Sub Command Manual talks about it. One thing the manual does not mention is that the active acquisition range is about twice the passive acquisition range for all classes of weapons. You need a very good firing solution for a passive hit. Active is much more forgiving. Passive does not give the weapon position away, making evasion of it more difficult. This topic will be covered in more depth a bit later.
SPEED is a very misunderstood setting. Normal speed is 55 knots which gives you about 50,000 yards reach. A slower weapon speed increases the weapon range, (about 54,000 yards at 35 knots). For long shots you will need this reach. What the manual does not tell you is that these are pre-enable speeds. Once the weapon enables and acquires a target, it goes to 55 knots no matter what the setting. So you can catch a running boat even if you pre-set for 35 knots. Running shallow will also give great range. For a long shot at a submerged target fire it from 100 feet even though you truly know the target is at 1,000 feet. Set the enable run depth for 1,000 feet. This can buy you about 2,000 extra yards of run. When the weapon enables it will dive to the depth needed for the hit. One other side benefit is that slower weapons are slightly quieter and therefore harder to detect. It is much easier to get a kill with them.
ENABLE range, is the distance the weapon goes before it enables internal weapon tracking and for an active weapon pinging. You want to pick this range to enable as close to where you think the target is as possible to minimize the chance of target evasion. However if you misjudge and enable behind the guy the weapon will never see him. You can override this setting by toggling “pre-enable“ on the weapon steer page. The torpedo is now a bullet and will run until you manually enable it or it runs out of gas. A good trick here is to manually enable short of the target (this for active weapons) and watch sonar. If the target bugs out and most will when they get pinged on, watch the target course (trace direction on the array) and that can give you a rough idea of range (faint...far away, bright...close). Then and here is the nasty part, pre-enable it again. Now the target thinks the bullet is dodged and in a minute will slow down. You sonar/TMA should have an excellent range solution from all this. Steer the weapon to the target and re-enable close. You should get a hit.
VI. LINE OF SIGHT (LOS) and TMA
The LOS is an imaginary line between you
and the target. If you could see through bulkheads and looked in that direction
with super eyes you will see the target. Take a piece of paper and draw two
dots. This represents the actual locations of your boat and the target. Now
connect the dots with a line. This line is the LOS. Now comes the tricky part.
On your dot, a couple of inches up the line, write the bearing to the target
(320 degrees, for example, target is NW of you.) Now from that line at the dot
where your ship is use a protractor and draw a line from the dot along your
ship‘s course. Now you have a line to the target and a line showing your ship‘s
course. If you were going course 000 then the line you just drew is 40 degrees
to the right of the line going to the target.
(320)
Target X
:
:
:
: (000)
: / Line showing course.
: /
: /
: /
You Y
Okay, nothing to it. All this stuff you have. Now what about the bad guy? You have no idea of the course and speed are but you have a bearing, in this case 320. Now...a minute of two goes by under these conditions. You read his bearing which is now 318 degrees. The enemy is drawing to your left. Now I will use a dirty word: Vector. Vector is the component of your speed going in a certain direction. If you were at 10 knots in this example then some of that 10 knots is pointed at the bad guy and some of that 10 knots is moving at right or left angles to the bad guy. The component moving at right angles is the Sine (pronounced “sign“...honest) of the angle between your course and the enemy bearing (360-320 in this example) times your speed. So here, 10 x Sin 40 = 10 x .642 = 6.42 knots. Don‘t worry about the component of speed going towards the enemy (7.66 knots in this case....ye ole Pythagorean Theorem at work) as it is not important just now. Now....
(320)
Target X
:
:
:
: (000) at 10 knots
: / Line showing course.
7.7 knots =: /
: /
: /
You Y - - - - = 6.4 knots
You know you have a 6.4 knot cross vector to the target and the bearing rate is drawing left (320.....319.....318...). The only component of the left/right business is your 6.4 knots and whatever left/right component (s)he has. Since (s)he is drawing left your 6.4 knots right component is bigger. It has to be for the other boat to be moving to the left. Great. You have just made a bracket of course and speed for the bad guy. If the enemy were also moving at 000 degrees at 10 knots the bearing to the enemy would never change but you know it is. Therefore, the bad guy is a lot slower than you are overall or the course allows only a tiny right/left component like if (s)he was on course 140 and coming down your throat.
For real you can maneuver the boat to the
other side of the LOS (course 270 say) and watch how things change. Using the
same math you can very quickly get his course, speed and probable range. Your
TMA computer does this for you. If you are drawing to the left (or right)
faster than the other guy, this is called a “LAG LOS,“ meaning simply the other
guys right/left vector lags yours. If he is drawing left or right faster than
you this is called a “LEAD LOS.“ All you have to do, is look at the trace on
you sonar. Line left, line right, line straight. You want the bearing line to
be turning away from your course, a LAG LOS, also called going to the LAG,
BEFORE you fire. That way when you fire the enemy hears it and counter fires
(bet on it) the enemy weapon will pass
harmlessly behind you as you are off that bearing now. If you fire from a LEAD
LOS, enemy counter fire will continue to lead and very likely snap you up. Whenever possible
always...always..ALWAYS...fire from a LAG LOS.
VII. FLEET OPERATIONS
Fleet operations are combats where you enter the dive with one or more boats on the same side with the objective of locating and destroying an opposing group of boats. You must use coded communications between boats on the same side. Boats will enter the scenario scattered so location information to your wolf pack commander is critical so that he or she can plan a strategy.
The big advantage in diving with a wolf pack is the ability to use coordinated attacks and triangulation. If for example, you hear a firing bearing to an enemy weapon (Conn, sonar: Torpedo in the water bearing 145) you have no idea of the location of the firing boat. However if your teammate hears a similar report then ask him/her for the firing bearing that was heard. If you have the locations of friendly boats and you should by weapons free time, then go the charts and draw the line you heard and the one your partner heard. Where they cross is where the bad guy is. In seconds you have an accurate firing solution needed to set weapon enable range. Now fire and evade and your weapon has an excellent probability of getting a hit. If you give the bearing to your teammate when he/she gave it to you then that person can also fire at the target. The different angles of fire will effectively put the target in crossfire and virtually guarantee a hit.
A standard fleet tactic, is “Bounding Overwatch“. Overwatch is used generally in a transit situation. In it one boat moves forward at 10 knots for about 15 minutes while the other boats sit and listen ghosting along at 1 or 2 knots. After 15 minutes the boat at 10 knots drops to 1 or 2 knots and the boats behind move out at 10 knots for 30 minutes...then drop to 1 or 2 knots and the last boat in the chain move out at 10 knots again...and so on. The 10 knot boat is the probe. This boat is moving fast enough to make distance but slow enough to listen. This is the “Bounding“ boat. The boats at 1 or 2 knots are the “Overwatch“ killers. Anything detected by the 10 knot boat or shoots at the 10 knot boat and the “Overwatch“ boats kill it. Variants of this technique can adjust speed (15 knots for example) and number of “Bounding“ boats and “Overwatch“ boats as needed for the specific tactical situation. The only caveat is to make sure the “Bounding“ boat is within weapons coverage of the “Overwatch“ boats. Never let it get more than 11,000 yards from coverage (about six minutes weapon run) or it will be unsupported. Properly employed this technique can make good time in a transit and drive the bad guys nuts as targets appear and disappear on them.
A second tactic used from time to time is “Hare and Hounds“. In this tactic one boat, and it should be the best driver, screams out at 25 knots or so into a suspected bad guy zone. The other boats stay real quite and pretend to be holes in the ocean. The fast boat, is the “Hare“. Bad guys will see him and fire giving away their positions. The quiet boats (the Hounds) counter fire at the bad guy positions. It is very possible that the bad guys will use double shots at the Hare leaving empty tubes facing the Hounds with incoming driving at them. Now to evade the Hare will have to crank to flank bells making passive sonar useless. “Hound“ boats will have to try and help the Hare with their sonar so (s)he can evade. This maneuver requires a lot of trust and skill and should not be used with inexperienced boat drivers. Properly employed you can take out an enemy wolf pack without a single loss and this can be and has been done. This tactic is not one to employ unless nothing else works as it is a high risk maneuver for the Hare boat.
One help on either tactic is the “over the shoulder“ shot. To employ this technique face your boat away from the enemy 180 degrees so your tubes are facing away. Then use presets to fire two slow fish (40 knots) away from the enemy and with the deepest run setting you can manage. Wait a few minutes and then turn the weapons 180 degrees towards the enemy. Then wait for the Hare boat to flush them out and steer your weapons accordingly. This gives the Hounds a number of advantages. Facing away the enemy will not hear your torpedo ram fire. Setting the fish slow and deep makes them very quiet so you can drive them in close without their being detected by the enemy boat‘s excitable sonar operators. Facing away from the enemy lets you use your towed array, by far your best sensor, to scan for the enemy and steer your fish. Finally, if you miscalculated the maneuver facing away puts you in a good position to evade incoming.
VIII. FLEET TRIANGULATION (Homer Plot and Grid)
This section
is thanks to VADM Homer who developed it. This is the principle of deducing an
object's approximate location based on bearing contacts from two or more
submarines. The minimum information
needed for a triangulation plot is the map positions of at least two members of
a team and both of their sonar bearing to the same contact.
HOMEPOINT
The concept
of home point is supplemental technique to traditional plotting.
The team
leader establishes a random or neutral point on map and mark it then
communicates its location to the rest of the team. To plot with this method,
you note an object's range and bearing from the home point using the ranging
ruler. You relay this information to your team, expressed in terms of range and
bearing from home point, instead of longitude and latitude. This reduces the
time spent on searching for a specific longitude and latitude.
This method
is best used to plot your own sub's location to relay to your teammates because
as you all know, the exact location of another sub is rarely known.
HOMER’S TRIANGULATION PLOTTING
Several
plotting methods can be used to triangulate an object's position during a team
dive. The most popular method is to use pen, paper, protractor and a
calculator. Another effective method
that has been devised is to use the Tomahawk course waypoint markers as a
plotting tool.
Using this
method has several advantages over the others: First, it is quick and easy to
use. Second, it overlays onto the game
map, a visual representation of the triangulating lines in addition to your
teammate's location. Third, it allow
for rapid plotting of longitude and latitude information, simply by typing the
numbers. These advantages will save
precious time at crucial moments and increases your team's overall situational
awareness. The limitation of this method
is plot accuracy with an error factor of +/- 2000yds.
Each Tomahawk
waypoint marker will be referred to as WP1, WP2... WP4. WP1 is the marker
closest to your sub and W4 is the final waypoint marker. To position a WP
marker on the map, you select WP by first clicking on it, then you may either
drag and drop it to another location or you may enter the new longitude and
latitude coordinates into the text box next to the map.
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Before you
begin a plot with this system, a home point (HP) should be established. Select
WP2 and position it on the HP location. This is best done by inputting the HP
longitude/latitude data directly into the text box. This step only needs to be
done once.

Next, select
WP4 and position it on your teammate's location by inputting his
longitude/latitude information into the text box.

WP1 is used
to plot your bearing to contact and WP3 is used to plot your partner's bearing
to contact. To position these, you drag
and drop the WP marker. The procedure
is as follows: To position W1, you place the cursor in the center of your own
sub icon on the map, press R
to call up the ranging ruler, move the cursor to the center of WP1, click and
hold down left button, move WP1 to the bearing of the contact from sonar using
the bearing readout from the ranging ruler. Move WP1 at least 30nm away to
account for all the possible range to the contact.

Now do the
same for WP3, your partner's bearing to the contact. Remember to also move WP3 at least 30nm away from WP4 to cover
all possible range. You should see the
WP4-WP3 line and the Own Sub-WP1 line intersect at some point on the map. This
is the location of your contact.

Triangulating
plots on additional contacts and/or with third or more teammates can be
concurrently done by using additional TLAM waypoint course markers.
HOMER’S GRID SYSTEM
This system
has been developed to assist teams to coordinating their fire control and to
help plot the enemy submarine locations. This grid system is designed to
augment Homer’s Triangulation Plotting system, but can be an effective
standalone tool for team missions.
First step is go to Navigation station and call up the map grid by placing the cursor on the map and pressing G. Set the map resolution to 5 or 10nm.

Next step is to designate the Homepoint and place the Navigation Aid Markers relative to it onto the grid, 10nm apart from one another. These are to be used as points of reference. The grid is best set up with the enemy location close to the center marker.

Each row (horizontal) and column (vertical) is to be referred to accordingly:

You communicate a position on the grid to your teammate(s) by expressing coordinates in terms of columns and rows.
Syntax: <COLUMNS (LETTERS)> - <ROWS (NUMBERS)>
Using this format each given coordinate can denote an individual cell (a single 5x5nm square), a group of cells, or a complete row/column.
Examples:

Example 1. A-4
Example 2. C-456
Example 3. DE-23
Example 4. 0-1 (A zero is used to represent a complete row or column)
The purpose of this grid system is to provide a simple and easy to use method of exchanging information among team players. The grid system is not as cumbersome to use when compared to other existing methods in use for team dives.
Some practical applications of this system are as follows:
(1) General plotting of enemy location and movement.
“Contact is in E-4 and moving eastward into F-4”
(2) Coordinating team members’ torpedoes.
“Contact is possibly in D-34: set your torpedoes to come in from the west and I will set mine to come in from the east”
“I think the enemy is in C-0… fire up B-0 and turn a torp east on each odd row and I will fire up D-0 and turn a torp east on each even row”
“Where are your torpedoes at? ”
“They are in AB-2 and heading north”
IX. COMMUNICATIONS
Older
Submariners will recall that the order “Dive, Dive, Dive” from the bridge down
a voice pipe was changed to “Dive the Submarine” when on one feet-wetting
occasion, the order to “Steer 355” was misinterpreted.
With the advent of voice communications
correct and accurate communication is now a critical issue in Fleet
Operations. The first thing to always
keep in mind is that voice communications is NOT a telephone. With more than two people in contact and
with the varying voice quality conditions of the net it can be next to
impossible to tell who is talking. People talking often forget that the
information they are passing has to be written down by the poor task group
commander and speak so fast he or she has no time to record it. Commanders are not in the habit of repeating
back what they have heard so if they get it wrong there is no second check
available. Errors of this sort generally are fatal. So then, to correct this
and insure that the RW program, or any combat related voice program, is in fact
an aid to combat operations the standard Navy radio protocols will be followed:
1. Learn the phonetic alphabet (A=Alpha, B=Bravo, and so on….it is on the Net….get it) and USE it.
2. Never state a number as a number, but instead sound each digit individually (hundreds can be done as a group). If you are 34-19 north and 54-23 west…then state, “Mike Lima THREE FOUR DASH ONE NINER NORTH, FIVE FOUR DASH TWO THREE WEST“. Note….Mike Lima means (M)y (L)ocation..phonetic alphabet again.
3. ALWAYS start EVERY transmission with who you are talking to…and who you are, “Roger Rabbit this is Briar Patch, Mike Lima THREE FOUR DASH ONE NINER NORTH, FIVE FOUR DASH TWO THREE WEST. Mike Charlie ONE THREE FIVE degrees. Mike Sierra ONE TWO knots. Mike Delta ONE TWO HUNDRED feet. This is Briar Patch. Over.“ (Note: Identify at first…give information and identify at end for long transmissions, then state you are done talking.
4. Meanwhile, the team commander was busy scratching his nose and missed part of it… “Roger Rabbit this is Briar Patch. Say again all after Mike Sierra. Over.“ (Note: Short transmissions generally do not need a station identifier at the end. It is assumed a person can remember at least one sentence worth of information.)
5 Now, the new transmission, “Roger Rabbit this is Briar Patch. I say again Mike Sierra ONE TWO knots. Mike Delta ONE TWO HUNDRED feet. This is Briar Patch. Over.“
6 “Roger Rabbit this is Briar Patch. I copy Yankee Lima (Your Location) THREE FOUR DASH ONE NINER NORTH, FIVE FOUR DASH TWO THREE WEST. Yankee Charlie ONE THREE FIVE degrees. Yankee Sierra ONE TWO knots. Yankee Delta ONE TWO HUNDRED feet. Roger Rabbit this is Briar Patch, out.“
Okay, this is wordy, but it makes sure the information is correct. Now…the commander has some options. Since he or she is coordinating more than one ship, he or she may simply say, “Roger Rabbit this is Briar Patch. I copy. Over“ and this is fine. It is the team commander’s responsibility to ensure he or she has the information. If he or she is a happy camper with what they heard, then that is that…
Group transmissions, are somewhat special. In those, the receivers generally do not repeat back what they heard, but acknowledge receipt only. For example:
“All units in Alpha Gulf (Task Group name Alpha Gulf….not really needed here but will be in sims to come, so best to get use to it now) This is Alpha Gulf (Task Group commander, always named for the Task Group). All units proceed Charlie TWO SEVEN ZERO degrees, Sierra SEVEN knots, Delta ONE FIVE ZERO feet. Report all contacts. This is Alpha Gulf out.“
Now each ship commander replies:
“Alpha Gulf, this is Roger Rabbit. Roger. Out.“
“Alpha Gulf, this is OneGun. Roger. Out.“
“Alpha Gulf, this is DeadMeat. Roger. Out.“
Note, they reply in a specific order. Whenever a radio net is set up the stations on it are given an order to reply in for group messages. This prevents people from talking all at once and gives the commander a ghost of a chance at figuring out if everyone heard him or not. For our gaming the logical order would be the diving order of appearance. It is up to the commander to designate the radio reply order and each ship to maintain that order.
This sounds a bit cumbersome, and you’re right it is. However it is the basic system in use for eighty years now and it works. Hearing someone yell, “I have a fish on my tail!” in a dive with eight people is useless. Who…where, from what direction? Near or far? And so on. Without this information the guy with the fish cannot be helped and will likely get killed because he or she was unable to communicate. Radio discipline will be necessary to conduct successful fleet operations. Speak slowly and clearly…..like you would say to the guy at the Telephone Company who cannot seem to find your paid bill from last month and is going to discontinue your service. Make sure you are heard. In a Fleet operation, the Fleet Commander owns the radio net. First and foremost, always give him or her what is needed to insure victory.
X. PASSIVE TORPEDO EVASION
Passive TORPEDO evasion is placed here because it builds upon skills already developed in this manual. Passive weapon evasion requires the use of speed and maneuver. To employ these successfully requires the skills learned from “The Six minute Rule“, “Line of Sight“, and “Active TORPEDO Evasion“.
So a weapon is fired. First go to your sonar display. Select the Towed array and look at the trace. Can you see the weapon? If you can it is about 10,000 yards away (14,000 - 8,000 the range it can be picked up at, but 10,000 is not a bad average.) Now assume you can see it. You know the rough range. Next, what direction is the trace going? Picture yourself at the side of a football field at the 50-yard line. The ball is thrown...now...is the ball going left? Assume it is.... Your head is turning left to follow it. The same thing with the sonar trace...you see it at say, 255 degrees.... then 254...253.....251.... 249....and so on... going left.. The total trace will leave a curve on the screen. Now, just as watching the football moving left is no danger, watch the trace moving left means the TORPEDO is wailing past you...not at you. In other words it was a bad shot or someone else was targeted. Okay...now suppose the trace on the sonar is going right? The same principle applies. Going right on the trace, just like the football being thrown up field (Go Navy! Can that Elvis throw or what?) left to right means it will not hit you, a clean miss.
Well...suppose the trace is drawing a straight line on your sonar. This means the same thing as if that football you were watching before was not moving to the left or to the right, meaning your head is not turning left or right. Instead you are watching the football getting steadily bigger (back to sonar, the trace getting brighter) until it thwacks you in the eyeball (Ouch!!! Damned Army). If you see a straight line you have got real problems coming straight at you.
So you determined the line is straight and you are the target. Now what? Well, turn your boat opposite the weapon and Go toa flank bell. There is no time for subtlety here. While this is going on note the time you detected the weapon and the time you get to speed. At flank knots your passive sonar is useless, so you have to time events. Ever wonder why in all those sub movies you always see the officers with stopwatches? That is real and this is why.
Remembering the six minute rule and knowing you detected the incoming at about 10,000 yards you know you have a little under 6 minutes before impact. However you have cranked up to flank. The weapon is now closing at 55-(your speed) . This difference is the true closure rate. If it is 12 knots difference, to go 10,000 yards at 12 knots (2400 yrd = 6 minutes at 12…keep this rule in mind) looks like about 25 minutes. With any luck it had some run on it before you detected it but if not you only have to dodge and the last few minutes and then the weapon is out of fuel.
You are now at flank and screaming away from
a thing you cannot see. Is it active or passive? If it is active you should
start seeing pings within five minutes of your going to flank turns. If not
assume it is passive. Now we can start
to spoof the weapon. Remember the six minutes to impact at the start? It is
around 20 min to impact now but you would rather not run for 20 min if you can
avoid it. So, go ten minutes, then turn 90 degrees left or right at flank
turns. The weapon should have been 5,000 yards behind you. Now at right angles, you are moving rapidly
out of its acquisition cone. Just prior to the turn...again here... JUST PRIOR
TO THE TURN.....fire a spread of CMs.. That means a passive decoy and an active
jammer. Passive weapons hate jammers.
They will mask your turn and for a few moments make more noise than you are. By
the time the weapon drives past this, you can be out of the cone, with any
luck. Now, assume no luck (always a safe assumption here, remember you cannot
see it). Go another 5 minutes straight at flank and then turn 90 degrees again
in the same direction as your first turn if you can...firing CMs before the
turn. If the weapon stayed with you it is about 3,000 yards behind you now. Now
comes decision time. You can continue to zig at speed for the full 25 minute
run of the weapon, or you can now drop to 20 knots and listen for it. As you
drop in speed if it is that close you will hear it well before 20 knots. At 20
knots the rate of closure now much higer. If it was the 2,500 worst case yards
behind you then it will eat you in just over 2 minutes. If you hear it (a bad day at Red Rock) then
turn away from it at once firing CMs..
At 20 knots or so you can turn inside the turn radius of an incoming weaspon.
After the turn go back to flank turns.
Properly timed by the time the weapon can turn to reacquire you, you
have opened to 3,000 - 4,000 yards and you can now simply run it to exhaustion.
XI.
TERRAIN AND COVER
In combat, it can be handy at times to be able to hide behind a bush or duck under a rock. There are not too many bushes at sea and rocks tend to get the hull dented. However, there is still plenty of good masking terrain available if you know how to look for it. First, remember that underwater you see with sound. Just as a bright light can blind a person‘s eyes, so a loud sound can deafen a person‘s ears. If you can find something noisy to hide under you have effectively vanished. A nice merchant for example sounds like pebbles tossed onto a trash can lid. If you have one close by and can scoot under it the merchant‘s sound trace will merge with yours and from an outside viewpoint you do not exist. This is a two edged sword since that same noise will make your sonar useless. However, one nasty trick here is that while you hide another team member in the clear and silent can Enigma to you targets for you to fire at. Since the bad guys cannot see you or hear your weapon fire (merchants are very noisy) the boat under the merch is safe. If they do counterfire the will try to avoid the area of the merchant to avoid wasting a shot. Really clever drivers will not put a ceiling on their weapon since the enemy can surface and then be safe. Instead they will fire to avoid the merchant of enable past the merch. This leaves you under the merchant safe and sound. Finally if they fire figuring you are under the merchant, stay near the keel and wait a bit. Merchants are a lot bigger than you are and torpedos like the big ones (delusions of Carriers dance in their tiny heads) so you wait until the pings are nice and loud, then slip out the back way. Passive torpedos like merchants even more with their big noisy engines.
There is a way out here if this trick is being played on you. Fire two weapons about 60 seconds apart. Their traces will merge and look like one incoming. The first nails the merchant (Big boom). The bad, evil, and wicked enemy sub slinks away while its commander is giggling an oily giggle of victory and then the second weapon, unhead because of the Big boom, suddenly shows up enabled past the dead merchant and in the bad, evil wicked sub’s shaft seal. This sort of tactic is rough on the merchants but that is what they have Lloyd‘s of London for.
No merchants close by? Then use other masking sounds. Biologics can work if you can find them. Whales going in the direction you need to go are more than happy to have you with them and they will mask your ship sound as they chat with one another (“Hey mom....look at that big sucker!“ “Hush Moby, and pretend not to notice.“) Stationary biologics such as shrimp beds can provide limited coverage also. This is like attacking a target with the sun at your back. Set up, so the biologic is behind you and on the bearing line to the target. This is not a great mask, but better than nothing is.
Finally, you can make a mask with a team. Line up your boats on a bearing you want to move on and have the last boat in line 5,000 behind the next boat in. Let that boat make noise. Cavitate, sharp course changes left and right...etc. This will make a big noise trace and attract incoming. If the bad guys shoot right, they will enable their weapons after the pass the rest of the attack group. Now the bad guys are facing their empty tubes towards the attack group. Mr./Miss. Noisemask now bugs out and evades. This will expose the attack group close in but again, bad guys have empty tubes and are about to feel a serious “tremor in the force.“ This trick does not work against a disciplined team of sub drivers. They know better and will use a designated shooter to take out the noisemaker. However many sub teams are formed ad hoc and are anything but disciplined and it is very common for every boat in the group to fire. Use this tactic only if you feel the other team is ragtime in their operations. If the other team knows what they are doing this tactic can get you killed.
Now then, use of terrain. One trick helicopter pilots like is a “pop up“ maneuver. They can sit behind a hill, blocked off from enemy fire and while a spotter out ahead calls the target. The helicopters increase altitude to get higher than the hill (the “pop up“) and fire at the target. Then they get behind the hill again. This works with boats and Seamounts (underwater mountains). Get one between you and the bad guy and (s)he will not see you. Further, if (s)he fires active at you if you are close to the base of the mount its sonar shadow will cover you and you will not be acquired. Finally, if the bad guy goes active that same sonar shadow will protect you from that. You are invisible. You can fire “over the shoulder“ and steer the weapon out from around the Seamount at the bad guy. Counter fire will not even be on your bearing. Yes, Seamounts are our friend.
The down side here is a passive incoming might snap you up. Active pings will curve as they leave the weapon‘s transducers according to temperature and salinity of the water. If you are in the sonar shadow of a Seamount they curve past you. However your noise also can curve and it is possible that even hidden a passive can detect this. It is unusual, but not impossible. Finally if the evil, nasty and wicked bad guys figure out you are hiding there they can curve an active torpedo behind the mount. You will not hear it approach (The shadow knows, but you are clueless) and if they enable it right the first you will hear of it if the two or three pings before it kills you. Bad guys got no social graces...
Use of layers has been talked to death. Use them. Layers are our friend. Scuttling up and down between them confuses bad guys and torpedoes. Change layers every few minutes and listen. If you are feeling fiendish you can layer search both at once. Put you boat at two feet above layer. Your towed array always sags behind you. At 5 knots, the sag is enough to put the towed array below layer, while your bow array is above layer. Effectively you are searching both layers at the same time. Resting on the bottom gives limited protection. Passives will have a lot of trouble acquiring you but actives could care less. Their sonar can still pick you up, not well, but well enough for a hit. If this happens evade but stay close to the bottom. Torpedoes picking up bottom return as well as you confuse very easily. A single sharp turn out of the cone is generally enough to do the job.
A mine is a terrible thing to waste. You might as well get some mileage out of them. All ships have swim out mines. The SLMM is a modified Mk37 weapon. Despite the loud noise on launch, that is all show. It is a swim out weapon and launches silently. It has a range of approximately 40,000 yards and a speed of 12 knots. It is pre-set up to proceed to a designated location and then activate. Upon activation it has an influence field with a radius of 1,000 yards. Anything that enters that field can set off the weapon. This 1,000 yard field is why the simulation will not let you set the mines any closer than 1 minute of lat/long apart. One minute is one nautical mile or 2,000 yards. With fields at 1,000 yards two mines side by side are just out of each other’s influence range and form a barrier between them that when crossed will make one or the other explode.
Mines have a depth limit of 500 feet. Below this the water pressure will crush the mine’s activation mechanism. Water has to be shallower than this for effective mining and below 400 is even better.
Strategically mines are best used for choke point interdiction. If you set up a minefield at the throat of a waterway, nothing will come through unscathed. Ships or torpedoes will explode. Tactically mines can be used for all sorts of nasty little surprises both offensively and defensively (see “Blue Defense”). As an offense weapon a mine makes an excellent minesweeper. If you suspect a choke point is mined and do not want to waste a torpedo to find out or risk your ship, send a mine through. If it is clear then it is safe for you. If it goes boom then you blew a hole in the minefield you can go through…and confused the bad guy. The enemy did not hear your mine (they are silent) or your ship…or a torpedo. From the enemy perspective, his/her mine just went boom for no reason. It is always a good idea to have the bad guy confused and wondering. It keeps them from getting bored.
A sneaky use of a minefield field also is to lay a line of mines along an enemy evasion path…then drive well away from it and shoot at the bad guy. The bad guy counter fires and evades and in running trips the mines. This works best with team dives…where one diver mines and the other shoots.
Mines also make a good defense if you are in a pocket. Sometimes you have nowhere to move away to due to landmasses and enemy ships. In this case you can lay a minefield between you and the bad guys. Take care to leave a shooting hole so you can fire. Now you can shoot through your own field and have a very good defense against incoming counter fire.
Suppose the water is deep….mines are of no use you think. Well they do have uses, but different ones. A mine in the water makes an excellent active sonar reflector. If you get pinged with mines out….all the returns will tend to hide you. Mines can make excellent noisemakers. Send out a mine and send out a second mine to overrun the first after it has activated. The mines will go bang. When they do you have a good three minutes of invisibility to do things in…like shoot undetected close to the enemy and by the time sonar clears your weapon is right on top of the bad guy. Using mines in this fashion also confuses the enemy. Explosions with no torpedoes detected…..explosions from areas no ship is in (set the mines to go boom a long ways from you…and he will think you might have shot yourself or done something silly. He will shoot in that direction.). All this will tend to make the enemy nervous as he or she does not know what is going on and a nervous sub driver makes mistakes. This is an element of psychological warfare you can use that costs nothing except four mines of dubious value in deep water
A 688 is 312 feet long. If you are going down at 30+ knots trying to reach the bottom to skim it you will be diving at a 25 degree dive angle or more. The fathometer of a 688 and Sea Wolf is located amidships. That means that 156 feet of ship is sticking out ahead of it. In a 25 degree down angle, this means the bow of the ship is (sin25 * 156) = 65.9 feet BELOW the fathometer. A lot of divers have been startled to auger into the bottom at 30+ knots when the bottom was 1550 feet and they were going to 1500. The ship does not handle like a jet fighter and as the angle comes off, the bow goes below the set depth and then comes back to it. In this case, you can bottom hard at 1550 since the bow was at 1566 when the amidships portion was at 1500. To get around this, issue small depth changes sequentially. The down angle is much smaller for a 100-foot depth change than a 1,500-foot depth change. For the above example, crash down hard to 1400 feet, then sneak down the rest of the way 50 feet at a time and you will do fine. WARNING – you have a stern. An extreme up angle with the bottom at 1550 feet will slam the screw into the bottom and also sink you. Going from 1500 feet to 100 feet at 30+ knots will have the planesman put you in an extreme up angle almost at once which can cause this. Always be aware of ship angle when running close to the bottom.
Ship aspect is simply what the bad guy would see if he or she were to look at your ship with super x-ray eyes from a distant. This becomes important in active sonar evasion as well as passive sonar detection. The “spinny” end of the ship is the noisemaker. If your screw is within the enemy’s imaginary “field of view” he or she can detect you a lot easier than if the bow is pointing at that same enemy. For active sonar, a broadside view of the ship gives back a huge trace where as a bow or stern view gives back a tiny trace. Bow on, a ship trace can easily be mistaken for a torpedo or missed altogether. If your WLR detector tells you that you have just been pinged, find the ping bearing and compare your ship’s heading to it. If it was broadside to you, it is a good bet you have just been detected. It is a good idea to get out there before enemy torpedoes find you.
Ship turns are always given as ten degree rudder orders. To change that, you can manually grab the rudder indication and turn at whatever rate you wish. This works well at slow speeds also. During the first five minutes to weapons free you might want to establish a certain angle relative to an enemy contact. At two or three knots this is very slow with a ten degree rudder and you might not complete the turn before weapons fly. A manual rudder order can help get you on the course you wish to be before you become a target.
The ship can
generate much more noise than normal if you are at a speed to cause cavitation.
Cavitation occurs when the speed of the ship’s screw (that is the spinny part)
is so rapid for a given depth that the ship is at, that the natural pressure
drop as the water moves over the blades of the screw causes gases to come out
of solution forming gas bubbles. The bubbles then collapse when they are clear
of the screw causing a significant level of noise. Also, the screw adds energy
to the water about it. Sufficient energy for a given pressure will cause steam
bubbles to form exactly as you get in a tea kettle (little known fact of
physics. Cavitation bubble temperature have been actually been measured with
interior temperatures in the thousands of degrees, in a bubble only a few
microns across.) . The bottom line of this is that it makes your ship noisy.
Noisy means detected and detected means dead.
To stop cavitating you must reduce your speed or increase your depth. At
540 feet or below, you may in general run at any speed without cavitation.
XIV. STRATEGIC COMBAT CONSIDERATIONS
When
you engage enemy forces, the engagement is generally three distinct
phases. The first phase is to identify
and localize the enemy. This phase is
basically a sensor duel: the boat with the best sensors and the best position
to use them generally wins. Victory, in
case you wondered, is definitely identifying the target as hostile, and
acquiring sufficient accuracy to fire.
Aggressive captains who don’t mind wasting weapons sometimes fire with
50-60% solutions, but a patient captain will wait until they have at least a
75% solution, preferably 99%.
This
first phase of the combat very often determines the results of the latter
phases. It is difficult because you are attempting to locate a boat with the
same sensor capability as your self, while remaining undetected yourself. Earlier in this manual various techniques
are spoken of in cross layer searches, ping steal techniques and so on.
Sections have talked about using terrain for cover or using geography. Noise
propagation and ship aspect and on and on. A large series of tools have been give
to you. Now, we integrate that information.
You
enter a combat. The first thing to do is stop the engine. You have no tactical
information at this point and no situational awareness of the combat. You are
completely vulnerable. Stop the engine, stream your towed array and make your
ship ready for combat. This can all be done in the first 60 seconds.
Now,
when this is done you are ready for combat. There are two kinds of submarine
drivers in combat, hunters and trappers.
Either technique can be used depending on the circumstances of the dive.
We will discuss the hunt. At this point you are at all stop. Search for
contacts and classify all that you have.
Unless it is a knife fight, chances are you will have no enemy submarine
contacts at this point.
Now
put on a slight degree of speed, say three knots or so, and change layers. This
may take some time. If it does take this time then let it. You get no extra
points for speed in kills. Once you
cross layer, look for more contacts. If you have none, start a standard turn 90
degrees from your base course maintaining the slow speed. Then cross layers
again, search and turn another 90 degrees. A good initial scenario entry search
takes about ten to fifteen minutes. You are looking for anything close and silent
looking to kill you. If you get a TIW
report at T+5 (standard weapons free time) then you have a bearing (from the
report) and a range (since you remember that a firing ram is picked up about
12,000 yards away).
If
you got all this then you are lucky and most likely diving against a less
experienced diver. Old hands know that
giving a TIW report out is the kiss of death since their bearing and range is
compromised. Less experienced divers
like to get weapons out at once in an attempt to sink something. Keep in mind, they may have another contact
(not you) they are firing at and have to fire at t+5 or be destroyed
themselves.
Back
to the hunt, suppose you got so far from your searches, nothing. You have
searched slowly on both layer sides, and have nothing. That means that most likely there is no bad
guy close to you. So far you have not
truly been hunting, but making sure you were not being hunted. Now we take a
serious look at the map. Is there geography? Deep or shallow? If shallow, what
is the topography of the bottom like?
Could a bad guy be sitting on the bottom waiting for you (a trapper, not
a hunter)? If so, what would be a good
location for that?
You
could ask dozens of questions. Let’s assume you have not got any good answers.
The hunt begins. A good idea is to go to periscope depth and raise the ESM.
Anything emitting out there you will find. You might get lucky and find a 688
radar signature from the bad guy who is up there emitting away. However,
normally you just find surface traffic. Mark it and plot it. Right now you are
developing the situational awareness you will need for victory. After your surface ESM check, now go deep.
Go as deep as you can and at no more than 5 knots. Monitor sonar closely. You
are searching for a convergence zone (CZ) now.
They can be sudden and small (like between 485 and 495 feet you get a
sniff that vanishes). If this happens write down the depth and order back to
it. If not, monitor all the way down, then head back up doing the same.
No
luck again? Okay, then its time to
travel. Pick a bearing more or less in the opposite direction of the bearing
you entered the scenario on. Check your layer pattern. If it is surface duct,
go below layer. If a bottom duct, go above layer (check out whiz bang sonar picture
earlier in this manual). Now you have
your depth, put on 10 to 15 knots and move. Set up a sprint distance by time
(15 knots, six minutes = 3,000 yards) and then use your stopwatch to cover the
distance. It is a good idea not to do
the same speed for more than six minutes.
The 688(I) TMA updates every two minutes and three dots, and you are
made. Varying speed will confuse the TMA assistant, assuming you are being
tracked. Old divers always assume they are being tracked.
After
going the predetermined distance you selected, slowly circle and search. Change
layers are necessary and repeat. Look for CZ contacts. If the search is
negative, then repeat the travel process again, then the search again. Search until you make contact and can begin
the attack phase.
A
couple of helpful items for search if you need them. Know who you are diving
against, and gauge your tactics accordingly. New bad guy divers are often
impatient. After a half an hour of no contact, they ping, or scream off at high
speed, or do something else perhaps not ideal for the situation. If they do, you have them. Old bad guy divers will wait till hell
freezes over before doing something foolish like that. They have learned
patience. For someone like that a scare
fish can help. Fire a 35 knot, active fish real deep (and quiet) away from the
combat area using OTS shooting. Then over the next 15 minutes, steer it away,
then parallel to your search line of advance. Every couple of minutes, enable
it. This will help to flush out any bottom dwellers (and you will them scoot
off on sonar) and will also tend to draw fire towards the weapon. Either of these things you the hunter are
looking for. If you see it, the hunt
phase is over. You have a target.
Now,
you did all this and nothing. This likely means you are up against a very
experienced bad guy. You cannot find
him (or her, bad guys are gender indifferent for a title). There comes a point, where you now have to
take a calculated gamble. Go slow and
just above (or below) layer and go active sonar (ping). Track all contacts. Change layers and ping
again. From your situational awareness
you determined earlier, you know where all the good guys are. You also know you
will pick up surface traffic on an above layer ping, and likely not on a below
layer ping. Sort out your contacts, and
determine which green dot might be bad guy.
Now
if the bad guy is in fact experienced,
(s)he is now also worried. Active paints the bad guy boat, and (s)he
must assume that there are only seconds to react in before being shot at. If
they shoot at you, great. Now you have a confirmed bearing to that green dot
you wondered about and have an exact position. A finger (see tactics) on it
will work wonders. If they do not shoot
at you….well…bad guys got no couth as is well known. Now you have to guess a
bit more.
Once
detection and a firing solution are obtained the attack phase begins. The boat
that launches the first well-planned attack is often the victor. A well-planned attack keeps the target
unaware of the attack until the last possible moment, with no chance of
countermeasures or escape. Ideally, the
attacker does not reveal his position during the attack. The best attack is therefore quick, quiet
and decisive. Sadly though, shooting is
noisy and often as not your fire gives away your location. Try and shoot across
layer to help silence your fish. OTS
shooting is a major factor here for not giving away your location. If you can, dogleg the shot away from you
first, then towards the enemy. That way
counter fire will not be a threat. If you have the bad guy, then the bad guy
very possibly has you. The attack phase must be rapid to get fish out before
your opponent does.
Once
the attack is delivered, the escape phase begins. If you alerted the target or if other enemy units are in the
area, you can expect to find yourself the target of their counterattacks. Now self-preservation becomes an overriding
consideration.
Immediately
commence to exit firing datum in a controlled fashion immediately after firing
weapons. Seventeen knots is a good speed, and choose a course at right angles
to the firing bearing of the weapons.
If you detect counter fire, track it. Is it at you, or on the bearing
your weapons came from (now we see why we move at right angles to the firing
bearing). Get some feel for the course
of the incoming. You can do this in seconds by eyeballing the trace (see LOS
section). Try to set an opening course
to the incoming to stay out of its acquisition cone. If you have no other choice, then light the fires high and get
out of Dodge City at flank. Use HFS spins and weapons evasion as needed to
remain alive.
a. Wild Fish Riding
Let's assume
you were in a combat with multiple divers. During the melee you had to open the
engagement area. Now you were keeping
track and the one diver left is some 25-30 nm away from you. How do you close
that distance for the kill undetected and still get in there in a reasonable
time? One method is wild fish riding.
Set up a
single fish for the general direction you want to go. Run it shallow, say 200
feet since this will increase its range and make it noisier. Set the speed for
35 knots and set a floor on it of 500 feet. Set enable for 10,000, but after
firing pre-enable the fish to defeat the 10,000 yard enable. After all
that...shoot it.
Now set your
ship depth for 600 feet and follow the fish at 35 knots. Turn on your HF to
locate the fish and keep it screen centered. Prepare your remaining three tubes
for combat and make miles.
Now the other
side of the combat is the bad guy. The bad guy is running nice and quiet and
knows the good guy is a ways off. He may do "sprint and drifts to
close". This is fairly routine. Suddenly he gets a report of "Torpedo
in the water". “Holy underwear!”
(s)he exclaims and goes to sonar and gee whiz, there is a trace. Now the
bad guy knows the good guy is a long ways off and so will probably think that
this is a slow run fish out to search a zone. Chances are (s)he will change
course so the fish will miss and not bother to waste a torpedo since the good
guy will be long gone from that firing bearing before the fish can find him.
The bad guy will put the sonar display cursor on the sonar trace and hear that
torpedo scream. The enemy might even try a single ping active and get a return
from the bearing of the torpedo. If the enemy is an experienced sub diver (s)he will open the incoming torpedo course
slowly while monitoring since there is no sense in a speed run that can give
away position.
Now you, the
good guy. You are riding maybe 100
yards behind that fish and 53 minutes after firing it enables. Now go to all
stop. The fish may or may not acquire you but since you are below its floor you
are safe. It will ping and pong a few
minutes if active or S-curve around if passive...and then go dead. The bad guy
will hear all this....and grin his or her oily smile thinking how you just
wasted a fish. What the bad guy will not think is that you got a 25-mile free
ride undetected into his zone. (S)He saw the fish but not you. Now be "werrryyy werrryyy quiet…..we’re hunting
wabbit"...and listen. Chances are very good the bad guy will do a
sprint to close to where (s)he thinks you were. Now you have good TMA and can
fire a kill fish. A bad guy in a sprint is running blind. He or she learns
about the incoming when it smacks into the side of the hull. “Hi Mom, I’m
home.” and its all over.
This is a
risky maneuver but it can get you to the target in a half an hour. After that you have the element of stealth
and surprise for the kill. A variant is that at any time, you can go to all
stop and vanish while the torpedo screams onward.
b.
Tomahawk Sonar Targets
Tomahawk
sonar targets or Tom returns. One boat targets Toms in a pattern around a suspected
enemy position and fires. The Toms enter the water and for about 15 minutes and
give the bad guy all sorts of bogus sonar returns. With all that scrap iron
present a shooter can sneak in fairly close for the kill. If you try this one
the shooter MUST use passives for the kill shot. An active will very happily
ping its little heart into a dead Tom and blow it perdition. The down side of
this tactic is firing Toms makes a LOT of noise and if a bad guy is listening
you just told him where you are.
c.
–Deleted-
d.
The Glacier Five Minute Fake Out
This is very
useful when combat becomes up close and personal. Assume you start a game and have some solid sonar contacts on bad
guys. The chances are excellent they have you also. They will want to get that first shot off fast and accurate and
hopefully take you out in the first few minutes. Bad guys got no couth. A
useful technique to defeat their evil and nefarious intentions is the Glacier
Five Minute Fake Out. To do this before ROE weapons free crank up a bell. Let
the bad guy see you. Crank up to flank and give him good TMA showing you trying
to run off the planet before weapons free. The bad guy will track and fire at
weapons free cackling an evil laugh at the easy kill (s)he assumes is about to
happen.
Now you the
good guy fire at the bad guy and turn 180 degrees from your original base
course. Your weapons fire and the bad guy weapon fire will completely mask your
turn. Enemy TMA has you at flank screaming off somewhere and will now be
completely wrong. In fact after the 180
zig it is very possible you can go to all stop in perfect safety…and simply
listen now. To the bad guy you vanished
in torpedo sonar return noise and it is very likely (s)he is now cranking some
speed to avoid your fish. Now you can
simply sit and watch sonar and guide your fish to the target. You have complete tactical advantage and
total stealth and the bad guy is in serious trouble.
e.
The Hollywood Charge
This tactic
is named after Commander Hollywood who uses it whenever possible. It is a
frightening tactic and can be deadly. In it you once more start an engagement
up close and personal. Assume you have a target 3,000 yards away. You have the
target and the target most certainly has you. In the Hollywood Charge you set your
weapons for minimum enable…and drive your sub at the target at high speed. The
bad guy target sees this on sonar and it scares him witless. (S)He turns and
runs. Now the bad guy is toast. You, charging the bad guy have a nice HF target
and the bad guy is blind. At weapons free you simply fire at the HF target and
come off the bell to open distance so your own weapons do not kill you.
The counter
for this is simple but does take a degree of nerve. Set a ceiling on your
weapons of say 100 feet and go to PD.
Now hold position and let the bad guy charge. When the bad guy is committed, charge back shallow. The bad guy
passes under you and you suddenly vanish from his/her HF. The bad guy is likely
charging deep to lessen sound. You are shallow and making all sorts of noise.
However (s)he cannot hear you since he
is at flank. Now set your weapon course for 180 degrees from your base course
and fire at weapons free with minimum enable. The torpedoes will go out and go crazy.
They might acquire you but the ceiling protects you. They will acquire the bad
guy and take him/her out.
f.
Silent Evasion
This only
works with passives and a strong, shallow layer present. It also requires
nerves of absolute steel. If there is a layer less than 200 feet the chances are
very good a passive coming at you is set to enable at 200 feet or deeper. Since
the default enable depth is 200 feet in Sub Command the vast majority of all
shots use that. Now to evade that incoming passive go above layer and then go
to all stop. Do not even allow 1 knot
of speed.
The layer
will shield your normal ship noise (compressors, fans, reactor coolant
pumps…etc. You are never completely silent) and with no screw noise the passive
will never see you. It will zip on merrily by. An added advantage to this is
that you have vanished from enemy sonar as well. The bad guys will think you cannot possibly be where you are
since they shot on that bearing and the torpedo did not even sniff you. The
tactical advantage and initiative is now yours.
A second
variant on this is to bottom your sub (very carefully). This does not work as
well since there is no protective layer to shield your plant noise and a close
passive will snap you up. In this state you have no defense and no chance. If
the layer is a deep one, say 400 feet or so, you might consider bottoming for
passive evasion. Be very gentle in this evolution for smacking the bottom at to
much speed or angle is as fatal as eating that torpedo coming at you.
g.
Hammer Shot
A Hammer Shot
(HS) gives the bad guy nowhere to run, nowhere to hide. It takes timing and
close attention to set up but once in place is a deadly as a Tholian Web (hats
off to the Star Trek fans). The best
way to explain it is by example.
Assume you
have a target bearing 000 or suspect the enemy is at 000 and you want to set up
a Hammer shot. Set two weapons on ACTIVE and set speed for 35 knots and run em
deep. Fire them on 090 and 270 at weapons free while facing on course 180 (over
the shoulder shooting, see the section on Fleet tactics). Now time the shots
and slowly (like 1 knot) come around to course 000. You want those fish you fired at least 10,000 yards away from
you, which at 35 knots will take nine (9) minutes. There is an excellent chance the bad guy never heard the shot and
does not hear the fish yet. Now….after nine minutes steer both fish to course
000. You are on course 000 also by now. Let the fish run and come up to 5 knots
or so. Prepare your remaining fish for regular shooting on course 000….and
listen.
The bad guy
is listening and waiting when suddenly he hears ‘Torpedo in the water bearing
250”….a moment later (s)he may hear “Torpedo in the water bearing 100.” Now…the bad guy has one east …and one west.
The bad guy very likely will NOT fire on 180,which is where you are. (S)He will track a bit and might fire one
east and one west. If (s)he tracks,
(s)he will see your incoming fish headed north and not be bothered too
much by it.
Now we come
to hammer time. When the fish are PAST the range of the target, swing the west
fish to 090 and the east fish to 270 and enable them. At the same time fire your direct fish at the target. Now the bad
guy has an active banging away from the Northeast and one from the Northwest.
(S)He will crank up a bell to get out of Dodge and will never hear your direct
fire fish. Where will (s)he go?? The only open path for safe evasion would be
180 which is where your fresh fish (s)he never heard are waiting for a target.
You will drive the enemy right into those shots and then the Hammer falls. If
(s)he detects your incoming from 180 on HF and tries to evade there is a very
good chance the NE or NW actives will make the kill. I once saw this tactic
result in four torpedoes hitting the same target within a few seconds if each
other.
This tactic
takes a great deal of patience, skill and some luck. However when employed
correctly it is terribly effective.
h. -deleted-
i.
Finger Fire
Suppose you
are in a combat where you know you are overmatched? The bad guys are old and
jaded and you know they have all the little tricks up their sleeves. What can
you do? One tactic that works well, especially in a team dive is a FINGER FIRE.
Here is how
it works. Assume you have a rough direction of the bad guys but no real idea
and no decent range. You can guess since it's early in the game (use this early
in the game) they are at least 20,000 yards away. Point your ship on the bearing you want to set up the finger on
for firing. Lets say in this example you want to fire east on 090. Turn your
ship to 090 and adjust your depth till you are on the layer. Set your torpedoes
for PASSIVE, 35 knots, 10,000 enable, enable depth at the layer or as close to
it as you can. Now set the course so tubes 1 and 2 are going to fire at right
angles to your ship (course 180 in this case) and set tubes 3 and 4 to fire at
the opposite angle (course 000). Now
get a stopwatch and fire starting the watch at the time of fire. At PRECISELY 1 minute and 42 seconds, turn
weapons 1 and 3 to course 090. At PRECISELY 5 minutes and 8 seconds, turn
weapons 2 and 4 to course 090. What you have now done is set up 4 weapons with
4,000 yards horizontal separation moving east. Now look at your right hand held
flat. Note the fingers. The weapon geometry is exactly like your fingers. The center
ones a bit further out than the outer ones and all pointed the same way. This
is a Finger Fire. The weapon ranges were set so that the detection cones
overlap at the edges. The entire frontage of the weapons is 16,000 yards.
Anything inside that 16,000 yard band will get snapped up. Anything in that
band that tries to evade one weapon is very likely going to get picked up by
another to the side of it. If you have
a partner who can work with you and tell time you can set up two fingers side
by side, for a 32,000 yard frontage.
Once you have fired and set up your weapons evade at right angles to the
firing base line course (in this case evade on 000 or 180). If with a partner, have him or her evade in
the opposite direction you are going and use about 16 knots to get out of
there. That is just fast enough to move you and still maintain sonar.
Using a
Finger, is the shotgun approach to weapon employment. You do not have a target
but are looking for one. You are now evading and your weapons are slowly making
their way out. Now comes judgment. If
you think they are on the close side leave the finger alone. If you think they
are far then pre-enable and wait to enable the finger until is in position
(rounding an island for example). If
you are looking to scare the snot out of the bad guys have one team member use
passives for the finger and the other use actives. Evading the banging actives can drive the target into the
passives.
This tactic
is wasteful of weapons and can be dangerous as your tubes are empty now if a
688 and half empty if an Akula or Sea Wolf.
If the bad guy is a good hunter and you are not giving him the finger
will keep him busy while you reposition and listen. With a bit of luck you will pick him up maneuvering to avoid the
finger and can steer your fish accordingly.
With a bit more luck the finger will enable and take him out for
you. Either way you retain the tactical
advantage. This is a bit like using a sledgehammer to smash an egg but if you
want the egg smashed and that is the tool you have, then you use it.
VARIATIONS:
1. Fire 4
weapons at right angles to the base fire course (000 in this example works
well) at 35 knots and let them run for 12 minutes (putting them 14,000 yards
from you). Then turn one weapon on course 090 every 3 minutes, 25 seconds (this
puts them 4,000 yards apart). Now just sit quietly. You are clear of the
counter fire zone by 14,000 yards. This will set up a sort of wedge shaped
finger pattern
2. Fire
weapons at right angles to the base course at 3 minute, 25 second
intervals. (this puts them 4,000 yards
apart). At some time of your choosing turn them all to base course. This sets
up a flat frontage for the search pattern. The handy thing here is you can
start at once while tubes 3 and 4 are reloading from harps in the tubes. By the
time you need them it will be time to fire them.
3. Set tubes
1 and 3 as actives, 2 and 4 as passives. Actives scare folks and while they run
from them the quiet passive can snap them up.
j.
The Bulldog Slam
The Bulldog
slam is named after Fleet Admiral Bulldog and is an attack variant using the
classic active/passive combination. In it a passive is fired first at slow
speed, 34-45 knots. After some six minutes an active is fired on the same
bearing line also at the same speed as the passive. Now you let time go past
until they reach the target area.
The bad guy
sees a torpedo trace and it should be fairly faint since it is a slow fish
(shoot this across layer if you can). Since (s)he hears nothing (s)he will
assume a passive or pre-enabled fish and slowly slink away. Now comes the trick
to it. Enable the passive and the active. The bad guy hears pings looks to the
passive intercept and sees the bearing, then looks to his sonar and sees a
trace on that bearing. The pings are likely faint (remember you staggered the
firing times) so the bad guy will not panic but will move to get out of that
active’s cone while there is time.
The trace the
bad guy saw was the trace of the passive now sniffing for him. On the same
bearing as the active pings (s)he has no real way of knowing it is not the
active. The bad guy will set a nice and clean opening course without radical
evasion or CMs and the passive will acquire and kill. This often happens with
the bad guy never even knowing there was a weapon there.
k.
Deep Run Fish
This
was a tactic developed by the Marauders Fleet in the Second Sea
Wolves/Marauders War. It came as a nasty and costly surprise. Torpedoes can
dive very deep. Under certain
conditions this can be very useful. In deep water with no or a very small layer set the fish to
run at maximum depth enable depth and shoot from your ships maximum depth. Fire
the weapon PASSIVE. What will happen is that on enable the fish will dive and
search. This makes it almost invisible to the target ship. A deep fish is
nearly silent and only detected when it is very
close. The sonar trace looks broken and
splotchy and does not sound like a normal torpedo. It might be dismissed as a merchant or biologics. The weapon can
detect a sub from its maximum search depth and when it does goes straight up to
it making this an almost vertical attack from below.
This tactic
is very dangerous but also limited. Any real layer and the fish will not see a
sub above the layer. A sub at “All Stop” will not be seen. A sub moving at 5
knots or so might not be seen. The shot has to be about perfect to get the
weapon into the target zone. Within these limitations though it is very
effective.
l.
Blue Defense
A mine is a
terrible thing to waste, so don't. Lets assume you are in shallow water (less
than 300 feet) and running with an incoming on your tail. You cannot use depth to help shake it and if
you are in constricted waters your ability to maneuver is limited making the
use of CMs far less effective than they otherwise are. So what can you do?
Screaming along at flank will not out run a torpedo and harsh language will not
impress it.
One thing to
do is to have a SLMM loaded and ready. As you run plot a SLMM landing point ON
your position. Then open the tube and shoot the thing. It will take about a
minute to impulse out and turn back to where you were (remember you are moving
at flank and have moved since the plot point was locked in) and then land. In a minute you are 1,333 yards away form it
when it activates. You want to be at least 1,000 yards away or its influence
field will detect you. Now the torpedo screaming at you went some 1,833 yards
in that minute and is close to the SLMM.
As the torpedo screams over it the SLMM will detonate and destroy the
weapon. An added bonus is that if the incoming is active there is a fair chance
it will lock onto the mine as its primary target.
When out of
CMs or in constrained waters a mine can be the difference between an escape and
being scrap iron. This has been used in actual combat, and it works well.
Weapons can acquire a whale.
Detect 688(I) at 5 knots
Detect SW at 5 knots
Cross layer – 28,000 yards BQQ-5, TA
28,000 yards BQQ-5, Demon
Maximum detection range about 40,000 yards on all classes of sub target.
Broach Depth: 60 feet
Radar Depth: 62 feet
Periscope / ESM Depth: 70 feet
Snorkel Depth: 70 feet
Radar – Unable to detect a snorkel or mast.
24,000 yards detects another Akula, parallel course, 5 knots
Active sonar is not possible above 18 knots.
Active good acquisition at 24,000 yards
Broach Depth: 13 meters
Radar Depth: 14 meters
Radar Mast – 55 foot limit – 3 knots top speed
ESM Mast – 60 foot limit – 10 knots top speed.
Radio Mast – 60 foot limit – 10 knots top speed.
Periscope – 60 foot limit – 10 knots top speed.
Broach Depth: 50 Feet
Test Depth: 1600 Feet