AAR - Battle Ocean '64, Teesport Convoy

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cf_dallas
Posts: 303
Joined: Thu Apr 13, 2006 3:35 pm
Location: Grapevine, TX

AAR - Battle Ocean '64, Teesport Convoy

Post by cf_dallas »

I finally finished the third installment in the series... it was uneventful. As a convoy escort commander that's exactly what you're after. As a game player, and after the tension and challenge of the first two installments, I was a bit disappointed. One caveat, as I've mentioned before, ASW isn't totally my thing.

I grouped the six transports into a tight block, with the HMS Hampshire in close escort (~1.5nm ahead) and set them on a zig-zag course to Germany. I set the speed to Cruise (14 kts) because the formation started to fall apart any faster than that, and I adjusted the zig-zags until the projected time to the final point in the course was about 90 minutes before scenario end.

HMS Ajax was set on a course to stay 5-10 nm ahead of the convoy, and put on sprint-and-drift. I micromanaged this one for no really apparent reason, but it did enable me to set his 'drift' periods to be in between rows of sonobuoys.

And that's an excellent lead-in to the Shackletons. I set them on an ASW patrol with a patrol box moving ahead of the convoy (Relative, Fixed Bearing, 10-45nm ahead). The first Shack started laying a carpet of buoys ahead of the group... and his radar started picking up surface contacts. Since that the only ready aircraft, I would lay a couple lines of sonobuoys, then divert him to go check out surface contacts. Then back to the convoy for more ASW coverage, then back out on a sweep. Lather, rinse, repeat, until a second Shackleton was finally up.

Somehwere along the way one of the trawlers, when ID'd, had range rings pop up. That combined with that contact being on a different 'side' than the other trawlers looked awfully suspicious, so I adjusted the formation's course a bit. Cheating? Possibly. But why be dumb. ;-)

The rest of the way across I generally kept two Shackletons on-station at any given time, with occasional surface-search sweeps toward the destination. At no point did I have any legitimate sub contact within 100nm of the convoy... several false contacts, executed with extreme prejudice.

The biggest excitement was when the German frigate spotted a sub in his area. I diverted a Shackleton to help out, and he ended up killing a Juliet class. Glad I avoided the trawler! Early-60s air defenses weren't so great aganst anti-ship missiles.

Anyway, I got all the way across with no one directly threatening the convoy. I did get very lucky as we pulled into port, but I don't want to spoil EVERYTHING.

I opened the last save game in the editor, to see what I missed. Somehow I avoided three Whiskey's and two Foxtrots, never had a sniff. I saved the USSR message log, it looks like they barely knew where I was either.




Major Victory, 550 points.

SIDE: United Kingdom
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LOSSES:
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EXPENDITURES:
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342x Type 30059 LOFAR [Mk1c]
53x Type 17054 Active Directional [Mk1c]
3x Mk44 Mod 1
10x Mk11 Depth Charge



SIDE: Germany
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LOSSES:
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EXPENDITURES:
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2x Mk44 Mod 1



SIDE: Soviet Union
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LOSSES:
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1x PLRK-651 Juliett

EXPENDITURES:
------------------
4x Generic Acoustic Decoy



SIDE: Neutral Fishing Boats
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LOSSES:
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EXPENDITURES:
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SIDE: Nature
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LOSSES:
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3x False Contact (Medium)

EXPENDITURES:
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SIDE: Neutral Merchants
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LOSSES:
-------------------------------

EXPENDITURES:
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Formerly cwemyss
NickD
Posts: 163
Joined: Fri Feb 14, 2014 8:47 pm

RE: AAR - Battle Ocean '64, Teesport Convoy

Post by NickD »

I had a similar experiance with this scenario. It was tense and enjoyable to play, just uneventful!
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Mgellis
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RE: AAR - Battle Ocean '64, Teesport Convoy

Post by Mgellis »

It was partly an experiment in that sense. The smart move, after all, if your goal is to get the convoy to its destination, is to NOT engage the submarines but avoid them.

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