(CCPlays) Cold Waters Explained w/ DotMod: 688 vs Oscar and Escort in "Iron Coffins" mission
Here, I explain how Cold Water is played, with the simple scenario "Iron Coffins" where a 688 must take down an Oscar class guided missile submarine and its escort without being sunk in return. I explain the basic setup going into the mission, and my decision process, how I determine where to move to, and things like that, as we successfully engage and defeat the enemy(ies).
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As we go to general quarters, we went up to periscope depth, as the thermal layer is extremely shallow, and we already detected a sub to southeast... and it looks to be a... Victor III. Then another contact came in... And it's, of course, the Oscar. Except... we don't know the range. ARGH! But chances are Victor III is between us and the Oscar.
I continued heading South, and the range started to stabilize as the solution improved... and... Oscar is closer to me? Really? Looks like Oscar is 8km and Victor III is 16 km away, both east of me.
Shooting these guys will be difficult, as both will salvo a bunch of torpedoes at me as soon as I launch. The layer is not enough to hide my launch signature. Still, we have to give it a try, eh?
Launched decoy and torpedoes at heading of 55, but both Oscar and Victor III immediately fired torpedoes directly at me. ARGH! I just turned the torpedoes at them directly, retracted the tow array, and trying to decide if that torpedo will miss me or not.
Both enemy subs immediately accelerated to flank speed due east, and my torpedoes are still in transit mode, trying to close the 12 km gap. I realized I probably can't avoid this torp, so I expended a 2nd decoy aimed at about heading 100, which actually drew the torpedo TOWARD ME... !!!!!!! ARGH! (Take it VERY SERIOUSLY when the warning of "Torpedo in the water" sounds... It means the torpedo is homing in on us, not just nearby). I dropped decoy and went to flank speed, which obviously broke all the wires. But can't be helped.
Now I am CHASING my own decoy, but what I am doing is trying to pull the torpedo toward me, so when it miss, it will lock onto my decoy. So I paralleled the course of my decoy, then dropped noisemaker and formed a knuckle, then made a hard left. The torpedo passed through the decoy, saw my decoy, and went for it, while I was heading the other direction. As the torpedo chased the decoy and distance to self is more than 2km, I went to ultraquiet. and started reloading all tubes for 2nd attack.
By this point, both enemy subs have turned north, causing all torpedoes to miss. But that's expected. I reloaded in the standard 3 torp 1 decoy config. Victor III had actually faded from sonar. I fired 3 torpedoes, but one wire broke. I turned two torpedoes slightly north leading the Oscar sub a little.
The two wired torpedoes approached Victor on its way to Oscar, then Victor decided it didn't like that, and snapshot a torpedo in my direction.
I sent torpedo 3 after Victor and torpedo 2 after Oscar. turned east, but decided to head north to get away from the incoming torpedo, which is coming from 16 or more km away.
Torpedo 3 managed to chase down the Victor.
Torpedo 2 managed to lock on to the Oscar but ran out of power. Another torpedo was launched, and this one finally caught on... but again, with only 4 minutes left. I decided to launch 2 more torpedoes, just in case this one also failed to catch the Oscar. But the torpedo caught it at 2:21 life left. Mission accomplished, but used too many decoys and torpedoes.
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Post-Mission Debrief: Could have done the first attack better. Should have just launched the decoy AND torpedoes directly at them then turned 45 away to open distance but monitor the situation. May not have to break wires on the torpedoes, and save a couple torpedoes and decoys and the whole 2nd and follow-up attacks.
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