[X] Load the Mark 14s.
You weigh the choices for a few minutes. You remember the debut of the Mark 18, and it wasn't a hell of a lot better than the Mark 14 – hell, it was *worse.* Mush took them for their first ride and he never lived long enough to report on their effectiveness, and another skipper that took them for a shakedown cruise was driven to apocalyptic fury by their teething problems. More importantly, they're slower and have different foibles than your hated Mark 14... in the kind of close-in, knife-fight attacks you prefer, intuition and timing are everything, and you're just not used to the slower electrics.
You're hunting the devil you don't know, so you'll use the devil you *do.*
The approach goes slowly, long minutes slipping away into the abyss as you motor towards your intercept point. Your mental chart plot indicates you'll be firing from 3,500 yards or so, assuming the enemy doesn't make a wild zig or zag. You can see them through your periscope, now – small grey dots at a distance; planes buzzing above them like gnats. You can even hear the occasional Ping! of the escort screen banging away with active; hoping to find you and yours early. It'll be a while before you have to worry about them, though.
You duck deep a few times when you spot an incoming search plane coming too close for comfort, but you always pop back above the layer to monitor the enemy as you close for your launch point. Batteries are good at 75 percent, all your fish are loaded, and you're ready to roll. It's just a matter of time, now – final approach. Swimming back to periscope depth, you stick your scope above the waves and see the enemy vessels around fifteen thousand yards; close enough to see their tiny flags flapping in the breeze at full magnification.
And – you cannot believe your mad luck – they're coming straight towards you. They *are* zigzagging, and they just happened to zag right towards you.
[ ] Change course fast and pour it on at flank – you need to gain at least five, six hundred yards abeam for a good shot at their side. Bow shots are terrible.
[ ] Change course to pull off abeam, but only far enough for an oblique shot. At those ranges you can hardly miss a carrier anyway, and you don't trust the modern ords techs to really sate the bloodthirsty soul of a Mark 14. Even they admit they don't quite know how any of this shipgirl... boy... magic bullshit works, after all.
[X] Change course to pull off abeam, but only far enough for an oblique shot. At those ranges you can hardly miss a carrier anyway, and you don't trust the modern ords techs to really sate the bloodthirsty soul of a Mark 14. Even they admit they don't quite know how any of this shipgirl... boy... magic bullshit works, after all.
You lower your glass eye and go deep, ducking under the cone of enemy active sonar as they bang away with insistent, steady PING! PING! PING!s, looking for you. Good luck, faggots. You'll be able to cut throttle in a few minutes. The real beauty of the oblique-angle shot is that with the right gyro settings, you can take the swipe from fairly good range and let the enemy just sail into your fish – if you'd launched from directly abeam, you'd have been right next to the destroyer escort at point of closest approach. Plus, it lets you keep your nose pointed at the incoming active sonar pulses, which you couldn't do if launching a beam attack.
Your blood is really pumping now – it's real. It's happening. You're going to sneak in close and *clobber* those ugly murdering sons of bitches so hard that they'll think the Wahoo was here, too.
You've turned your bow towards the oncoming enemy and cut throttle, patiently listening to the escorts pinging away fruitlessly quite close, when you hear it – the high-pitched whine of high-speed screws. You doubt they'll hear it unless it's coming right at them – that's the penalty for slammin away instead of paying due dilligence to passive hydrophones. I-8 and I-19 are taking their shots. By your watch they're right on time – they approached slower, counting on their longer range, so they're probably shooting at 9-12 thousand yards, by your chart. Apparently that's a decent shot with those magic superpedoes of theirs. Whatever.
Several seconds later you hear the more distant escorts thunder into flank RPMs, their machinery sounds thrumming through the surface duct as they go charging off towards the two Japanese submarines, their sonar slamming away with rapid pulses used for terminal attack. Those shallow-diving, slow-turning girls are going to have a bad day very soon, you think.
[ ] Slow and steady wins the race – use this chance to close to attack range.
[ ] They're distracted. Come to periscope depth so you can fine-tune your attack calculations while the escorts are swarming the two Japanese ships.
[ ] Those slant-eyed whores are dead fucking meat under concentrated attack. You have to do something!
[X] They're distracted. Come to periscope depth so you can fine-tune your attack calculations while the escorts are swarming the two Japanese ships.
As the escorts go fucking apeshit and enter max-rate emergency turns (the sound of disrupted water near their bows a dead giveaway) to angle towards the Japanese subs in one great big angry gaggle, you realize it's the perfect time to come to persicope depth and take observations to make your attack as good as possible. You could theoretically guesstimate the enemy's position based on guesstimated speed and the sonar bearing, but chances like this don't come often – you have an opportunity to decide the battle with one crushing spread of torpedoes. You ascend past the thermal layer cautiously, the sound of hostile escorts and sonar pings intensifying sharply. You grit your teeth as you *feel* the sonar pulses slapping into your skin, but none of them are close enough to be a problem, and no escorts are close enough to get really good returns off you... yet. You're going ahead one-third, so you don't much fear detection.
Mentally humming a jaunty tune to yourself, you raise your periscope and discover absolute fucking chaos. The hostile battle group has – fuck those stupid cowardly dumbfuck slantsluts forever – turned due west, hauling ass away from the spread of Long Lances they fired... and they're still seven-thousand yards distant and moving at flank speed. The sky is dark with flak bursts to the north, where small white dots are racing towards the fleet at high speed, skimming the waves. Crazy bastards.
Your shot has been spoiled... for now. It looks like friendly planes are making a low-level torpedo attack on the enemy's new beam; and the enemy is already running with their stern to I-8 and I-19s spreads. Usually they'd present their stern to the incoming planes; forcing them into a tail chase and increasing the interception window for their CAP, but the Long Lance spread has precluded that. Your gut tells you they'll run from the fired spread for as long as possible, then turn sharply into the incoming planes to spoil their beam shot by presenting the narrow front aspect.
In other words, right towards you.
[ ] Go deep and go quiet. They either come this way again, or they don't.
[ ] Go deep and fucking floor it. It's all or nothing, now, and point-blank is the only sure way to attack.
[X] Go deep and fucking floor it. It's all or nothing, now, and point-blank is the only sure way to attack.
Your mind is made up when you see the giant plumes of water climbing into the air in front of the white seaplanes boring in for their attack run; the abyssal escort cruisers unleashing their heavy guns in an attempt to swat the planes from the sky by slamming them into a towering column of sea spray. Those explosions will make the surface duct a washed-out mess; and the ashcans that'll be falling on I-8 and I-19 will take care of the deeps. You charge below the thermal layer once more, cranking the electrics to flank; your track on the abyssal destroyers degrading a bit as water rushes loudly over your ears. Hydrophones. Whatever.
It's cold, in the deep, but you can feel a hot, almost searing heat in your breast as you tax your batteries for all they're worth, managing to push out nine knots in the dense, deep water just above your crush depth.
*krumph!*
*Krumph-krumphkrumphpkrkrumph!*
The distant thunder of detonating depth charges comes bolting through the darkness; your fellow submarines under concentrated attack somewhere. Well, they attacked from range – they had plenty of time to go deep and creep away from their launch point... and the Long Lance's oxygen-powered system doesn't leave a telltale trail of bubbles (like that FUCKING Mark 14) that lead right back to your goddamn tube doors, so the enemy doesn't know exactly where to start looking for them; just a rough quadrant. If they know the hand-off attack, they might be dangerous... but even the fatassed, slow-turning boats should be okay for a while. You turn your wrist over and check your watch, the glow-in-the-dark-but-not-with-radium-because-we-banned-that-like-fucking-pusses dial revealing the time – you should be close now, if the enemy turned back into the wind, northward, they'll be coming towards you directly, or running parallel to your course. Now's the time to check. Rate-of-change in the sonar bearings can only tell you so much right now – it turns out all that noise in the surface duct works both ways.
PING!
Oh, no.
PING!
Oh no you didn't, you prickly annoying fuck.
PING PING!
That isn't what I thought it is.
PING PING PING PING PING
THIS IS YOUR LAST CHANCE TO FUCK OFF AND PING ELSEWHERE, ASSWIPE.
PING PING PING PING PING PING PING PING PING-
Fuck. One of the snooping fuckers got lucky and sniffed you out. You grit your teeth in sheer mad annoyance as you hear his screws pick up to flank speed; he must've been drifting when he approached, listening on hydrophones instead of blasting away like his moron friends, and happened to be close enough to hear you through the noise *and* the layer. Well, it happens. You adjust course to put your stern to his sonar bearing.
The sound of fast-moving machinery thrums in your ears, and when it's too deafeningly loud to bear, you slam into a hard left-handed turn; your nine knots of speed letting you respond quickly. By the time the depth charges reach your depth, you're well clear of them. The incredible density of water is a double-edged sword; it contains the force of an explosion against anything it hits – a hit or near hit from a depth charge is almost guaranteed death. But the same effect neuters the blast past anything but very short range; which is why depth-charges are massive trash cans stuffed with TNT to try and maximize their miniscule range as much as possible. You cut throttles sharply, not daring more than 200 RPMs, and secure your b...
… you unclench your asshole. That can't possibly be bilge pumps. How does this human shit work, anyways? Who gives a fuck, you're quiet now. You hear Sneaky McFuckMyFace circling around sharply overhead, and turn your bow back towards him to reduce your sonar cross-section as he tries to re-aqquire you. Without a buddy to standoff and maintain sonar contact when he accelerates for the kill, his chances of nailing you alone are remarkably slim. You can keep this up all day...
... but you don't have all goddamned day, do you?
[ ] Run silent, run deep, you'll give him the slip soon enough. Play it safe.
[ ] He's still charging around at flank up there, relying on active sonar. Surface in his wake next time he makes a depth charging run and take a peek around – see what we can see. Your situational awareness right now is tiny, and you hate surprises.
[X] Run silent, run deep, you'll give him the slip soon enough. Play it safe.
You've taken enough goddamn risks so far, and none of them have paid off. More to the point, a single enemy is easy enough to shake, especially since he seems to have no idea what the hell he's doing up there. You've got a noisy surface, a thermal layer and a lone enemy to contend with – there's no need to go shallow and make yourself much more vulnerable just for a sneak-peek you won't have time to exploit anyways.
That soothes you through the next two or three dodges, punching flank speed as you turn and neatly sidestep each line of depth charges as the destroyer lays them down – and none of them are coming very close. They simply take too long to sink, and thine enemy isn't putting them right atop of you anyways; the thermal layer working its magic, bending and distorting the sound waves as they pass through.
After the third – or was it the fourth? depth-charge run, you hear something new in your ears, a growing murmur over the ringing echoes of the last attack reflecting from the distant seafloor.
Another high-speed steam turbine, closing fast.
Within minutes you're hemmed in by two destroyers who set up a neat figure-eight attack on you; as one is leaving, another is coming in; aiming right where his fellow wasn't. They don't seem to be using the killer tactic; having one ship radio the other directions to fine-tune their attack run so they're not dropping blind; but you no longer have that two minute window before the destroyer can turn far enough to get you out of his baffles anymore. The attacks come in relentlessly, the concussions rattling your teeth together and sending sharp daggers of pain lancing through your aching skull. Without a co-ordinated hand-off attack, their chances of landing a solid hit on you aren't great – especially through the fuzz of the layer. But with an attack always coming in fast, your chances of simply slipping away at two knots have completely vanished. Worse, the incoming sonar pulses seem to come from everywhere, now – trying to minimize your aspect against one just gives the other a nice broadside look.
This is how subs most often die – battered and blasted till the small leaks catch up with them, or their luck finally runs out and they take a depth charge on the chin after hours upon hours of terrifying bombardment. Some boats and skippers broke under the strain and tried desperately to escape at flank speed, only guaranteeing their deaths, and others panic and dive just a little too far below test depth, dying in a silent heartbeat as they're smashed inward, claimed by the ocean itself. The skippers who survive endured hours, some of them over a full day of constant attack before surfacing in the early morning, battered, weary, almost out of battery – but alive.
You know you'll never make it past an hour.
Because it's only been about ten minutes now, and you're already so fucking mad that the ocean is tinged RED.
41762305 (demetrious) -
THAT CONCLUDES THIS THREAD FOR THE NIGHT! We will reconvene SOONER THAN WEDNESDAY if at all possible. I am thinking of running TUESDAY, FRIDAY AND SATURDAY or something similar to try and make up for all the lost time. I'd run tomorrow but I've been told I'm attending a "joint birthday party" with my cousin or some shit, so balls to that.
When we reconvene we will switch views back to Settle just as the first carrier attack waves on both sides hit their targets!
>>41762236
>Did we just kill Harder, or is he about to disregard his own advice?
AHAHAHAHAHA
Suffice to say I spent almost as many hours playing Aces of the Deep as I did Aces Over Europe. I'm not ENTIRELY a planefriend!