Sub Commander
Sub Commander
COMMANDER
Tactics and Strategy
for WWII Submarine Simulations
RICHARD G. SHEFFIELD
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Greensboro. North Carolina
COMPUTE! Publications, Inc., Post Office Box 5406, Greensboro, NC 27403, (919)
275-9809, is a Capital Cities/ ABC, Inc. company, and is not associated with any
manufacturer of personal computers. GATO is a trademark of Spectrum Holobyte, Inc.
Silent Service is a trademark of MicroProse. Sub Battle Simulator is a trademark of
Epyx, Inc.
Contents
Preface
....................................... v
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vi
l . The USS Porche vs . All Hell . . . . . . . . . . . . . . . . . . . . . . l
Preface
You've just been given command of a crisp and clean new
fleet-class submarine. Your crew is well trained and made up
of the best men available from other combat-proven boats.
However, there is still one more item that needs attentionyou, the commander. The responsibility for success or failure
rides squarely on the shoulders of the "Old Man," the skipper.
If the commander is not highly trained and experienced, the
chances for a successful patrol are slim.
That's where this book comes in. This is the first book of
any kind to thoroughly examine, explain, and illustrate the attack tactics used by sub commanders during the Second World
War. You will need practice and seasoning to win. Sub Com-
game players as you read the chapters which give tips and
hints for playing:
Silent Service
GATO
Up Periscope!
Sub Battle Simulator
So flip your cap around backwards, peer through the periscope, and in the words of the U. S. Sub Force Commander,
Vice Admiral C. A. Lockwood, "Sink 'em all!"
Acknowledgments
For their help and contributions to this book, I'd like to thank:
The excellent staff at the Still Picture Branch of the National
Archives for helping me locate the photographs used herein
and for making it so easy.
The professional staff and research assistants at the Naval
Historical Center in Washington, D.C. for their invaluable
assistance.
The Naval Institute Press for allowing me to use their account
of the USS Parche's historic engagement.
David L. Edwards W.G.S.C for his help and interest.
And of course, my wonderful wife Valarie for her continuing
support.
vi
1
The USS Porche vs.
All Hell
Great commanders make the difference between success and
failure aboard a submarine. You, as the commander during a
sub simulation, will make the decisions which either move
you rapidly up in rank or sink your boat with all hands lost.
Aggressive rugged individualism describes most of the
great sub commanders of the Second World War. These men
generally operated alone and out of contact with superiors for
extended periods of time. Their success depended on their
ability to take their formal training and adapt it to the various
situations they encountered and to improvise when called for.
These were not men who went strictly by the book. Commanders who tried this approach early in the war were not
successful and were quickly replaced. Great commanders used
the book as a guide and were quick to toss it out the window
if they thought there was a better way of doing things.
To be a great sub commander you will have to use a similar approach. When attacking, devise an aggressive plan but
don't fall in love with it. In submarine warfare, things can
change very rapidly, and, as your situation changes, so must
your plans. Be aggressive and adaptable, and your success as a
sub commander will follow.
One of these aggressive and adaptable sub commanders
was Commander Lawson P. (Red) Ramage. Ramage and his
boat, the USS Parche, had been assigned to patrol a heavily
traveled area off of Formosa which had come to be known as
Convoy College. A patrol into the Convoy College area was
sure to earn you a master's in convoy attack methods. In a
brilliant night-surface attack off the coast of Formosa, Red
CHAPTER l
Ramage displayed all of the traits of the great sub commanders: He was brave, aggressive, adaptable, and showed excellent seamanship.
The following is an account of this attack as described in
United States Submarine Operations in World War II by Theodore
Roscoe (Copyright 1949, U.S. Naval Institute, Annapolis, Maryland, pages 343-346). This volume is an excellent source of
information regarding sub operations and is highly recommended.
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jam, shooting everything. The convoy shot back everything. Ensued the maddest surface action yet fought by a
submarine in the Pacific. Weaving and dodging through
the convoy like a rodeo broncho attacking a herd of wild
bulls, Parche struck at one maru after another. Ramage
fired torpedo after torpedo as the enemy returned fusillades of glowing tracer and screaming shells. The scene
blazed and roared with the din of an exploding fireworks
factory. Hard right, hard left, the submarine swerved and
veered. In her forward and after torpedo rooms the sweating men grunted, swore and labored like Vulcan's blacksmiths to load the tubes. Above, the T.D.C. operator
"played the organ" at pinwheel pace, somehow keeping
up with the spate of target data which came down from
the bridge. On the bridge, at 0423, Ramage and companions were watching two A/S vessels close in-and
Ramage was planning the next dodge-when a small, fast
maru loomed up on the starboard bow, rushing to ram.
" We felt like a mouse at a bridge party," Ramage described the sensation. "I called the engine house to pour
in all the oil they had."
Halfway across the rammer's bow, Ramage threw
Parche's rudder full right. Ship and submarine passed in
the night with elbow room at less than 50 feet. This, as
any navigator knows, is the width of a safety-razor blade.
The shave left Parche boxed in by small craft on both
sides and an oncoming passenger-cargo vessel looming up
like the Flatiron Building dead ahead. Left with no alternative but a down-the-throat salvo, Ramage fired three
bow shots at the advancing menace. The first torpedo
missed. The next two were on the nose. The ship came to
a rumbling stop as if she had run her bow into a mud
bank. Ramage drove the submarine forward, then swung
hard left to bring the stern tubes to bear. Firing a single,
he saw the torpedo strike the vessel amidships. At 0442,
as Ramage was maneuvering in for the final shot, the ship
put its heavy head under the sea. Then, with a rush, it
was gone.
Ramage glanced about for something else to shoot at,
while the residue of the convoy, firing indiscriminately,
looked for the submarine.
"There were still several small craft and escorts
CHAPTER 1
around, but no worthwhile targets that we could see. I decided to put some distance between us and this hornet's
nest."
As Parche hauled clear, distant explosions could be
heard. Steelhead was attacking a remnant of the convoy
which had run in that direction. At 0449 Whelchel fired
four torpedoes at a large passenger-cargoman, and another salvo of four at a big freighter . The freighter was
seen to sprout lifeboats and then go under. Whelchel was
maneuvering to finish off the passenger-cargo carrier
when an enemy plane attacked in the morning dusk and
drove Steelhead deep.
Parche, in the meantime, was putting the " hornet's
nest" astern. As she hauled away, one of the A/S vessels
challenged her by searchlight, sending "AA-AA." This
somewhat surprising flash was noted by a Parche signalman, Courtland Stanton, with the comment: "Those [Japanese] probably have a lot of forms to fill out, too."
Doubtless one of the forms filled out by the Japanese
convoy's survivors reported the loss of some 39,000 tons
of merchant shipping. As determined by post-war inquest
of the joint Army-Navy Assessment Committee, Steelhead
was responsible for the sinking of the 7,169-ton freighter
Dakar Maru and the 8,195-ton transport Fuso Maru. Both
submarines were credited with the destruction of the
8,990-ton transport Yoshino Maru. And Parche was credited with the sinking of Koei Maru, a 10,238-ton tanker,
and Manko Maru, passenger-cargoman, 4,471 tons.
The Submarine Service credited Commander Lawson
P. Ramage with something more. That credit is expressed
in the following paragraphs-excerpts from the monograph with which the Submarine Force Board of Awards
recommended Commander Ramage for the Congressional
Medal of Honor:
"The personal daring and outstanding skill displayed
by the Commanding Officer in his series of attacks against
a large heavily escorted enemy convoy, consisting of tankers, transports, and freighters, conducted on 31 July, is
one of the outstanding attacks in the submarine warfare to
date, with action packed into every minute of this
forty-six minute battle against the enemy. Attaining the
CHAPTER l
10
2
Pigboats, U-Boats,
and Fleet Subs
The German U-boats of World War I taught the whole world a
lesson in the effectiveness and importance of submarine warfare . With this in mind, the U.S. government began serious
submarine development during the 1920's and 1930's. The result of this effort was generally known as the S-boat.
S-boats were designed primarily for defensive purposes,
had a relatively short range, and were slow in comparison to
the other members of the fleet. These vessels were in the
range of 850-1000 tons, had a top submerged speed of 10
knots, and a top surface speed of 14 knots. The interior of
these ships was cramped at best and, due to the lack of
air-conditioning, the atmosphere became quite pungent during
extended dives or when operating in tropical waters. Due to
this minor inconvenience it is not surprising that the S-boats
acquired the nickname, pigboats.
With the Japanese threat in the Pacific becoming stronger,
it became necessary to develop a submarine capable of operating with the fleet as part of a task force if needed. Following
this doctrine, the boat commonly known as the fleet sub was
developed. This fleet sub had to be able to travel the extended
distances of the Pacific and keep up with fast aircraft carriers
and destroyers. As it turned out however, the name fleet sub
was a misnomer as they never did operate in this manner during the war.
All of the fleet-type subs were not exactly alike, but the
operational features were generally similar. They could stay at
sea for 75-80 days at a time and cover 10,000 or more miles
without having to refuel. Maximum operational speeds were
13
CHAPTER 2
10 knots submerged and 20 knots on the surface. These vessels were state-of-the-art in terms of seaworthiness, habitability, and survivability. The interiors, while small, were much
more comfortable than subs of other navies. The food was the
best in the navy, and movies were shown during slow periods
in the forward torpedo room. All-welded, double-hull construction allowed the subs to hide in the comparative safety of
extremely deep water. Depths in excess of 600 feet were recorded by some subs during the war.
A Walk Through a Fleet Sub
A tour of a fleet-type sub might start by entering the sub
through a hatch (one of six) in the bow of the ship which
would lead into the forward torpedo room. This is the first of
eight watertight compartments. This room is the largest open
area in the sub. The breech end of the six 30-foot forward torpedo tubes extend 8 feet into the area. Behind the tubes, on
racks, are the reload torpedoes. Bunks for the crew are nestled
on top of, under, and behind these explosive devices. The forward trim tanks, used to stabilize the sub under water, are located around the torpedo tubes.
In the aft end of the torpedo room is a small hatch which
leads to the next compartment. This section has two levels.
The upper level is "officer's country," which contains several
staterooms for the officers, a shower, a small pantry for snacks,
a wardroom for meetings, and a very small office where the
ship's paperwork is completed. Beneath this area, separated by
a steel deck, is the forward battery room. This space is almost
completely filled with 126 batteries, some of which are almost
impossible to reach without lying on top of other batteries.
Further aft is the third watertight compartment. Directly
through the hatch is the control room. The large wheels which
can be used to manually control the diving planes are located
on the port side of the room. Above this position is located a
large indicator panel which was known as the Christmas tree
due to its red and green lights. Each opening in the hull has a
light; if a hatch is open, a red light will appear on the board to
alert the diving officer. In the center of this area is the helm; it
is from this position that the vessel is steered. Behind the
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CHAPTER 2
17
CHAPTER 2
18
Crew passes hours playing cards in the tight quarters of the bunk area .
19
CHAPTER 2
would also carry one or two extra officers to begin the training
process, as he knew that any of his current officers could be
promoted and move on at any time.
The Submarine Life
20
21
CHAPTER 2
live with only four forward torpedo tubes. These tubes could
be mounted in a circular hull which was the ideal design
shape.
The operational characteristics of the Type-VIIC were a
maximum surface speed of 17.6 knots, a maximum submerged
speed of 7.6 knots, and a range of 9500 miles. There were four
torpedo tubes forward and two aft. They displaced 760 tons
on the surface and were 66.5 meters long. This sub had an exceptional crash dive time of less than 30 seconds, close to
twice that of a U.S. fleet sub. Another outstanding design feature was the low surface profile. The conning tower was built
much lower than that of U.S. subs and although this somewhat limited the distance one could see from the bridge, it
made the sub almost invisible on the surface at night.
By the war's end, over 700 of these ships had been built,
however only a quarter of them survived.
22
3
Lone-Wolf or
Wolf-Pack
The Japanese were quite vulnerable when they started the war
in the Pacific. Theirs is a densely populated island nation.
They were totally dependent on imports from other countries
to support the war effort. The only means of transporting
goods into the country was by way of merchant shipping. As
long as this shipping was allowed to continue, the war in the
Pacific would continue also, but once this shipping was
stopped, it was only a matter of time until the Japanese lost.
In this sense, the brave men who served in the submarine
force have received little of the credit which is due them, for
the victory of the U.S. Navy Submarine Force was the decisive
element in the war.
A major error was made by the Japanese when they failed
to attack the submarine docks in the raid on Pearl Harbor.
With the destruction of the fleet, the sub force was left as the
only offensive weapon immediately available to use against
the Japanese. On the afternoon of December 7, 1941 the order
went out, "EXECUTE UNRESTRICTED AIR AND SUBMARINE WARFARE AGAINST JAPAN." This order meant that
any Japanese vessels, from fishing boats to destroyers, were
fair game for sub attacks.
The prewar training of U.S. sub commanders had not prepared them for all-out war against merchant shipping. Practice
attacks had always been made against enemy warships who
were aware of their presence, not unsuspecting cargo carriers.
Consequently, the first war patrols were notable only by their
lack of success. This too was largely due to the unrealistic nature of the prewar training exercises. In these maneuvers, if
your sub was "sunk" in action, your career as a naval officer
25
CHAPTER 3
27
CHAPTER 3
station or post. They had to be very careful in this circumstance as Japanese subs were also operating in these waters,
and a commander could easily be fooled into thinking the enemy sub was one of his pack-mates.
Postwar analysis showed the U.S. sub commander to be
most dangerous and effective when working alone in an area
and given only the broadest of orders.
The U-Boat War
The U.S. was forced into the war unexpectedly by the attack
on Pearl Harbor. The Germans, however, did not have such a
good excuse for starting the war with an extremely small sub
force. Yet, when they started the war, they had only 22
long-range U-boats to operate in the Atlantic. In 1938, the
commander of the U-boat fleet, Captain Doenitz, had proposed a brilliant plan for a 300-U-boat fleet, this would have
allowed for 100 ships to be in refitting, 100 to be on patrol,
and 100 to be en route at all times. Hitler, however, was taken
with the size and power of battleships, so very little shipyard
time could be spared for subs.
Doenitz had a more advanced view of sub warfare than
his Allied counterparts. He put little emphasis on attacking naval warships. He felt that the small chance of success did not
justify the risk. All of the U-boat effort went to stop the convoy action between the U.S. and Great Britain. In this effort,
they were extremely successful. In the first nine months of the
war, U-boats sank 300 ships totalling 1,137,000 tons; later
they would be sinking almost 1,000,000 tons a month.
The German tactics were relatively simple, Doenitz favored concentration over surprise. Intelligence reports would
allow him to position a large number of U-boats along a convoy's route; then they would wait for dark. In the cover of
darkness, they would penetrate the escort defense and take
position within the convoy on the surface. Once in position,
they could pick their targets at leisure. Almost all of their attacks were conducted from the surface and from very short
range, often only a few hundred yards. In this situation, each
captain acted independently so collisions with other subs did
occasionally occur.
28
Lone-Wolf or Wolf-Pack
29
4
Submarine Attack
"Up scope. I want to check for enemy air cover before we get
too close." The captain squatted down to meet the eyepiece as
the periscope slid up from the well. The eyepiece stopped two
feet from the floor. The captain slapped the handles down and
hopped quickly around in a circle as he surveyed the horizon.
Seeing no aircraft, he signaled for the scope to be raised to its
full height and lined up the crosshairs on the target they had
been stalking for the last hour, a large tanker.
"Main target. Bearing ... mark! Range .. . mark! Down
scope!" The whole process had taken only seven seconds.
"What's the range?"
"One zero two zero zero yards, sir."
"Distance to target track?"
"Four zero one zero yards," replied the executive officer
who was staring intently at the whirring dials of the Torpedo
Data Computer. "Ten minutes since last zig, sir," he added,
anticipating the captain's next question.
They both knew the situation was less than perfect; they
had barely managed to catch up to the convoy when it had
made a large zig away from them. There was no sign that
they had been spotted; it just must have been a regular zigzag
intended to make the convoy's actual course and destination
hard to detect. Now, unless the target made a zig back toward
them, they would be forced to take an extremely long-range
shot or start the approach all over again.
The captain squeezed through the crowded conning tower
and stood behind the young sonarman. If the convoy made a
change in course, he would be the first to know.
" Time since last look?"
" One minute-thirty, sir."
The soundman broke in, "Change in screw speed, sir.
33
CHAPTER 4
Captain at periscope.
35
CHAPTER 4
Attack Basics
Obtaining a favorable position from which to fire your torpedoes is no accident. You are required to solve a number of
complex problems, often with limited information. One of the
first things you will have to determine, once a convoy is
sighted, is the direction of travel or heading.
To accomplish this, steer the sub directly at the target and
then, over a period of time, note the relative motion of the target. If the target is moving to your left or right, then you have
determined which direction to steer to intercept the convoy. If
the target does not move at all, or moves very slightly, then
the target is either heading directly toward you or away from
you. In this case, maintain your heading for a couple of minutes; if you don't notice a decrease in range, then they are
probably heading away from you, and you have a long endaround approach in store.
36
Submarine Attack
Path of Torpedo
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1000-2000 yards
1000 or less
70-110 degrees
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CHAPTER 4
Torpedo Spread
Many of the best captains did not regularly use a spread of
torpedoes; they fired a series of single shots. This is generally
the best approach to use with the simulation games. There are,
however, times when a spread of torpedoes is called for:
When
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CHAPTER 4
Torpedo Volume
The number of torpedoes fired at a target is the torpedo volume. The U.S. Navy published the following table listing the
volume of fire for various targets and the points of aim to be
used.
Target
Battleships, cruisers
Aircraft carrier
Small cruisers
Large transports
Small transports
Large merchant ships
Small merchant ships
Number of
Torpedoes Points of Aim
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48
49
CHAPTER 4
likely cause much more damage than one hit from your gun;
in fact one hit from an enemy gun could prevent you from
diving and eventually prove fatal. Second, unless the target
has already been damaged by a torpedo hit, it is very difficult
to sink a ship with the gun. Third, the guns used on subs were
just not very accurate. Keeping those caveats in mind, the gun
can be very useful in sinking damaged unarmed merchant
ships and as a last resort against escorts when you cannot
submerge.
Periscope Technique
During the approach and attack, it is imperative that you remain undetected. Using proper periscope techniques will improve your chances of success. Keep the following tips in mind
whenever you raise the scope:
50
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Attack Tactics
Once a convoy is sighted and you begin your approach, things
start to happen very quickly. That is why you need to have a
good plan right from the start. That is also why you need to
be well versed in a number of different attack techniques because things can, and often do, change.
What follows is a description of a number of different
plans for attack. As situations change, some of these tactics
will lead logically to other tactics. Take the time to become familiar with all of them. Sooner or later you'll need each one.
55
CHAPTER 5
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Attack Tactics
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CHAPTER 5
Situation: Night
At the beginning of the war, this attack was not in the book,
but as sub commanders became more confident of their ability
and less afraid of the enemy's ability to detect them, the night
surface attack became a favorite tactic.
1. A target is sighted which is either heading away from you
or on a parallel course. Take a position just outside visual
range on a parallel course. Go to flank speed.
2. While you are passing the convoy, note the number and
movement of the escorts. Make sure that you maintain a
position beyond visual range. Once you are well ahead of
the convoy, turn back sharply toward it and reduce speed
(this will reduce your visibility to the enemy). Again, maintain a minimum profile.
3. Try to time your attack so that the escorts, if any, are on the
other side of the convoy. Move in to at least 1000 yards and
shoot. Remember, if you maintain a minimum profile and
approach the target slowly, you can get a lot closer at night
than you can during the day.
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CHAPTER 5
1. You have a contact but you are too far away to determine
the heading of the target. Submerge and head toward the
target.
2. Once you are close enough, determine the convoy speed,
range, and heading. Remain submerged and head back out
beyond visual range.
3. When you get beyond visual range, surface and order flank
speed on a course parallel to the target course.
4. Get well ahead of the target, submerge to 100 feet, and
make a standard approach with a minimum profile.
5. Once you are within shooting range, go up to periscope
depth and shoot.
62
Attack Tactics
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CHAPTER 5
Down-the-Throat Shot
Situation: Day or Night
This tactic was rarely used and almost never intentionally employed. The down-the-throat shot usually represented a
change in plans.
1. You are trying to approach the enemy undetected on an
end-around.
2. You realize your presence has been detected and an enemy
escort heads toward you. Submerge to periscope depth, if
the periscope is usable, and head directly toward the oncoming escort ship. Keep the periscope down until you are
ready to shoot. If you leave it up, it may get hit with enemy
gunfire, and you wouldn't be able to shoot at all.
3. At a range of 1500 yards, raise the scope and shoot a spread
of at least two torpedoes. Immediately after shooting, dive,
make a radical course change, and go to flank speed. If you
don't score a hit, be ready for a rough time. If the convoy
has only one escort, however, and you score a hit, then you
have a chance to systematically sink the whole group.
66
Attack Tactics
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Attack Tactics
71
CHAPTER 5
The Spinner
Situation: Day or Night
In some simulations and situations, you may find that you
have a surface-speed advantage over the escort traveling with
the convoy. A good sub commander will seek to exploit any
advantage available. This tactic will use this speed difference
to lure the escort into a bad position.
1. You have a convoy spotted, and you move into visual
range. An escort moves out to intercept you.
2. As the escort moves out to intercept you, start to turn away
from the convoy. Since the escort is heading on an intercept
course it will head in a direction in front of you. Once the
escort is out in front of you continue the turn so that you
are heading back toward the convoy. At this point it is a
race back to the convoy. Due to your speed and position advantages (gained by your spin), you should win this race.
3. Once you close to firing range, shoot your torpedoes while
maintaining full speed. Head on across the target track and
shoot stern tubes if possible. Continue on to make your escape on the surface.
72
Attack Tactics
73
CHAPTER 5
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Pull the Plug and
Take 'er Deep
As the burning tanker slid slowly beneath the surface, leaving
only a fiery oil slick, the sub commander barked a list of orders to the control-room crew.
"Make your depth 400 feet, all ahead full, full left
rudder!"
"High-speed screws, sir. No change in sonar activity,
though. I don't think they've found us yet," reported the sonar opera tor.
Above, the old Japanese destroyer was pouring on the oil
in order to pick up speed. Now furious at the loss of her
charge, the destroyer was milling about desperately trying to
locate the source of the deadly torpedo attack. Meanwhile the
sub sought the safety of deep water.
"Increase in sonar, I think they've got us, sir!"
The captain swore under his breath. He knew that turning
away from the enemy as he did would present a larger sonar
profile, but if he could have made it without detection, he
would have had no trouble slipping quietly away.
"O.K., let's rig for depth charges. All engines stop, rudder
amidships, and rig for silent running."
Systems all over the boat were shut down and all hands
not directly involved with the operation of the boat went to
their bunks and looked for something to hang onto. The captain watched as the depth indicator passed 150 feet.
"They're gearing up for a run, heading straight toward
us." The crew listened silently as the high-speed screws got
closer and louder. At only 175 feet, this could be trouble. The
destroyer passed overhead and shortly thereafter the charges
were heard to hit the water.
87
CHAPTER 6
89
CHAPTER 6
also have a good chance of getting away safely. When planning your approach, keep the following ideas in mind.
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Time of Day
Attacking during dawn or dusk will not only aid in your attack, but will also affect your escape plan. Keep in mind that
an early-morning attack must be completed quickly before
dawn turns to day and sighting your periscope becomes much
easier. Also, you must remember to position yourself for a
submerged escape path following a morning attack.
Just the reverse is true for evening attacks. Here you can
afford to be a little bolder as night will only make it harder for
the enemy to find you. Remember that some simulations will
not allow you to use the scope at night, so if night falls during
your approach, you will have to surface to continue the attack.
This could be an advantage, however, if you planned a highspeed surface escape anyway.
Battery and Oxygen Levels
These things must be checked prior to starting an attack, and
after a long drawn out engagement, they should be rechecked
as you consider your escape options. If your batteries are low
during an attack and you plan a submerged escape, it would
be a good idea to start conserving your battery charge by reducing your submerged speed. Also, it might be wise to shoot
from a little further out than normal to allow extra time to
submerge to a safe depth, rig for silent running, and wait it
out.
If you forget to keep an eye on your oxygen level, you are
in for serious trouble. If this is the case, and you realize it
before you are committed, make the wise move and withdraw
temporarily to charge your batteries and restore your oxygen
level.
Know Where the Bottom Is
This is important for two reasons. First, you do not want to
find it unexpectedly and beach your command, and second,
you can use it to your advantage by settling down on it and
quietly letting the escorts lose track of you. In shallow water
and in deep dives, you want to pay extra attention to the bottom. A beached sub is as good as dead.
98
99
7
Tips and Hints
for Playing
Silent Service
Silent Service is manufactured and distributed by:
MicroProse
120 Lake Front Dr.
Hunt Valley, MD 21030
(301) 667-1151
Silent Service has been around for a number of years, but it remains one of the best simulation games of any kind. The main
objective of this game is to beat the U.S.S Tang's single patrol
record of 39,300 tons of shipping sunk. Maybe some of the
following ideas and tips will help you achieve this difficult
mission.
Practice
If you're just starting out with Silent Service, it is well worth
the time to use the Torpedo/Gun Practice scenario to get a
basic feel for all of the weapons you will be using in combat.
Be sure to practice using the deck gun as it takes some time to
learn to use it properly, and you may not have any time to
practice once out on patrol.
Skill Levels
At the start of the game, you will be asked to choose a skill
level. The level that you choose will have a lot to do with
how difficult the game will be. The skill level affects a number
of things, but the two most important are the amount of damage caused by enemy depth charges and the amount of damage you need to inflict in order to sink an enemy ship.
103
CHAPTER 7
As the skill levels go up, you can be damaged more severely by depth charges which also need not be as close as in
easier levels. The combination of torpedo hits and deck-gun
hits required to sink a ship also goes up with the levels. Midshipman, Lieutenant, and Commander levels all require two
torpedo hits to sink a ship; however, one torpedo hit can be
followed up with deck-gun fire. The amount of deck-gun fire
necessary to cause the ship to sink increases with the level. At
the Captain level, three torpedo hits or a lot of deck-gun fire
are required.
Reality Levels
Choosing the correct reality levels and knowing how they impact the game will have a major effect on how well you do
and how much you enjoy the simulation.
Limited Visibility. This factor will affect how enemy
ships are handled on your chart screens. If you select this factor, you will only have information regarding enemy ship positions that would actually be available. If the ships are not
close in sight (either through the periscope or from the surface
indicator), dots on the chart will blink at the ship's last known
position. If you are traveling submerged at periscope depth,
you can update your information on the chart screen by popping the periscope up and quickly putting it back down; it is
not necessary to go to the periscope screen and actually look
through it. If this factor is not chosen, the enemy ships will always appear on the chart.
Convoy Zigzags. If this level is selected, the convoys will
zigzag as they head toward their destination. It should be
noted that these course changes are regular, so by observing
the convoy for a short period you can determine how much
time passes between course changes. This information is very
important in your attack execution: If your target changes
course while your torpedoes are on the way, they will likely
miss. It is a good idea to fire as soon after a zig as possible.
Dud Torpedoes. As explained in the operator's manual,
the Allies had a number of torpedo troubles during the early
part of the war. If you choose this reality factor and choose a
sub in the early part of the war, be prepared to suffer some of
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CHAPTER 7
Level of Difficulty
In order to get your name on top of the list as the World's
Greatest Submarine Commander, you will not only have to
sink a lot of ships, but you will also have to do it with a high
level of difficulty. This level is a combination of the skill and
reality levels. All of the historical sub commanders listed have
a difficulty level of 7. If you want to be on the top of the list
you will probably need a difficulty level of 7 or higher.
To reach this level you have two options. You can either
use only four reality levels and the highest skill level of Captain-this yields a difficulty level of 7-or use all seven reality
levels and the lower skill level of Commander. Choosing the
first option requires the difficulty skill level of Captain, but
may actually be easier since you can avoid three of the more
troublesome reality factors (such as dud torpedoes, port repairs
only, and angle-on-the-bow input).
Keyboard Commands
Take the time to learn the various keyboard commands, especially the steering commands. The keyboard steering commands can be used to change your heading when you are at
the periscope or on the bridge, and you cannot use the
joystick.
Water Under the Keel
Learn to use this dial on the Instruments Screen. Many expert
players seem to have more trouble with running aground
while stalking a fat target near the shore than they do with
enemy escorts.
Selective Hunting
Just because you sight a ship does not mean that you have to
attack it. To run up high tonnage scores, it helps to be selective; attack only the most valuable ships in a convoy and let
the rest go on. The easiest way to do this is to put one torpedo
into the target to slow it down and then wait for the rest of
the convoy to leave the damaged ship behind. This can be
done several times, leaving a trail of stragglers to be finished
off with the deck gun later.
110
Silent Service
CHAPTER 7
Time-Period Advantages
The time periods available each have their advantages and
disadvantages. If you choose to operate early in the war, you
have a better chance of encountering unescorted convoys, but
you will have to use old steam-powered torpedoes which leave
a trail pointing back to your position. If there are escorts, they
will know the exact location from which you attacked.
If you operate late in the war, all of the convoys will be
escorted, but you will be equipped with electric torpedoes
which leave no trail. Therefore, you can make repeated attacks
from the same position without being detected. Also, the later
subs had a greater maximum-depth capability which allowed
them to find deeper temperature layers.
Save Deck-Gun Ammo
Use your deck gun sparingly. Do not waste your shots. Nothing is more frustrating than having a damaged ship stopped
dead in the water with your last torpedo shot and finding out
that you are also out of deck-gun ammunition. In this situation, ramming the ship is not an option. This will only result
in the loss of your sub and a lower final rank.
Docked Ships
Occasionally, when searching near the shore, you will find a
ship stopped and docked. Approach these ships very carefully.
Many subs end up beached trying to attack docked ships.
Also, be aware that if the chart shows land between you and
the ship, the land still might not appear through the periscope
or from the bridge view. Generally it is best to trust the chart
in these cases. You can find out for sure by firing a torpedo, if
it explodes before it gets to the ship, then you know that there
is land between you and the target. By doing this, though, you
run the risk of alerting the enemy to your presence.
112
Silent Service
Slowing Targets
Once you have been detected, the ships in the convoy will
speed up to ten knots, making it almost impossible to gain a
good firing position while submerged. If you have an unescorted convoy running from you, it will be necessary to surface to catch them. Once you get close to them, you can slow
them down by putting a couple of deck-gun rounds into them.
When you've got them going only five knots or so, you can
submerge to gain a position on their flank and will have a
broad torpedo target.
113
8
Tips and Hints
for Playing
GATO
GATO is manufactured and distributed by:
Spectrum Holobyte
1050 Walnut St.
Suite 325
Boulder, CO 80302
(303) 443-0191
CHAPTER 8
Down-the-Throat
Very rarely will you have the opportunity to hit a destroyer
with a broadside shot. They will normally be heading toward
you and must be destroyed with a down-the-throat shot. This
is best accomplished while you are submerged and using
reverse power. The following example shows one of the best
ways to deal with the typical three-ship convoy which you
will encounter.
1. You have the convoy in sight and are heading for it on the
surface.
2. The escorts spot you and start pinging with sonar. You
should immediately submerge to periscope depth (which
will make your speed drop to zero) and apply reverse power
(buying time to shoot at the escorts and give you the speed
you need to maneuver and line up your targets).
3. Once the first escort starts to get larger fire two torpedoes,
lower the scope, and start going deep (a precautionary measure in case you miss). When you hear an explosion check
the radar to make sure the first escort has disappeared.
4. Repeat the above procedure with the second escort.
5. When the escorts have been taken care of, surface and apply full power to chase the transport.
6. Once you have the transport in range, slow down and fire
one-shot salvos until you sink it.
GATO
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CHAPTER 8
120
121
CHAPTER 8
Maximum Depth
You can go as deep as you like, but do not go deeper than the
gauge reads. Do not go all the way around to the zero again
or your sub will be destroyed with no warning.
122
9
Tips and Hints
for Playing
Up Periscope!
Up Periscope! is distributed by:
ActionSoft
122-4 S. Race St.
Urbana, II 64801
(217) 367-1024
CHAPTER 9
War Patrols
Using the historical situations provided can be fun for short
games or to demonstrate the software to a friend, but for the
real excitement of commanding a sub and advancing in rank,
go to the War Patrol section. Using this section of the software
will present you with many different situations and help keep
the game fresh and enjoyable.
Save Your Game to Disk
It will become obvious to you after a couple of games that you
127
CHAPTER 9
Up Periscope!
#
1
2
3
4
5
6
7
Submarine
USS Wahoo, Second Patrol
USS Wahoo, Sixth Patrol
USS Tang, First Patrol
USS Tang, Third Patrol
USS Tang, Sixth Patrol
USS Guardfish, First Patrol
USS Harder, Second Patrol
Patrol Area
North Pacific
North Pacific
South Pacific
South Pacific
North Pacific
North Pacific
North Pacific
CHAPTER 9
Up Periscope!
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CHAPTER 9
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Up Periscope!
Best-Bet Tactic
Using the following tactic should put quite a few Japanese
ships on the bottom:
1. You have a convoy sighted and are approaching on the surface. You want to be spotted by the enemy, but at a great
distance.
2. The escort ship spots you and heads in your direction. As
soon as you are sighted, dive to 100 feet and head away
from the escort.
3. Due to your quick reaction, the escort ship cannot locate
you and begins to circle trying to find you. You keep heading for the convoy.
4. The escort gives up and resumes its previous course but
does not go back to the convoy. You have a great position
between the convoy and the escort. Go to periscope depth
and shoot.
133
CHAPTER 9
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Tips and Hints
for Playing
Epyx
600 Galveston Dr.
P.O. Box 8020
Redwood City, CA 94063
( 415) 366-0606
Upon receiving your orders make note of the type of boat you
are going to be commanding during your mission. Both German and American scenarios offer two very different subs.
You will need to adjust your tactics if you go to sea in a U.S.
137
CHAPTER 10
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CHAPTER 10
Stay On Station
It is very easy when chasing a convoy to wander off of your
assigned station. This is okay, but time spent off station does
not count toward your days-on-station rating. If you are not
sure of your position, or if midnight passes and you do not get
a days-on-station update, then you are out of position. In this
case, check your orders for the proper coordinates and then
check your current position. If you are uncertain about which
direction will get you back to the correct coordinates, then go
to the Status Screen and start to move. Note how your position changes and adjust your heading until the numbers are
changing in the right direction. You will receive a message
when you reenter the patrol area.
Saving Your Game
Although the manual states that you need a formatted disk on
which to save your current game, this is not correct. Don't use
a separate disk, use your game disk. This means that you can
only have one game at a time saved. It is a good idea to use
this feature often. Every time you have a good encounter, save
your game. That way if you get killed later, you can start back
and keep credit for your most recent sinkings.
Hall of Fame
While in my first series of Wartime Command missions, I
spent a lot of time trying to figure out how to update the Hall
of Fame with my latest accomplishments. I later found out
that this screen will only update when you are killed, when
you lose your command (if you get a zero-percent rating you
will lose your command), or if you live through the entire war.
Dealing with Destroyers
It seems that no matter what you try, once an escort or a de-
stroyer knows that you are out there, they will not go away
and you cannot get away from them. Keep this in mind. One
tactic that seems to work well is to pick two large targets out
of the convoy and shoot one torpedo at each, one hit will not
sink them, but it will slow them down enough so that once
you have dealt with the escorts, you can catch up and finish
them off.
140
Now that you have hit the convoy, all the escort ships
will head toward you. The general plan here is to sink them in
order with down-the-throat torpedo shots as they come at you.
Shoot two torpedoes at the closest attacker and then two more
at the next one if you are in a sub with six forward tubes. Now
swing the sub around, shoot at the next closest target with the
aft tubes, and increase speed to the max in order to buy some
time for a reload. If the bad guys get close and start dropping
depth charges, your best bet is to try to stay out from under
them until they run out of charges. Once they are out of
charges you can pop up to periscope depth, fire a couple of
torpedoes, and sink back down again to avoid being rammed.
(Remember, you can be rammed at periscope depth.) If you
have the escort lined up, you don't even have to risk putting
the periscope up to aim. Repeat this procedure until they are
all on the bottom or you are out of torpedoes; if this happens,
your only hope is to surface and try to get them with the deck
gun.
Using the Deck Gun
The deck guns provided have different ranges depending on
the type of sub you are assigned, so make a note of the deckgun range for your sub when you set out on patrol. These
guns are generally very accurate in this simulation, but be
aware that the enemy surface ships have larger guns with
longer range. So stay submerged until you are within your
range if you must use the deck gun against an armed ship.
Mines
Occasionally you will receive orders to lay mines while on station. Once these mines are laid, stay away from them; they
will explode and damage your sub if you get close to them.
Do not try to go under them either. I was once damaged by a
mine, which I laid on the surface, when I came back to that
area at 200 feet. I have also tried to use these mines as offensive or defensive weapons; that is, laying these mines in the
path of a convoy or dropping them behind me as a destroyer
was closing in. I have had no success with this tactic. The only
ship to hit one of these mines has been my sub.
141
CHAPTER 10
Torpedo Operation
The torpedoes of this game require you to lead the target in
order to gain a hit. Doing this requires a good bit of practice as
you must take into account the target direction, target speed,
and target distance. Down-the-throat and up-the-kilt shots are
useful as no lead is required.
Time Scales
The time scale feature can be both useful and frustrating.
When waiting on station in the 1-10 minute mode it can take
forever for anything to happen. However if you speed up to
1-4 hour mode, things can happen so quickly that convoys
pass you by before you have time to react. The only advice
that I can offer is that the latter seems to occur in the German
command more than in the American command. This is possibly due to the short distances many convoys travel in European waters. It is best to wait in the 1-10 minute mode when
in the confined space of European coastal waters and the English Channel.
Performance Review
Pay attention to your orders. If your orders say spend 20 days
on station, then stay 20 days or you will receive a poor review. These reviews do not mean a lot since there is no promotion ladder to be climbed. You can, however, lose your
command as a result of an extremely bad performance.
Depth Ratings
The side-view screen displays the maximum rated depth for
that sub. This depth, however, seems to have little to do with
the readings on the depth gauge. Subs rated to 900 feet will
crush at about 600 feet on the gauge, subs rated to 750 feet
will crush somewhat sooner. Your best bet is to dive until you
get a We are too deep message and then go a little bit deeper,
but don't push it. Remember, you cannot trust the gauge.
142
11
In the Captain's
Own Words
Finally, to get a real feel for what it was like to actually be involved in submarine warfare, here are excerpts from several
sub commander's reports to their superiors. Each of the attacks
described illustrate one of the tactics previously discussed.
CHAPTER 11
but with bridge and foremast well forward, just behind a bulging bow, which mounted an estimated six-inch gun. Her mainmast was close against her after superstructure which was
stopped by an extremely large short stack. Her after gun,
above her bulging cruiser stern, was similar to the one forward. There is no similar vessel in any of the identification
books aboard. All vantage points including guns, bridge,
bridge overhead, and rails were manned with an estimated
150 uniformed lookouts on our side alone.
A 20-degree zig toward put us a little close to the track,
but as we had already commenced our turn away for a stern
shot, we were far from inconvenienced. At 0639, with the escort just crossing the tanker's stern to the far side, fired four
torpedoes by constant bearings, range 500 yards, 90 starboard
track, gyros around 180 degrees. The first three hit as aimed,
directly under the stack, at the forward end of his after superstructure, and under his bridge. The explosions were wonderful, throwing ... debris above the belching smoke. He sank by
the stern in four minutes, and then we went deep and
avoided. The depth charges started a minute later, but were
never close.
During his fourth war patrol, Commander O'kane was
lucky enough to come across a ship at anchor. Even with this
advantage, he still faced some tight moments as he experienced a number of torpedo problems.
August 22, 1944
Attack #6
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CHAPTER 11
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Holding our breath, we moved in slowly to twelve-hundred
yards, twisted, then steadied for a straight stern shot and fired
one Mark 18-1 torpedo at his middle set on three feet. The
phosphorescent wake petered out after a hundred-yard run
with the torpedo evidently heading down, and hit bottom
with a loud rumble, timed half way to the enemy, where there
should have been 250 feet of water. It was tracked by sound
to this moment, but after the rumble cleared away, nothing
more was heard.
0144
Fired a second Mark 18-1 torpedo set on three feet feeling
sure the enemy had been alerted by the first. Its wake was
dimly visible directly to the target, tracked also by sound, but
passed underneath, apparently running on the deep side, too.
0158
With one salvo of three left aft, circled for a bow shot, and
with range 900, fired a Mark 23 torpedo from number 5 tube
at his middle, set on zero feet. Though we were stopped and
absolutely steady and the gyro angle zero, it took a 30-yard
jog to the left before settling towards the target and missed
astern.
0200
Still whispering, though the last two torpedoes must have
roared past him, fired a second Mark 23 torpedo from number
six tube set on zero aimed at his gun forward. It took a jog to
the left also, but settled down right for his middle.
The explosion 40 seconds later was the most spectacular
we've ever seen, topped by a pillar of fire and more explosions about 500 feet in the air. There was absolutely nothing
left of the gunboat.
This vessel was observed at close hand previously during
daylight. She was new in appearance, flush deck, with raised
gun platforms forward and amidships mounting estimated
three-inch double-purpose guns. Aft of the midship platform
was a goal-post structure, possibly used for sweeping, topped
by a lookout or director platform. Her stern had very long
148
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150
place to be away from so we cleared the area at full power until dawn.
Our attack log showed that only ten minutes had elapsed
from the time of firing our first torpedo until that final explosion when the transport's bow went down.
Commander J. W. Coe
Another sub commander with the ability to improvise in a difficult situation was J. W. Coe, commander of the USS Skipjack.
A miscalculation of the target track during a night attack led
him to successfully complete the first down-the-throat sinking.
May 6, 1942
0300
At 0300, Z.D. -7, May 6, 1942 in Latitude 12-33 N., Longitude 109-30 E., own course 000 degrees, speed 5 knots,
sighted vessel abeam to port, estimated range 15,000 yards,
angle-on-the-bow 90 degrees port, on a southerly course. As
we were between moon and target it appeared impossible to
approach closer on surface undetected and accordingly own
course was changed to 180 degrees and all engines put on at
full speed in an effort to gain a position ahead before diving.
Skipjack full speed turned out to be 16.4 knots due to foul bottom and high engine loads. This enabled us to draw ahead
gradually, and at the same time we eased over to right in tendegree increments as range increased. Maintained this speed
until 0445 at which time we submerged, own course now being 240 degrees and target range about 18,000 yards with angle-on-the bow about 20 degrees port. Soon established target
speed 11 knots, course 195 degrees, and we came to course
285 degrees for bow shots. I misgauged our approach speed in
an effort to fire at low range and got in too close to wait for a
favorable track and gyro angle. Let go when range was 650
yards and distance off track was about 300 with around 50 degrees right gyro angle indicated and 20 degree track. Fired
three torpedoes with periscope and TDC solution, using as
points of aim, 1- foremast, 2- amidships, 3- mainmast. A single load explosion occurred 34 seconds after firing first shot or
25 seconds after the firing of the second, and 14 seconds after
firing third. Immediately after hearing explosion, raised peri151
CHAPTER 11
Commander D. C. White
Lieutenant Commander D. C. White commanded the USS
Plunger with the ability to turn a bad situation into a successful sinking. One of these encounters was the first identified
up-the-kilt sinking (angle-on-the-bow was 170 degrees) and
was described as follows.
152
I.
153
CHAPTER 11
0200
Sighted a large freighter bearing 350 degrees, distant 7 miles.
Approximate position of freighter bearing 170 degrees, distant
3 miles from the Brothers Islands.
Freighter's approximate course 190 degrees. Commenced
surface approach. Fired four bow tubes at ranges between
2500 and 1500 yards. Started firing at this range due to bright
moonlight. Torpedoes missed. Made reload forward. Cut in all
main generators and commenced chase at full power, 14.5
knots. Fired one bow tube at range of 400 yards, 170-degree
track as ship was turning to starboard. Hit under after mast.
The ship was probably loaded with explosives as it blew up
with a tremendous explosion and broke in half. It sank in
about five minutes. It was identified as a freighter of Africa
Maru class, 9500 tons gross.
It is evident from these reports that the sub commanders of
WWII were a very special breed indeed. They would plan and
track the enemy for hours, only to have to change tactics radically at the last second. Yet they still managed to put a torpedo or two into the target to put it on the bottom. These
brave men and their crews are true American heroes and they
have not received the credit which is due them and which
they have earned. They played a major role in shortening the
war in the Pacific by cutting Japan's supply lines and reducing
their ability to defend their island empire.
154
Glossary
aft
Near or toward the back of a boat.
amidships
Near or toward the middle of a boat.
angle-on-the-bow
The angle from the target track to the line of sight as seen
from the target bow.
beam
The widest part of a ship. Also, to the side of a ship.
bearing
The direction in which you are looking, either through your
binoculars or the scope.
bow
The forward part of a ship.
bridge
The position from which the captain commands the vessel
during all surface attacks.
COMSUBPAC
Commander of submarines Pacific Fleet.
conning tower
The position from which the captain commands the sub on all
submerged attack actions.
DD
Designation for a destroyer.
DE
Designation for a destroyer escort.
157
dive bubble
Indicator used to measure the angle of a dive.
dive planes
Large metal winglike structures located fore and aft used to
force the bow up to surface, or down to dive.
exec
Executive Officer, or XO. Second-in-command aboard a sub.
fathom
A unit of measuring depth equal to six feet.
flank speed
The full speed of a ship.
gyro
A gyroscopic device inside U.S. torpedoes which enabled them
to be set to travel on a specified angle, or course, after leaving
the sub.
heading
The direction of a ship's travel measured in degrees from 0 to
359.
helm
The position in the control room from which the vessel is
steered.
keel
The main support of a ship which extends its entire length.
Frequently used to describe a ship's bottom.
knot
Unit of speed on ships. It's equal to one nautical mile (6080.27
feet) per hour.
line of sight
An imaginary line from your position to another object.
158
magnetic detonator
A device used in some U.S. torpedoes which would cause the
torpedo to explode if it passed under the keel of a ship. It
knows when to blow itself up by measuring changes in magnetic fields.
mark
A term used during target tracking which means: Take an instrument reading now.
maru
Japanese term for merchant ship.
pointing the target
Constantly changing your heading to present the minimum
profile to the enemy.
port
The left side of a ship when facing forward.
range
The distance to the target.
rudder
A plane mounted vertically on a ship's stem used to change
the ship's heading, or direction.
SJ
Surface radar.
sonar
A method of locating and measuring the range of objects in
water by sending out a sound signal, listening for a reflection
of that signal of an object (ship or sub), and measuring the
time interval between sending the signal and receiving the reflected signal. Also, sometimes used to mean listening passively for sounds with a hydrophone, a device for picking up
sounds underwater.
starboard
The right side of a ship when facing forward.
159
stern
The rear of a ship.
TBT
Target Bearing Transmitter. This device consisted of a pair of
binoculars, mounted on the bridge of a sub, which would
transmit the direction it was pointed. This information was
sent below to the Torpedo Data Computer.
TDC
Torpedo Data Computer. This was a mechanical, analog computing device used in subs to solve the target-tracking equation when given a set of input data. The data consisted of the
target range, heading, and speed. Once a firing solution was
determined, the TDC would automatically transmit the proper
gyro setting to the torpedoes.
test depth
The maximum known safe depth which a submarine hull can
withstand. Going deeper than this was possible, but
dangerous.
thermocline
Also temperature gradient or temperature layer. This is the dividing line between layers of water of different temperatures.
Once below this layer, a submarine is difficult to find with sonar because the layer is reflective.
track
A line referring to a course, or line of travel.
trim
Refers to the process of moving water in and out of the tanks
aboard a sub to stabilize the boat at a given depth.
160
torpedo volume
The number of torpedoes fired at a target.
Ultra
Refers to secret radio messages giving sub commanders the location of enemy convoys. This information was usually obtained by breaking Japanese radio codes.
wolf-pack
The practice of having more than one sub work together to attack enemy shipping.
161
163
Index
Action Soft 125
Africa Maru class 154
angle-on-the-bow 34, 42, 43, 68, 152
Asashio-type destroyer 145
attack basics 36
bad set-up 95
battery level 98
Christmas tree 14
Cimarron class tanker 145
Coe, Commander J. W. 151
Congressional Medal of Honor 8, 10
conning tower 16, 27
Convoy College 3
convoy zigzags 50, 51
damage level 99
daylight submerged atta<;_k 56, 57
debris decoy 99
deep sound attack 80, 81
defensive strategies 88, 90
Doenitz, Captain 28
down-the-throat shot 10, 66, 67, 151,
153
drawing legend 37
end-around 36, 62, 63, 78, 79
Epyx 137
escape paths 94
escorts
number 90
position 96
type 90
fleet sub 13-14, 16, 18
Formosa 3, 4, 149
GATO 117-122
before next mission 117
best tactic 119
difficulty levels 120
down-the-throat shot 118
edge of patrol area 120
mainland 120
max depth 122
oxygen level 117
radar use 122
recharge batteries 117
glossary 155
gun attacks 48-50, 64, 65
gyro angle 44, 45, 148
Hitler, A. 28
intentional escort lure 70, 71
island screen 82, 83
165