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short-range ASW weapons are useless?

Posted: Thu Oct 30, 2008 2:18 am
by VictorInThePacific
I have an old version of Harpoon.

Exactly how old I can't say right now.

I have the original GIUK and NACV battlesets, simulating naval combat in the 80s.

Most ships, and many submarines, have only short-range ASW weapons (other than helicopters), i.e. typically 5 or 10 nm at best (with a few exceptions). But the way I play it, I locate enemy subs typically at 65 nm range, sometimes at 100 nm, rarely at 35 nm. Once located, they are killed ASAP by some form of aircraft.

For example, in the GIUK Gatekeeper scenario, playing as NATO, I set up a line of Oberons or better as detectors and destroyed 100% of the approaching subs at better than 50 nm range from any of my subs with land-based air. My 2 CAGs were simply not used.

So what is the point of all those short-range ASW weapons? There appears to be zero possibility that any of this stuff will ever be used.

Consider also that if you let an enemy sub approach within 10 nm of your ships, it can wreak all sorts of havoc.

Harpoon Classic Scenarios

Posted: Thu Oct 30, 2008 2:34 am
by hermanhum
I think that you are in the wrong forum because there is no such "Gatekeeper" scenario for either H3 or ANW. If your game screen looks anything like the attached image, you should probably visit:

tt.asp?forumid=305 [:)]

If you are indeed playing an old version of Harpoon Classic, then you should know that the acoustic signatures for submarines in new edition (HCE) are significantly reduced. Your submarines are very, very stealthy and deadly. I seriously doubt that you would get many contacts in the 50nm+ category. In my experience, most of my submarine detections occur only when the enemy sub has already open fired on me.

Image

RE: short-range ASW weapons are useless?

Posted: Thu Oct 30, 2008 5:09 pm
by VictorInThePacific
Yes, I believe you are right, I do have the game that is almost 20 years old. And that would explain the difference. Thank you.