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Your guns won't be dealing meaningful damage against the destroyer, so you might as well keep your torpedo selection thing up after you deal with possible planes/river boats, of which you should've taken care of first so as to minimize distractions.
The larger torpedoes are slow and require a lot of lead, so again try to close in as much as you can without getting into autocannon range. The torpedo impact indicator will grow from small and faded to large and solid, the more solid the indicator the more likely you are to hit your mark if the destroyer doesn't change course, try to pay attention to it while you're turning back and forth to 'sweep' for a good solution and only move in a straight line when you're ready to launch as there's a slight delay between button-press and torpedo launch.
The destroyer will be making turns every now and then, so either wait for it to get closer to the shore and THEN make your attack run, or fire off a spread of torpedoes and hope one of them hits.
In the base campaign I'd aim for saving up for the large homing torpedoes even if it means skimping out on stuff because one of those will one-shot most destroyers, same with the cheaper non-homing large torpedoes. But for challenges, you'll just have to practice and be ready to die quite a few times.
My challenge with this challenge is ammo. I've managed to neutralise about 5 or 6 AAA so far, plus various watchtowers and patrol boats, but then I run out of ammo.
This is exactly the problem I'm having right now with the demo, Challenge 2. How do you re-supply? I have to just quit it.