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-End Around (submarine tactic)
wiki wrote:The end around was a World War II submarine tactic used when the position of a submarine (relative to a potential target) did not allow the submarine to mount an immediate attack. The submarine's crew estimated the enemy's bearing, heading, and speed, remaining submerged until out of the enemy's visual range. The submarine then surfaced and proceeded at maximum speed to a position in front of the target, near the target's predicted course but remaining out of view. The submarine would then submerge, approach, and attack.
The location from which a submarine could attack varied mostly according to the relative top speeds of the attacker and its target. Diesel-electric-powered submarines in the Second World War were typically capable of 18-23 knots on the surface under diesel power and up to 9 knots underwater, where they were restricted (if lacking a snorkel) to battery power. Battle fleets in World War II might have a top speed of up to 30 knots, making it difficult for submarines to achieve attack position. A convoy of freighters or tankers typically proceeded at up to 10 knots. Submarines, especially when submerged, were consequently sometimes slower than their prey. Attack opportunities would also be lost if the target detected the submarine and altered course to avoid attack.
Execution
To attack, a sub usually had to get ahead of its target: the end around was one solution to this problem. If a submarine couldn't attack due to unfavorable positioning, its crew determined the target's course and speed, then calculated a potential torpedo firing point. The end around might then proceed as follows.
- A two-attack end around maneuver
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1. The submarine attempts an initial attack. If spotted by the target or escorts, the sub then usually submerges.
2. The submarine moves away from the target (to get out of visual range), then surfaces.
3. The submarine proceeds at best speed to overtake and pass the target on a parallel course, using the curvature of the Earth, darkness, and weather events (such as rain, snow, and fog) to stay out of the target's view.
After gaining position ahead of the target, the submarine approaches, readies torpedoes and calculates an optimal attack.
4. The submarine executes the next attack, either while surfaced or submerged.
The process can be repeated as long as the sub is able to do so.
The end around tactic was useful largely because of submarines' low freeboard, which made them less visible than much-taller merchantmen and warships. Using the targets' upperworks and exhaust smoke to estimate and maintain proper distance, a skilled sub commander could maintain a close watch on enemy ships while keeping his own vessel unseen.
Other considerations
A modification to this tactic incorporated the night surface attack, where the submarine remained surfaced. This variation allowed the submarine to take advantage of its higher surface speed during the actual attack, but increased the likelihood of pre-attack detection, which in turn could result in a counterattack by opposing escorts and the targets turning, thus spoiling the attack. Surface attacks could be executed in daylight or to facilitate an attack using the sub's deck gun, again with added risk.
As a defense, ships in wartime can adopt zig-zag sailing patterns rather than practicing more-efficient great-circle navigation. Sailing in zig-zags made computing a target angle more difficult for the submarine crew, especially if the pattern was irregular. Instead of repetitively varying a 90° base course ten degrees either way (80°, 100°, 80°, 100°), a good commander practices irregular course changes: first 80°, then 110°, 95°, 75°, etc. Irregular zig-zagging obscures the target's base course, making interception harder to calculate and complicating the target solution. On the negative side, zig-zags slow a ship's progress to its destination, allowing the sub to overtake more quickly.
- Submarine Approach and Attack Tactics
CAVEAT:
- The computing behemoth at the core of the LDs is centuries beyond the targeting data computer (TDC), running this ancient state_of-the-art beast.
- The (TDC) aboard the old sub was state-of-the-art in it's day. But it could only target one ship at a time, with never before dreamt accuracy of success rate of the LD's behemoth.
- The behemoths are selecting all targets simultaneously. The sitting ducks that are Home Fleet will collectively go BOOM in a perfectly synchronized symphony of explosions.
- BEWARE: The MA may use their ROOKS (FORTS) in a middle and end game fashion.
In summary: Everyone is trying to apply traditional warship tactics to this enemy. If the GA makes the same mistake -- and a lot of them will -- then they are dead meat.
When submarine warfare first hit the scene, the subs were devastating, The tactics a sub uses are out of the ordinary. The ships had to adjust to a new way of thinking and tactic.
Submarine warfare isn't just a term.
Most of the time this foe has the luxury of sitting in space and devising his plan. Imagine what an NFL quarterback can do with all the time in the world to stand in the huddle and scheme. And plot - vectors. Now consider the opposing team doesn't even know your team is in a huddle and calling the play. The enemy also doesn't know that you've broken out of the huddle and are lining up on the ball. RMN targets is the ball.
Many of you don't realize how devastating the LDs will be. You can't give a computer all the time in the world to plot vectors. With the least number of variables. Any prey that an LD stalks is completely oblivious. Making every launch a success. Completely oblivious means it also isn't maneuvering. Which means it isn't executing evasive maneuvers. The GTs won't even be contested. Point defense won't even fire. That means, if twenty GTs will mission kill an enemy unit, thirty per ship ought to be overkill.
If one of these things gets into your system, you better find it. Because it's going to fuck something up.
If one of these things is in your system you better get it the hell out. Because it is going to fuck something up.
And the enemy doesn't know you're huddling. He thinks you're in the locker room. In your own system.
These things have the ability to make a lot of stuff, be it warships or infrastructure or both. Go. Boom.
These things are a menace to society.
If one slips into your system,
You better find it.
Or your first warning will be . . .
- flaming datum -
In Summary: One LD can hit an awful lot of targets by itself. It's opponent doesn't even know it's there. Therefore, the target isn't running, nor is it evading. If an LD is allowed to maneuver into its most optimum firing position - ranging on each ship - its missiles can be perfectly synchronised. Merry Christmas Wesley's. Think of it as Cerberrus all over again, but on steroids. These things are going to garner a much deserved reputation of fear and panic.
They will utilize immensely capable computing behemoths to execute a deadly ballet of synchronized attacks.
MaLign tactics utilize the element of surprise.
surprise = 2 X [force multiplier]
These computers have lots of time. You can't give computers lots of time, and less variables. You can't beat it if you do. Like the electronic chess games.
I have been told that warfare is not a chess match.
TRUE/FALSE
1. Every war is a chess match.
2. All Generals play chess.
If you don't see every battle as a chess match, you've already lost against this opponent.
You are going against Alphas. Every piece belonging to the enemy is an Honor Harrington. Certainly, if you hyper into the shark infested waters at Darius, know that you are up against the many clones of Honor.
Celery: Honor can't do math. That will be a plus against the MA. There will be a lot of variables to compute. The average tactician will be sorely outclassed against an opponent unleashing a brand new tactical warfare onto the Galaxy, using unprecedented computer technology and intervention. Honor won't be able to juggle the math that these behemoths are producing. But neither can any mere mortal. Computers are needed.
However, although Honor can't do math, her kinesthetic sense overcompensates for it. Honor sees the gist of the problem in her head, much faster and efficient than any computer. The computer is juggling algorithms. Honor is juggling concepts. The computer loses by a long shot.
When you're out on exercises, you're in Shark infested waters. It may be better to remain in orbit. LOL
WOLFPACK [[[Tactic]]]
HAPPY HUNTING