This series has got to be the best current tutorial on ASW for Sea Power out there. How you only have 1.6k views I don't know. Thank you for sharing your knowledge, please share more if you can.
Thank you for this. I like how you explain using the marker and look at the estimated danger zone. I always tried the geometric type of evasion that is put distance from the torp but also try to angle away from the seeker cone of detection.
Thank you for that! That definitely could work too especially with wake homers I think the game ai uses them pretty poorly so it is possible to make sure you don't cross the wake of the torpedo's path and generally you would be safe running parallel to it.
When the ai releases a tight salvo at close to max range it’s easily defeated, if they hold off until they are closer you’re stuck in that danger for longer giving the torps a better chance at catching up to you. If they spread the torps in a wide salvo that creates a lot of danger areas you can’t run from easily
@@ryu1940 What would be the appropriate effective range of any given torpedo? I guess as a submarine you don't want to close range any more than you have to against surface ships that can kill you.
@@julhelm1821 there’s no hard and fast rule for stuff like that but I would like to see the AI consider shots 70-80% of max range but also consider the threat sensor ranges and weapon ranges. Like I think the OHP in the game has a passive detection range of 10km (~5NM). Imagine if the sub closed that much before firing, or, considered the OHP carries the MK46 that has a max range of 8NM so it got to that range before firing….theres a lot of ways it could be different. Especially if the AI coupled launch behavior with post launch maneuvering. Like get close to fire then start to move out of the counter fire range etc.
Whats the best course of action if there is no way for your ship to out run the torpedo? Depending on speeds the torpedo may be double or more the speed of the ship and if detection is too close itll catch the ship before reaching max range.
@@Paudelly great question! Unfortunately there is not much you can do if it’s too close, you should still get the counter fire off to hopefully get that sub to run and build space but if your noisemakers fail to throw off the torpedoes then you are unfortunately toast. One thing you can try but will likely fail to make a difference is be more gentle on your turn away from the torpedoes. When you put a waypoint down directly 180 from the torpedo line of bearing the ship will rudder over hard and that does affect the speed of the ship and slows it down. A gentler turn will likely keep the speed up which is vital. There’s just not a lot of good options so it is important to have sonobuoys out to detect torpedo salvos. I’ve heard the range is 5.3NM to pick up loud things so if you space them out along the course of your ship you’d at least give yourself a 5NM heads up.
If it's a wake homer, I like to extend the line of bearing with the pencil tool like Ryu does in the video and then find the best way to cut the turn so that the torpedo never crosses my wake. Thankfully the AI in the game is pretty bad at bracketing and they usually just fire ahead which gives you plenty of room to turn in and basically drive around the torpedo if that makes sense. For a sonar homing torpedo at close range, dump noisemakers and pray to your deity of choice 🤣
I JUST played this scenario and did basically the same thing. Only difference is, I launched 2 counter torpedos down the line. I figured, I have 16 of those + my helos, why be conservative? Is there any downside to firing more than 1?
Not currently BUT when the game gets a dynamic campaign, I am positive the weapon counts will remain persistent after each battle as they were in War on the Sea so in the bigger picture you want to conserve weapons to keep your ships on tasking. It would suck to have to pull your ship off the area to go rearm because you spammed torpedoes in just one scenario.
@@dtw8446 Excellent question! The RBUs are great at destroying incoming torpedoes so once you detect one do a counter fire and use the RBUs to kill the torpedo. Keep charging ahead down the line of the shot and if you have other units flank around in leapfrogging sprints to close the gap with the sub and you’ll detect him eventually running from your counter fire. I might make a soviet version of this video using the hunters or hunted mission (I think that is what it is called).
@@ryu1940 But the RBUs are pretty gamey in Sea Power, aren't they? I don't think they have a chance of hitting a Torpedo. They were designed as a depth charge delivery system against submarines.
My ships thank you
This series has got to be the best current tutorial on ASW for Sea Power out there. How you only have 1.6k views I don't know. Thank you for sharing your knowledge, please share more if you can.
Wow, thanks! I’ll definitely make some more Sea Power stuff. I love the game.
Thank you for this. I like how you explain using the marker and look at the estimated danger zone.
I always tried the geometric type of evasion that is put distance from the torp but also try to angle away from the seeker cone of detection.
Thank you for that! That definitely could work too especially with wake homers I think the game ai uses them pretty poorly so it is possible to make sure you don't cross the wake of the torpedo's path and generally you would be safe running parallel to it.
@@ryu1940 How should the wake homers be used properly?
When the ai releases a tight salvo at close to max range it’s easily defeated, if they hold off until they are closer you’re stuck in that danger for longer giving the torps a better chance at catching up to you. If they spread the torps in a wide salvo that creates a lot of danger areas you can’t run from easily
@@ryu1940 What would be the appropriate effective range of any given torpedo? I guess as a submarine you don't want to close range any more than you have to against surface ships that can kill you.
@@julhelm1821 there’s no hard and fast rule for stuff like that but I would like to see the AI consider shots 70-80% of max range but also consider the threat sensor ranges and weapon ranges. Like I think the OHP in the game has a passive detection range of 10km (~5NM). Imagine if the sub closed that much before firing, or, considered the OHP carries the MK46 that has a max range of 8NM so it got to that range before firing….theres a lot of ways it could be different. Especially if the AI coupled launch behavior with post launch maneuvering. Like get close to fire then start to move out of the counter fire range etc.
Whats the best course of action if there is no way for your ship to out run the torpedo? Depending on speeds the torpedo may be double or more the speed of the ship and if detection is too close itll catch the ship before reaching max range.
@@Paudelly great question! Unfortunately there is not much you can do if it’s too close, you should still get the counter fire off to hopefully get that sub to run and build space but if your noisemakers fail to throw off the torpedoes then you are unfortunately toast. One thing you can try but will likely fail to make a difference is be more gentle on your turn away from the torpedoes. When you put a waypoint down directly 180 from the torpedo line of bearing the ship will rudder over hard and that does affect the speed of the ship and slows it down. A gentler turn will likely keep the speed up which is vital.
There’s just not a lot of good options so it is important to have sonobuoys out to detect torpedo salvos. I’ve heard the range is 5.3NM to pick up loud things so if you space them out along the course of your ship you’d at least give yourself a 5NM heads up.
If it's a wake homer, I like to extend the line of bearing with the pencil tool like Ryu does in the video and then find the best way to cut the turn so that the torpedo never crosses my wake. Thankfully the AI in the game is pretty bad at bracketing and they usually just fire ahead which gives you plenty of room to turn in and basically drive around the torpedo if that makes sense. For a sonar homing torpedo at close range, dump noisemakers and pray to your deity of choice
🤣
I JUST played this scenario and did basically the same thing. Only difference is, I launched 2 counter torpedos down the line. I figured, I have 16 of those + my helos, why be conservative? Is there any downside to firing more than 1?
Not currently BUT when the game gets a dynamic campaign, I am positive the weapon counts will remain persistent after each battle as they were in War on the Sea so in the bigger picture you want to conserve weapons to keep your ships on tasking. It would suck to have to pull your ship off the area to go rearm because you spammed torpedoes in just one scenario.
The real question is how you do ASW with no helicopters. My poor Russians keep getting blowed up.
@@dtw8446 Excellent question! The RBUs are great at destroying incoming torpedoes so once you detect one do a counter fire and use the RBUs to kill the torpedo. Keep charging ahead down the line of the shot and if you have other units flank around in leapfrogging sprints to close the gap with the sub and you’ll detect him eventually running from your counter fire.
I might make a soviet version of this video using the hunters or hunted mission (I think that is what it is called).
@@ryu1940 But the RBUs are pretty gamey in Sea Power, aren't they? I don't think they have a chance of hitting a Torpedo. They were designed as a depth charge delivery system against submarines.