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RE: hunter-killer sub tactics
Posted: Mon Dec 08, 2008 10:41 pm
by FransKoenz
I wonder if VitP knows about the chararsitics of sonar or MAD. It is ping-ping [or what sound you may choose for that sonar beam] as long there is no echo from something massive, like steel, you may survive
But when there is a Pong......... you are detected and killed. [:D]
I'm still one ear when talking about dealing with Stand-off ASW and torpedoes. [;)]
RE: hunter-killer sub tactics
Posted: Tue Dec 09, 2008 5:11 am
by VictorInThePacific
I have to apologize for wasting people's time. I have been working with an old version of the game (Harpoon Classic). I have just come across the following information:
The original Harpoon II / 3 database was flawed and detection ranges were much too great. Submarine duels turned into long-range torpedo shootouts instead of 'knife fights in a booth' as in real life. Submarines were also on the defensive in the ASuW battle, and were often little more than sitting ducks for ASW helicopters. Not so with the DB2000 database. The revised detection ranges are based on Larry Bond's excellent Harpoon4 boardgame ruleset as well as valuable input from ex-US Navy and German Navy ASW officers and u-boat drivers. Submarines are now the hunters and ships are prey. Detection ranges closely mirror those in real life, and anti-submarine warfare has become as realistic as it possibly can get in a commercially available simulator. Engagements between submarines usually take place at less than 2nm for diesel subs, and about 1-4nm for the latest high-tech nuclear attack submarines. As the commander of a modern US destroyer you'll be real lucky if your AN/SQR-19 towed array sonar detects a Victor III 5nm out, or an advanced Kilo SS or Akula SSN at 2nm. For most systems, detection occurs is in the 0.5-3nm range, and often the first thing your ships' sonar systems pick up is enemy torpedo launches.
(from
http://www.harpoonhq.com/harpoon3/scena ... tures.html)
Until now I have not been aware that the game data has been so drastically changed, although some people have hinted at it.
Therefore nothing I have said in this post has any relevance to the current game.
RE: hunter-killer sub tactics
Posted: Tue Dec 09, 2008 11:10 am
by CV32
ORIGINAL: VictorInThePacific
I have to apologize for wasting people's time. I have been working with an old version of the game ... Until now I have not been aware that the game data has been so drastically changed, although some people have hinted at it. Therefore nothing I have said in this post has any relevance to the current game.
Don't feel too bad about it, VitP. Although I think your approach was wrong, i.e. develop the theory and then look for data to support it. (Shoulda been the other way around. [;)] ) I do admire your willingness to dive into a specific issue and analyze the living krap out of it. Lastly, you need to buy HCE and then we can have some meaningful discussion. [:D]