Sea Power : Naval Combat in the Missile Age

Well, that was not just to tease @komemiute, but also to see how well electronic warfare works when using prowlers alongside the intruders.


Nice modern offices in the back. It must be fun to fly with 4 on board!

Getting a bit of spread as we fly to our target. Raygun are our shooters and rampage are our jammers.

Bruiser x 44


Harpoons on the move with ECM support high above, they’re the only ones who will get close to the target today.


There’s map symbology for the effective area for jamming. Succesful jams also produce icons in the name of the target as per the manual (I forgot to check)


Moskva did try to shoot my missiles down…


… but managed to hit zero… 3 Harpoons were kerfluffled by the chaff, 41 hits. Moskva went down in seconds.


Homecoming


They get themselves into a pattern and organized.


First one coming in


And finally also the growlers

Mission complete, now to test without jamming!

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OMFG glorious…

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and I give to you the Ruben James FFG57… named in game

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hostile sub being tracked


within range fire Mk48s

not a good day to be in that sub


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Let it just be known that Mudspike is the best virtual and spiritual home a grown up gamer can have.

I am humbled every day by the goodness of the heart.

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Did some more carrier stuff this evening. I launched a SAR helo, E-2 EAW, 2 F-4 CAP for it, 4 A-6 for a strike and a RA-5 for BDA. Basically a strike over some 300 nm on some island north of Scotland (Orkney islands probably) was executed nicely. However, I found a few quirks, which can probably be overcome by eventually reading the manual:

  1. I somehow messed up my group compositions more than once; the A-6 were mixed with the EAW team one time, then the Ranger fell out of the CAG group; I could sort most of it out
  2. I had ordered the lead flight on a bombing run and it took a somewhat offset course from the rest of the pack; I was not able to recombine the flight
  3. One of the A-6 went into an endless circle and did not want to land
  4. I could not find a Formation Editor to change the position of the SAR helo and the DDs. Maybe this is done somehow differently

Overall it was quite a nice time, took a lot of screenshots as well :slight_smile:

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Heh, nice one! I failed to get the Alpha twice now. You must hold fire until the very last moment. Or perhaps shoot 'em up his baffles.

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And as expected, the manual can shed some light on the interface. There’s indeed a Formation Editor, but only for ships. Would love to place my SAR and anti-sub helicopters there as well:

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I haven’t tried creating any of my own scenarios/missions yet, but I have tried a few of the ‘canned’ missions on cheesy mode while I get used to it and so far I’m liking it.

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I just completed my first scenario, hunting down two Charlie class submarines…

The flagship of my surface group, USS William H. Standley, a Belknap class missile cruiser.

The Standley’s Seasprite pulled out of the hangar, preparing to launch.

Keeping station with the mother ship while I figured out where to start the search.

Transiting to the search area…

The first of many sonar buoys to be deployed during the sub hunt.

The first Charlie was picked up only because my sonar buoys detected torpedoes fired at my surface group. They were several miles from the ships, so I had the group turn 90° from course and head south at flank speed for a bit. As soon as the fleet was heading south, I dropped a string of bouys along the bath the torpedoes had traveled. It wasn’t long before I had a contact and the Seasprites were able to kill it in short order.

The second Charlie was located south of the first one. The Seasprites did their job admirably. Here we see two Mk46 Torpedoes on their way.

Torpedoes in the water!

I think I see a submarine…

There is no evading this one…

Two almost simultaneous hits…

Game over. :sunglasses:

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I think he didn’t hear the torps until the last minute …when I fired he was doing twenty knots straight towards me, he was at about 12 miles when I fired

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First time I waited until he was below the layer and doing his crazy ivan manoeuver, went above and fired at ten miles. He heard the fish and outran it.

Second time I went deep and let him come to five miles. Waited until he was above the layer and fired. He outran the damn thing.

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I know the video is an hour but I find it fascinating to watch. He’s a former 688 sonarman.

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I am loving this game… 6 hrs yesterday, and 4 so far today.

Theirs a guy named Stealth in the workshop. He has about a dozen awesome missions in the workshop area. Highly recommend you just subscribe to all. (He also made those tutorial videos.)

Also, a nice 5 part “Pacific Strike” set of missions made by someone else. Just FYI once you subscribe you have to go into game, go to mod manager, and select them. Then they will load in the scenario list. Loving this.

Just wish we could have a small 3D window… like back in Fleet Command I believe. Since 90% of my time is in full screen map.

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If it is the same guy, he made a hilarious and totally OP sub mod for Cold Waters - the USS Stay’n’Alive

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Maybe, I am not sure. I mostly know him from his other channel Sub Brief.

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just tried some sub hunting with helos, and as the helicopter pilot in red storm said “the dinky little warheads in the mk46 are not man enough to get the job done”
had to hit the charlie with two torps, after the first he still had propulsion







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Well, without ECM to jam her, Moskva gets a lot more missiles off but still fails to shoot anything down. A couple of harpoons get spoofed but most of them hit. So I decided to make the scenario a little bit more complicated.

Moskva now has escorts in the form of a pair of Grisha’s, an Udaloy and a Sverdlov. But the outcome appears to remain the same. A lot more missiles get fired by the defenders but all ships get sunk, except for the Udaloy. The thing that saves the Udaloy at all times is the amazing performance of the AK630 of which she has 4. The only thing that worked was sending over TASMs until they she ran out of ammo for the AK630’s.

I’ll have to experiment a bit more to design an edge-case at what point ECM can make a real difference in outcomes.

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The sub hunt vs the charlies is a fun ride. I had to dodge three bunches of torpedoes from them! Lucky I had a screen of sonoboys giving me early warning, so I could get my boats out of dodge.

Anyone managed Dong Hoy without losses? I managed to keep one DD alive, but lost the other :confused: I remember seeing a version of that where you got to play with a carrier. Bit of a roflstomp of course, but sounded fun :wink:

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I have played it three times now, and haven’t managed to save the Higbee.

Most recent playthrough I set all three ships air and surface search radars on at the start & weapons free… I figured that being so close to the coast they already knew where I was.

But those damn Migs are on to you in a flash and even though I managed to get them all it wasn’t until after they got a decent hit on the Higbee.

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