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To remove all submarines from a campaign and focus on the surface engagements:
Open default/campaign/campaignXXX/seaUnits.txt
Remove all lines that are submarines.
{"nation":"usa","available":[3,6,1940],"unitID":"tambor","cost":10}
{"nation":"usa","available":[31,12,1941],"unitID":"gato","cost":10}
{"nation":"japan","available":[30,9,1940],"unitID":"type_b1","cost":12}
{"nation":"japan","available":[10,11,1940],"unitID":"type_b2","cost":12}
You now have a vanilla campaign with no submarines.
This thread explains making an override folder to make your edits permanent:
https://steamcommunity.com/app/1280780/discussions/3/3106890436343654279/
After a couple of frustrating campaign starts due to enemy subs, I temporarily changed my goal from winning the campaign to finding and fighting subs using several ASW groups consisting of two or three light destroyers each in line abreast formation. It took a couple of dozen encounters before I could consistently avoid their torpedoes and then sink the subs.
Until you get good at avoiding torpedoes and sinking subs with stock settings, here are some more things you can do:
1. In your override config.txt file, find "hideStrategicMapSubs":true and change it to "hideStrategicMapSubs":false. That way, you can find and track subs with aircraft and vector your ASW groups to intercept. Yes, you can try to sink the subs with aircraft, but that won't help you develop the skill to sink them with destroyers so that you can eventually go back to the more realistic config.txt setting.
2. In game options, set sonar range to 2X or more, so you can more easily find and track subs on the tactical map. Be aware that this also makes it easier for enemy destroyers to find and track your own subs in tactical. Rain, sea state, and ship speed affect sonar range. When one of my destroyers gets within about 2k yds or meters of where I think a sub is, I reduce it's speed to 17 kns, minus 1 knot per sea state value. In sea state 6 plus rain, I don't waste time trying to find a sub.
3. Use one or a pair of destroyers as an advance scout ahead of your high-value TF's (for convoys containing merchants or oilers, use a destroyer paired with a sub as the scout group). Keep the scout/s 5 to 10 miles ahead of the main TF. If the scout group encounters a sub, before going to tactical, you can "merge" a destroyer or two from the main group into the scout group to help fight the sub. It's a bit fiddly to keep a scout force just a few miles ahead of your main convoy - the scout group has to double back a couple of miles every few hours - but it has been worth the effort for me. My high-value TF's rarely get surprised by an enemy sub or surface force. I think the merge distance is 13NM, so you can merge any ships that are within that range with the task force that is experiencing an "encounter" before you go to tactical, as long as you don't go over the 10-ship limit.
At battle start I wait a few seconds then turn them all except the destroyers, I wait with them until I sea the torpedo trail and then turn them towards the origin so they can hunt for the sub and then it's just about dancing your ships away from the torps but usually not that bad because the sub fires as soon as the mission starts so when you turn you are usually already close to moving out of their path.
Awesome to know thanks!
Against the USN, keep moving. Anything that moves Fast speed on the map or better can outrun USN subs. They don't have float planes of their own, so you can keep away from them easily, and lose them even if they do spot you. The other advantage you have is that the USN torpedoes have a very high dud rate, so even if you do get ambushed, you stand to take less damage due to defective torpedoes.
If a sub attack does happen on one of my fleets, I make sure they are spread far apart, then as soon as I start the encounter I either turn or change speed dramatically on all my ships. The torpedoes fire as soon as the engagement begins based on the speed and direction of the target ship, so if all ships radically change course and/or speed, you have a lower chance of being hit. If I can see the torpedo wakes, I can get my destroyers moving that direction, which will often bring the fish up on the map. If the torps look like they are going to hit one of my ships, I halt the others or move them out of the way, and fine-tune the at-risk ship to maneuver between the torpedoes unless I can get them out of the fan entirely.
After the initial dodge, it is then ask about hunting them down and sinking them. If I find it, rather than using the automated attack, I'll move my DD to come up behind it so my heading matches the target's heading and bearing, lining up perfectly with them and going just slightly faster to catch up. As I pass over, their signal will disappear, but after a little more time to get just slightly ahead of them, I drop a single pattern (to save ammo). Once it goes off, I switch to show reverse to pick the enemy up again, repeating only as necessary to sink. It doesn't take a lot of depth charges to sink a sub. If they blow ballast and are forced to the surface, make sure fire at will is on for your DD, but off for your other ships. Don't want to suffer friendly fire from over-eager ships.
If you are getting attacked by subs frequently, keeping your fleets small with a destroyer escort and ships spaced 1000m will make torpedoes easier to dodge. You can run multiple small fleets very close together, and then merge them before getting into a big surface battle. I like to run four ships in circle pattern with only one DD in #1 position and my most important ship #2. As soon as the ambush starts, I throw all my ships except my DD into full reverse until I know where the torpedoes are.
We did, but this was turned off because there were many U-boats on the way and players were upset that sighting a Sub would cause interruptions.
I think it's okay the way it is now, Subs are not so common anymore, but also can't be spotted so easily.
Well, I can't call it ok if I can't literally spot subs in any way. There is no point in creating small DD task force to intercept spotted sub, or equipping planes with depth charges, since I can't spot them. Making sub detection on campaign map to 1km would be ok. Some mechanic with bateries would be ok I guess.
Spotting enemy ships using planes is a bit broken anyway, I wish there was some kind of follow order where my scout would follow enemy task force, now we need to do it manually.