Destroyer Tactical Guide
Destroyer Tactical Guide
Destroyer Tactical Guide
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TABLE OF CONTENTS
1. WELCOME AND INTRODUCTION 3
2. BRIDGE 4
Engine Order Telegraph 4
Compass bearings and courses 6
HELM 8
3. THE COMBAT INFORMATION CENTER 10
Radar 11
DRT 12
OSC 16
Contacts 18
Tactical 19
4. SONAR ROOM 20
a. Sonar 20
b. TRR 23
5. GUN DIRECTOR 27
6. LOOKOUTS 29
7. CROSS-REFERENCING DATA BETWEEN STATIONS 30
8. TACTICAL GUIDE 31
a. Attacking enemy U-boats 31
b. Escort tactics 33
9. CONCLUSION AND TIPS 37
Keyboard layout 37
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1. WELCOME AND INTRODUCTION
Welcome to the manual for Destroyer: The
U-boat Hunter, where you'll swiftly learn the
crucial procedures and tactics to skillfully
command a destroyer during the challenging
Battle of the Atlantic. This guide focuses on
providing you with the knowledge and abilities
necessary to operate a destroyer, employ ship
systems, and engage enemy U-boats. You'll
master game mechanics and anti-submarine
warfare strategies, including controlling
speed, steering, attacking, and utilizing
radar and sonar equipment. However, in
addition to this instruction, we also
encourage you to check out the in-game
tutorial video.
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Ahead standard, on the other hand, is the fastest speed that
still allows you to use the sonar, and will often be your speed
of choice when you need to close the distance between you and the
enemy without losing sonar contact. It will make it much more
difficult to make an accurate attack at this speed, especially
against U-boats operating deeper, but will leave the U-boat
captain much less time for evasive maneuvers. In the above
circumstances, it is worthwhile to consider using a distracting
(broad) depth charge pattern: while potentially less lethal, it
covers a larger area and has a higher probability of forcing the
U-boat to abandon its attack.
What is more, you will immediately lose sonar contact when going
faster than ahead standard. That being said, it is worth
remembering that you can continue to obtain target data from
another escort, even at high speeds. Therefore, if you decide to
quickly relocate to a different position to assist an escort that
is struggling to keep a U-boat at bay, you can rely on its sonar
reports while hastily making your way to the rescue.
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Back ⅓, back full
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True vs Relative
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HELM
The second option is the helm indicator, which quickly allows you
to go into a left or right turn at a precise angle. This way, you
can opt to keep turning at a predicted radius, which will allow
you to open or close your turns whenever the situation calls for
it. This option is available from all stations.
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Last, but not least, is the compass. This option
is also available from all stations, and aside
from displaying your current course, it also
allows you to type in the desired course or choose
it by clicking on the outer circumference of the
compass.
Typing in the course allows you to quickly decide which direction
you want to go so that you can focus on other important tasks at
hand. You can type in the course by clicking on the current
course, entering three digits, and pressing ‘enter’. You can also
press ‘enter’ instead of clicking on the current course.
Once you get to know the game a little better, you can develop
your own style of maneuvering by using all the above tools where
they seem most appropriate.
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3. COMBAT INFORMATION CENTER
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Radar
The radar is your primary tool of detection for surfaced U-boats.
Due to technological limitations, as well as lack of awareness of
the Allied technological advantage, a lot of U-boat captains will
attempt to approach the convoy on the surface and will,
consequently, be detected by your radar. They will, of course,
dive before closing in, but you will be able to detect them and
begin tracking their movement while they are still far away.
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DRT
The dead reckoning tracer (DRT for short) plays a crucial role in
planning your maneuvers against the enemy. It is, without a
doubt, the most helpful station for tracking enemy U-boats and
for making search plans should you lose track of a sonar contact.
The following section explains how to use the DRT with the
‘auto-plot’ deactivated, and discusses all its additional
functions.
The moving light on the DRT represents our destroyer and has
compass bearings on its outer circumference to help you determine
the course to take when intercepting the enemy. You can click in
the center of the moving light to mark your current position, or
click and drag the light to scroll the plot around. This is
especially useful if the light reaches the edge of the table. You
can also click on the pencil button on the right to disengage the
automatic pencil function for a clearer view of the situation.
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You can zoom in and out with the mouse wheel, and you can scroll
the camera around with the mouse wheel pressed. The mouse cursor
is contextual and will turn into a hand (whenever you can click
and drag objects), or a pencil (whenever you can draw dots,
crosses or lines).
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You can also snap the ruler to previous destroyer positions, as
well as the two most recent U-boat positions. After snapping the
ruler to a point of reference, you can draw lines by clicking and
dragging the mouse from the zero point along the ruler.
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The two available scales are 1:1000 yds and 1:100 yds,
and can be changed by using the topmost icon on the
right.
Make sure to use the 1:100 scale whenever the enemy is at 1000
yds or closer. If the plotting space becomes too crowded, you can
erase everything by clicking on the ‘erase all’ button. If you
wish to erase particular dots and crosses, click on the ‘eraser’
button, and then click on the point you wish to erase. The cursor
will change into an eraser whenever you mouse over an erasable
mark.
Also, whenever you drop depth charges, the position where you
dropped them will be marked with the letters ‘DC’ (dropped
charges). This way, you can easily see where you last attacked
the enemy and you can search more efficiently if you have lost
contact (which occurs quite often right before or after the
attack).
Lastly, the elbow joint of the protractor arm ever gets in the
way, you can click on it to move it to the other side. Please
remember that if you find manual plotting too difficult, you can
always activate 'auto-plot' in the pause menu.
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OSC
The own ship’s course and enemy bearing projector (OSC for short)
is very useful when you are closing in for a depth charge attack.
This plot table displays your ship’s silhouette, as well as the
direction where the sonar head is facing. The following section
explains how to use it with the ‘auto-plot’ deactivated.
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Typically, after tracking the U-boat’s maneuvers with the DRT for
a while, you will have a good idea of how you want to attack.
Now, you will need to maneuver in a way which will position you
ahead of the U-boat’s bow to allow you to attack with a depth
charge barrage. The OSC projector will facilitate that final part
of the approach for you by displaying your ship's silhouette,
together with enemy bearing.
The controls for the OSC Projector are much simpler than the DRT,
but have a lot in common. You can use the mouse wheel to zoom in
and out, and keep the mouse wheel pressed to scroll the camera
around. You can mark the enemy position by clicking anywhere on
the table, or clear the plot by clicking on the eraser button.
The easiest way to mark the enemy position is by listening to the
distance given by the sonarman, and then clicking along the line
extending from the destroyer’s silhouette at the given distance.
The OSC does not have a fixed scale, and you can calculate
distances in a way that suits you best.
The easiest way is to treat each dotted ring as 100 yards, and
using the bearing rings as a reference for 600 yards, but that is
not obligatory. Therefore, if you decide to treat each ring as
1000 yards and use the OSC at longer distances, then it is fine,
as long as it works for you.
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It is also very useful to compare data between the OSC and the
DRT, bearing in mind that the latter presents your destroyer as a
moving object, while the OSC displays your ship’s position always
in the center. Bear that in mind when comparing the data between
the two plots.
Contacts
This station lists all the enemy contacts that have been detected
in the current battle, and, even more importantly, allows you to
choose your currently engaged target. It gives you the most
important information for each contact, i.e. its bearing (BRG),
range, time, course, and speed (SPD). A quick look at this data
will provide you with a whole new perspective on the situation in
battle. Which contacts are currently engaged by which escorts?
Which have been lost, and at what time? Which of them are the
nearest or farthest to you? This station will provide all the
answers to the above, and should help you when deciding which
enemy U-boat to go after at any given time.
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Tactical
This station, together with the radar, is one of the best ways to
gain situational awareness regarding your position against the
convoy, as well as the positions and tasks of the remaining
escorts. It is worth using it to determine the course that you
need to take when you change stations around the convoy, or you
wish to cover long distances. It is also practical to use it in
conjunction with the function that allows you to choose your
course by clicking on the outer circumference of the compass.
This way, you can quickly and intuitively issue orders to change
to a new course (just don’t forget to take the convoy movement
into consideration).
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4. SONAR ROOM
a. Sonar
The sonar is the submariner’s bane, and although the early 1940s
sonar had many limitations, its introduction was one of the
milestones that ultimately led to Allied victory in the Battle of
the Atlantic. In Destroyer, using the sonar efficiently will make
the difference between victory and defeat, so make sure that you
understand how it works in order to gain the upper hand against
the enemy.
Another important fact about the sonar is that it has a dead zone
right under your destroyer, which is clearly shown in the ASW 101
video before the tutorial starts. What is also crucial to
understand, is that the deeper the U-boat is located, the farther
away you will lose contact (as the sonar beam is directed
diagonally). Therefore, if the U-boat is located at medium or
deep, it is certain that, when approaching, you will lose contact
much earlier than you would if it were located at shallow depth.
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at a given time (provided it kept the same speed and course). The
contacts station is another useful source of information, although
please bear in mind the time when the last report on a given
contact was provided (the more time has passed, the less
up-to-date the information will be).
On top of that, please remember that the sonar also has another
dead zone right behind the stern of your destroyer due to the
turbulence generated by the propeller. Therefore, whenever you
search there, or when you turn your stern towards a tracked
contact, you won’t receive any sonar echoes from there. Lastly, in
all situations when you search for an enemy located to your side,
remember that it is absolutely crucial to search from stern to
bow. This important remark comes straight from an authentic 1940s
sonar manual and it will help you to avoid searching the very same
spot multiple times while neglecting the rest. It is worth noting
that while the direction of the sonar beam changes during search
(i.e. when you select a search arc in the sonar station), so does
your position, and this may result in the sonar pinging the same
spot multiple times. Therefore, always begin from the stern and
move up towards the bow, and you will have a much better chance of
finding the enemy.
The graph drawn by the TRR is a time-range plot, and the angle of
the graph translates to the so-called range rate (which is the
speed of closing the distance to the target). The closer the
horizontal traces appear to the left edge of the window, the
closer the enemy is (please note the distance scales above the
window). The easiest way to think about it is to treat it as a
coordinate system where the X axis represents distance, and the Y
axis represents time.
Therefore, as you close the distance, you will observe that the
graph starts leaning to the left. The faster you approach the
target, the more heavily it will lean. If you start going away
from the target, it will begin to lean right, and will be
completely vertical if you keep the same distance. You do not
need to calculate the exact U-boat speed, as it is inherent in
the range rate.
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In order to set the TRR right, you need to know the speed of the
destroyer (left hand side of the screen), and the current depth
of the U-boat (given by the sonarman). Once you check these two
variables, you need to adjust the settings by moving the pointer
on the scale located in the bottom/right corner of the device.
Click and drag to set the pointer vertically (depth) and
horizontally (destroyer speed) so that it matches the actual
data.
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Also, please note that the deeper the target is located and the
faster your destroyer is moving, the lower the chance of hitting
the target will be. For that reason, it is worth considering
dropping broad (more scattered) depth charge barrages if you find
it difficult to hit a U-boat that is submerged to ‘medium’ or
‘deep’.
In the TRR view, you can zoom in and scroll the camera around,
just as you can in the DRT and OSC view. This way, you can apply
settings very precisely, and you should also attempt to align the
plotter bar with the graph as precisely as you can. At the same
time, please remember that while the TRR can give you the optimal
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time to fire, it does not solve the problem of where you need to
be in order to hit. Therefore, make sure to steer in a way that
will allow you to end up in front of the U-boat’s bow, because
the only parameter that the TRR will give you is the optimal time
to fire - you still need to be at the right location to make it
work.
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5. GUN DIRECTOR
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The gun director can also launch starshells and engage a powerful
searchlight in order to extend the lookouts’ range of vision.
These options might prove crucial whenever you can establish
neither radar nor sonar contact, but you suspect that a U-boat is
lurking nearby, preparing for an attack. The additional light can
reveal such a U-boat's periscope and save the day at the very
last moment.
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6. LOOKOUTS
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7. CROSS-REFERENCING DATA
BETWEEN STATIONS
One of the most essential skills you should develop as soon as
possible is the ability to piece together information from
various stations to build a comprehensive picture of the
battlespace. As mentioned in the tutorial, all the instruments
available to you use the same compass bearing system, and
information gathered at one station is often very helpful at
another one. The most prominent example of this would be the
synergy between the DRT and the sonar. Tracking a sonar contact
on the DRT will greatly facilitate your attack approaches, but
using the DRT to come up with a sonar search plan is even more
valuable. Simply imagine that the moving light on the DRT is the
same object as the round plate on the sonar console. Looking at
the DRT plot this way should quickly give you an idea of how to
set up your search arc once you switch stations to sonar. It is
sometimes necessary to do a little back and forth between the two
stations to correct your initial assumptions, but the more you
play, the more you will realize that cross-referencing data
between various stations in the game is one of the keys to
victory.
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8. TACTICAL GUIDE
This chapter will equip you with strategies to effectively handle
various scenarios and outmaneuver enemy U-boats.
Head-on attacks (i.e. attacks where your destroyer and the U-boat
are closing in from opposite directions) can be quite tricky, as
it is very easy to make a late drop, thus missing the U-boat
altogether. In such conditions, it is advised to launch the
barrage slightly earlier than the TRR shows rather than slightly
too late, because even the smallest delay can cause the whole
barrage to miss, while making the attack a little too early still
has a fair chance of severely damaging the enemy.
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Attacking from the side introduces yet another challenge. As
always, you are required to make a lead which will compensate for
both Destroyer and U-boat movement. This time, however, you are
attacking a target that is moving in a vector that is more or less
perpendicular to yours. For that reason, attacks from the side
require very good spatial imagination, as well as frequent
cross-referencing between the DRT and the OSC. Please take into
account that the whole depth charge pattern is fired over a period
of time and requires your destroyer to move from place to place.
Therefore, it is recommended to fire when your enemy is either
right or left of you, but also to fire early enough (and at a
distance far enough from the U-boat) so that the center of the
barrage falls right where the enemy is about to arrive and,
hopefully, meet their doom. This is the most difficult kind of
attack to pull off accurately on a consistent basis.
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b. Escort tactics
In Destroyer, success in battle is not confined to your
performance alone - the assets at your disposal are instrumental
in dealing with the U-boat threat, and without their assistance,
the convoy will quickly be overwhelmed by the enemy. That’s why it
is absolutely crucial to make sure that all the escorts are
assigned to their duties at all times - either repelling U-boats
or searching the most probable angles of their approach. The
following section contains advice that should help you in
utilizing your escort assets to the fullest.
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Another kind of threat is the stealthy U-boat captain who will try
to creep within torpedo range under the surface, while avoiding
detection altogether. This is a difficult feat to accomplish for a
U-boat, as the diesel-electric submarines of the 1940s lacked
underwater speed to chase the convoy under the surface. Therefore,
the most likely approach zones for such maneuvers will be the
front of the convoy, extending to its flanks. That’s why a part of
your force should always be scanning these areas, especially if
the situation ever seems suspiciously calm. Most likely, there
will be U-boats lurking somewhere - the fact that you don’t know
where they are probably means you haven’t found them yet.
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9. CONCLUSION AND TIPS
Congratulations, Captain! You have completed this comprehensive
course on Anti-Submarine Warfare and you are now equipped with the
knowledge and strategies needed to navigate the treacherous waters
of anti-submarine warfare. As you embark on your journey, keep
these essential tips in mind to ensure your success and triumph
over the enemy:
Keyboard layout
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Ready to Conquer the Seas?
Armed with these insights and strategies,
you're now poised to take on the challenging
world of Anti-Submarine Warfare. Every
decision you make, every depth charge you
deploy, and every maneuver you execute will
shape the outcome of the battle. Remember
that mastery takes practice. Every engagement
is an opportunity to refine your skills and
tactics. Lead the escorts with confidence,
adapt to evolving situations, and emerge
victorious against the U-boat threat. Stay
patient, stay focused, and keep pushing your
limits to become an elite Captain.
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