Here we go:
So I replayed the Duelists, this time as the UK.
I tried to put into practice all I have read above, and I did have some small measure of success (relatively speaking).
This time with only two subs, I sent them both forward aiming to roughly bracket the suspected position of the soviet SAG, the one with longer ranged sonar at the layer, 5 knts, the other at max depth, 10kts.
Air and sea surveillance is fairly good in this scenario, so once you spot the soviet SAG and its abundance of Helos, you keep your subs away from it and use them for anti-sub hunting.
I suppose 10kts is way too fast or I went under an enemy passive sonobuoy field - though I didn't observe any helos that far out, I could have missed one - because after a few hours, the sub at max depth and 10 kts started to get engaged with those rocket-boosted ASROC-analog type missiles from approx 20ish nm, without picking up the contact (nor the launch - the vampires were spotted by air surveillance).
I managed to dodge three or four of them by going to flank and "beaming" the shot, heading 90degrees to the axis of attack, then the torp would land a couple of miles away and eithe not detect me or I could outrun it if it did.
This is obviously makes me very visible and inevitably one of them landed too close and I died. Its possible I was being engaged by two subs (never caught the attacker(s) on sensors).
My other sub headed in more quietly, never going faster than 5kts, and I varied his depth every hour or so. He never picked up any contact throughout the whole scenario.
Even when I got a brief sonobuoy contact on a goblin about halfway through, that was well within the subs long range sonar (I know its not garunteed to detect, but though I was putting myself in the position to detect, it never happened).
Passive sonobuoys dropped by my Nimrods in high concentration around the area, above and below the laer, failed to resolve the contact and after a few hours it was lost.
Eventually the contact was picked up by another buoy and, again eventually, was killed by Nimrods.
So Im not bringing much pain with my subs, but some progress...I also saw some other issues:
What with the Nimrods being land based, they can only spend a few hours on station. Saturating the area with large buoy fields is all well and good, but when one aircraft goes off-station and another arrives, the new aircraft does not display datalinks to the buoys dropped previously.
Is this designed behavior? Would an aircraft not be able to pick up the feed from buoys dropped by another aircraft?
What you are left with is a vast clutter of buoys everywhere not doing anything, and any field of buoys that you lay is only "watched" for a comparatively short time - a very short time in the submariners book.
Then, when the goblin contact was finally reacquired, the Nimrod on station went to engage - and after a while of him flying over the sub without dropping (see other threads for that problem) - I attempted manual BOL drops (which fired straightaway). The BOL torps sailed, at shallow depth, straight over the soviet sub (who ws at depth) without noticing him.
Again, is it designed behavior, or could there be any utility in being able to set a depth/height for BOLs (or even other types of attack)?
So in conclusion, I am still finding subs very hard, both to hunt with and to evade, and from my perspective, it seems as though the enemy has an advantage, though I am quite sure it is more likely to be my competence/experience at fault.
I dont have access right now, but if anyone wants a save midway through the above, I can do that.
Did you think submarine combat is supposed to be easy?
No simulation is going to give exactly the same resulst as RL without actually climbing into a submarine. The best you can hope for, rather than expecting every encounter to match the real world, is statistical accuracy. That is, that say, 80 out of 100 encounters have similar results to what you might expect IRL. At the individual unit level, the inaccuracies and assumptions made by the simulation will always be more obvious, the more units that are involved (basically just means, more variables and more calculations) the more that the pessimistic and optimistic results tend to even things out, making the scenario result more realistic, even if individual unit actions may not always be.
Making simulations more realistic almost always involves an increase in the necessary computing power, and you know how smoothly CMANO runs when there is alot going on!