a few add ons to the previously mentioned list:
-if you're got sonar on your FF-CL sized ship, or any others that can detect subs. don't goose your engines to max, when you go "into the red" you lose the ability to detect the sub until you slow down to normal speeds. and it's easy for a sub to slip out of range while you're moving around to follow.
-stay close to them while they're submerged. Subs have a safety range on their torpedoes. if you're inside of it, they'll thud into you, but won't explode (the same goes for Torpedo Bombers off a CV, only their range is much smaller before they go "boom").
-of course, there goes the obvious, when a sub surfaces, get out of the way because it's likely to attract a lot of firepower, and you don't want to be caught up in it. (the same can be said if there's people launching HH at it while it's submerged. some/many players will take a lowly DD/FF/CL out if it takes the Sub out in the same shot.)
-what goes down, must come up. any sub, no matter how high level it's planesman, or how high the skill rating, premium or otherwise, can stay down forever. you may notice BBs will take potshots at any surfaced sub coming accross the middle of the map, forcing them down (and hopefully doing damage while they're at it). to sooner you can force them down the sooner they're likely to come back up. once they're in amongst your side, harrass them (hopefully without getting sunk yourself by them) until they surface, using HH, or just detecting them so BB and CV can avoid them, then pound them flat when they pop up into gun range.
and in the unlikely, or I should say, most likely event that your only warning is the "torpedoes spotted" blaring accross your speakers, blindly carpet bombing the area they're coming from with HH is sometimes your only option. and while they can critical dive down to try and avoid HH/Torpedoes, any damage you can do will force the sub back up faster. then you can finish it off quickly.
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