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It was the RAF bombings with Tallboy that damaged the U-boat pens and the occupation of French Atlantic ports by US ground forces that tipped the scales.
So, Admiral, a stiff tot of rum, gird your loins and carry on, what.
First of all practice destroyer vs sub tactics intensely using the scenario side of the game. I wrote some Guides on this that you can find in this Steam section. Practice, and decide if you are going to be historical or not. Historical means killing with depth charges and that is difficult because U-boats are way too aggressive and way too effective attacking destroyers. Ahistorical means using torps against them. The key tactical skill to learn is how to make progress towards a U-boat while evading its torpedoes, particularly the first spread.
Unless you first master these tactics you will not succeed strategically.
Then, strategically, what I do is I transition to an all-destroyer force, using cheap destroyers - quite historical. Starting at the UK I flood all sea areas with 1 or 2 destroyers. When there is a contact it usually evades the first turn but I then pile destroyers in from all areas 2 hexes distant from the contact, into a ring one hex distant from the contact (all hexes that the contact could move to).
On top of that you have to deal with a few surface raiders but the main grind of the campaign is destroyer versus subs. You can also get good at taking out surface raider groups with destroyer squadrons. Basically the capital ships you start the game with are a liability. Bottle the KM in its ports with subs (the WW1 RN strategy) and hide your capital ships out of harm's way if you can. Don't bother repairing them, just keep building destroyers constantly.
In which we serve.
Plus there are other good guides in the Guides section of this forum.
https://steamcommunity.com/sharedfiles/filedetails/?id=1701874844
The RM really does have it toughest right out of the gates in 1939; if you can't get a good start, it's likely you won't recover. Take some time in the single battle screen and create custom battles with DDs to practice sub-hunting. Read this guide, it's really good and has info I didn't know until reading just now :P
https://steamcommunity.com/sharedfiles/filedetails/?id=894214300
Otherwise, just do what I do:
1) go into battle against a merchant and learn how RN DDs maneuver, changing the rudder angles and ship speeds; DDs at a full flank can turn almost 90 degrees (probably about 80-85?) at a full R/L rudder, but the turning radius is smaller at slower speeds. Just play around until you get used to it, especially all the in-between rudder notches (which will save your DDs cute little lives). Have you heard the good news about our Lord and Savior, Back Emergency?
2) Try some custom battles with a sub or two, practicing torp evasion and lining up attack runs on them. After firing a full spread, type IX and VII u-boats need two turns before receiving 1 reload, so I like to count the turns so I can set up my evasion ahead of time. To copy myself from elsewhere:
You'll soon get the hang of dealing with wolfpacks and feel like king of the seas dodging waves of torps.
https://steamcommunity.com/sharedfiles/filedetails/?id=1701874831
Never ever escort your capital fleet with DDs. I know, it's counter-intuitive. If a sub is on the same zone as you and your fleet doesn't have a DD/DC, then you only get the event that damages one of your surface ships; I've never seen it outright destroy a ship. So, either have only DDs alone in a zone, or have your capital ships alone with no DDs, as it's better to take light/medium/heavy damage on your BB/BC from an event than losing it to a turn 1 4-torp spread. I mean, you can take your chances and try to get out with no damage, but I don't
From there I don't have any novel tips to add. As soon as you can, buy as many cheap DDs as you can (generally O-class) and flood the Atlantic; having an escort in a zone stops the automatic-sinking events from happening there, even if your ships don't detect the hidden enemy. Keep your BB/BC/CA/CL etc together in groups of at least 2 (safety in numbers) and use them to prowl for the big german surface raiders. At some point you'll sink them, hopefully with no losses, and use that renown to start getting the upper hand so you can replace these cheap DD losses with some better ones, like some tasty Tribal-class.
Re: gunnery, I haven't noticed anything different between the two nations, except that shot dispersion tends to be more vertical for KM and more horizontal for RN...but maybe I simply thought I noticed that. Confirmation bias and whatnot. Have you tried manually aiming, estimating with the map and fall of shot? I check my map basically every turn, and ignore the spotters' recommendations for all but the first salvo.
Aircraft are deceptively hard to use, and took me some practice in custom matches.
Anyway, I've rambled enough, I guess.
The AI KM sent a DD and HK Atlantis.
I put a full spread (4 torps) into the DD (Karl Glaister?) but the Atlantis was a bit far so I surfaced and exploded her after about 5 rounds of 4.5" AP.
Splice the mainbrace!
- Operational Research approach
- Comms decrypts and traffic analysis
- Convoy methods and tactics
- improved ASW tactics and doctrine
- Destroyer and escort production
- Sharing tactics with RCN and USN
- Coordination with RCN and USN (initially very poor and never perfect)
- Extending range, intensity and power of maritime air power in the Atlantic and in Coastal Command
- R/T (voice) rather than W/T (morse) for coordinating ASW actions
- ASDIC (Sonar) technical and tactical improvement
- HF/DF improvements and tactics
- Searchlights on aircraft (forcing U-boats under 24/7)
- Millimetre wave radar on aircraft and ships (spotting periscopes)
- new ASW weapons of course
- pressure on logistics support ships
- and (as you mention) attacks on pens and ports being more effective
Many many factors.