Cold Water – Basics

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    Tips for Newbies

    General suggestions

    1. Always go to super quiet and check the noise level initially in that setting.
    2. Know how many wires your boat can support at once, and the range and speed of your torpedoes (torpes are very slow in 1968 scenarios).
    3. If possible, try to identify any contact fully and correctly. This includes detection by passive, visual, or ESM.
    4. After identifying your goals, look at the number at the bottom on the “Signature” tab. This represents the ability of enemy ships to detect you via active sonar, passive sonar, and toad arrays. Be careful that the numbers don’t exceed 10, especially on inactive and drawn rows, otherwise they will fixate on your position.
    5. If you want to sneak up on your opposition, keep your nose to them and be extremely quiet. This should significantly delay detection by active sonar (especially in 1968 where enemy sonars are basically trash across the board).
    6. Never, ever fire a sub-launched missile without some sort of exit plan. Especially in slow subs like Sturgeons or Narwhals with enemy ASW aircraft and helos.
    7. Be aggressive, but not reckless. Too aggressive and you sink, but too cautious and the enemy will drop a tarp on your head before you can execute your plan of attack and initially turn you into a defensive position.
    8. If you enter an engagement with an ASW aircraft on the strategic map, the enemy will know where you are and support the ASW aircraft. If there are satellites, because they have a very wide detection range, the enemy will have a good idea of ​​where you are, a helo or missile launch tarp over you right after you enter the engagement. Will be.
    9. Know your cavitation depth so you can quickly figure out the fastest speed you can travel if you need to stay calm enough to be in a hurry.
    10. Know your sub’s noise level. On the vessel identification chart, the rightmost sub icon at the bottom left will display information on your own sub, including noise levels. This, combined with information about local ambient noise levels, will help you determine how close you can get without attracting too much attention (for example, a Los Angeles suburb puts out about 120db. Ga, with an ambient noise of 75db this means you can get as close as 10- 15k yd to a surface target without detection with relatively good passive sonar like the Kara, Cresta II, Kirov, Keef, etc. Any closer and you risk either summoning an ASW helo or missile-launched tarps above you).
    11. Dog-leg your tarps whenever possible to hide your datum. Stay medium (15k-20k yd is best), launch your tarp directly at the target (so you don’t lose it completely if the string breaks) and angle your tarp after launch so that it takes a different bearing. Come in and hope the enemy fires that way instead of shooting directly at you.
    12. 15k yds is the limit where the game will say “no ships/weapons/aircraft nearby”. Opt out of any contacts you don’t want to engage with.
    13. Use layering to your advantage.
    14. If the ambient noise level is high (>90 db), don’t be afraid to activate for a few pings at a time. Wait until the enemy pings back and shoots their bearings. Don’t forget to clear your datum too!
    15. Sometimes unorthodox tactics work (including running backwards at 5km to maintain distance from a closed contact while deploying fire solutions or remain undetected, etc.).

    theft

    1. When avoiding the tarp, make full use of your depth trim as well. Rudders and airplanes may not be enough.
    2. If possible, place the filled moss in one of your tubes. If you’re still slow, the enemy drops a tarp on you, giving you plenty of time to pull off some sneaky moves.
    3. Keep enemy tarps behind you so you can constantly knock them down. This will help reduce the noisemaker’s costs and help them waste fuel every time they go around the door.
    4. Watch carefully when you drop a noisemaker or knock over an enemy pursuit torpedo. If it’s rolling, you can return to the heading you want to go to to prepare another knock. If it is running straight, deviate from your original bearing and either go deeper or shallower. Evade then return to the original heading.
    5. Stay away from any area where the enemy has healed you after stealing. Stay at least 8k yards away from any sonobuoys, and if you’re within that distance, try to hide while traveling deep (the ASW MAD vanilla has a limit of 500 feet, but obviously doesn’t apply in deep waters is), less than 15 km, and perhaps by firing Kai at the sonobuoys and running in the opposite direction. Also be careful to never point your screws directly at the sonobuoys, keep them at a slight angle to reduce the chance of another ASW fixing on you and another falling over your head. So change direction frequently.

    special

    1. SEAL insertion missions need to be executed properly, but most importantly, quietly. Otherwise you risk the SEAL teams failing their mission and/or losing your sub as well.
    2. TLAM strikes have been simplified since the days of Jingles. You no longer have a blue circle where you have to shoot your TLAMs, instead the strike only needs to be aimed at some distance from the original target, but 100 miles/75k yds to count the launch as well. should be within Bring extra TLAM just in case.

    Note: Archangelsk is a ♥♥♥ of a port for TLAM strikes/SEAL insertion.

    1. A Y2K mission may also involve a SEAL insertion mission on an oil rig which is usually a 2-level vessel and possibly a sub as well. You need to precisely identify surface vessel patrol routes to avoid passing a vessel on its way to the entry point, which is itself an oil rig.
    2. It may be better to occasionally fail a mission outside of the final boomer hunting mission if you feel you don’t have the number of weapons needed to pull it off (eg, resupply ships). being sent on a kill mission. Luda DDG and Jiangwei FF in deep waters with only one Mk.48, 2 Kai, and one Tusm left. It was fun.
    3. Avoid damage to pumps, reactors and propulsion if possible. Damage to the pumps means you can’t clear the flood fast enough until fixed, the reactor will leave you dead in the water until repaired, while propulsion will limit your speed to 10 kts. will limit and require RTB to fully fix it, making you a sitting duck for tarps and everything else. still alive

    Recommended for you

    • Cold Water – Sonar: Making it Simple
    • Coldwaters – Tips for new players and other guides

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