How Submarine Combat Works Against Surface Warships | Cold Waters Tactics w/ DotMod
Here, I explain how Cold Water is played, with the simple scenario "Beating The Odds" where a Sturgeon-class submarine is pitted against a Soviet surface strike group composed of the Kirov-class nuclear cruiser, plus two escorts.
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Today, we will discuss tactics used when a submarine goes up against surface warships, and this is one of the existing single mission setups: "Beating the Odds", where a Sturgeon-class submarine goes up against the mighty nuclear cruiser Kirov and her two escorts.
We start by streaming towed array and swapping out one tube with a decoy, "just in case" (should have done that before entering the scenario, but I forgot). Turns out, we didn't need it. But since Sturgeon can only control two torpedoes at a time (Wires = 2) there's really no point to keep 4 torpedoes loaded.
We detected a contact to northeast right away. I turned away from the contact, originally intending to go 315, but change to 000 instead.
We quickly IDed the contacts as Kanin, Kashin, and Kirov. And they are generally going south/southeast and I am to their west (they're to my east). And they are pretty far away.
NOTE: I have the max encounter distance set to 25 km, and I actually used the options to add another 7000/15000 yards to the spawning distance, to make sure I start at long range.
I started launching weapons when the distance is 25 km and even further. I actually launched them BELOW the layer, then came shallow so I can listen to their progress. I dogleg'ed both torpedoes but it seems neither torpedo will be able to catch Kirov, which quickly accelerated away to its top speed of 30. I instead decided to sink one of her escorts, the Kashin, which entered into a loop. I hoped that by sinking one of her escorts, I can convince the Kirov to turn around and avenge her escorts. It worked. I sank the Kashin with one torpedo, and the Kirov turned back instead of fleeing to the east.
The other torpedo ran out of power before it can hit the Kirov. I launched two more. I sank the Kanin, then put a torpedo into the Kirov, dropping it from 30 kt to 10 kt.
I fired another torpedo to finish her off.
Only a few torpedoes were fired by the enemy, and most are too far away and at the wrong angle to hit me anyway. One of them looked like it may come within 2 km of us, so I sped up to 10 knots and headed north to avoid it.
There were many different factors discussed, from how to position your submarine to how to read sensor panels. Where to set the activation point of the torpedo and why, how to dogleg the torpedos to confuse the enemy, how to consider approach angles to optimize sensors, how to use the thermal layer to hide your attack, and more.
If you are new to Cold Waters and/or DotMod, this video and other Cold Waters Tactics w/ DotMod explained videos should prove to be useful.
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