Fast attack is a simulation of a 688 I nuclear fast attack
submarine. Overall you will find much more detail and
challenge in this simuatulation than in its competitors to
date: SSN and Seawolf.
The fast attack submarine is a successor to the WWII attack
submarine i.e. designed to sink enemy ships, both surface
and submerged. As a result it carries conventional
torpedoes, Harpoon surface to surface missiles and Tomahawk
cruise missiles with various payloads.
Fast Attack runs in protected DOS mode, tho you can run it
within WIN95 if you have enough space for 8 megs of
simulation. A 4x CD is desirable, but you won't need any
HOTAS setup!
The sim takes place at the various main stations in the
submarine:
Control room - From which you can access all other
stations
Helm - for steering the boat, setting speed etc
AO - Area of operations (a map)
Plot Table - to refine firing solutions
WLR-9 - Evasion system
Radio - To receive orders and upgrades.
Periscope - you know it!
Fire Control - To aim your weapons
Launch Console - To load and fire torpedoes and
Harpoons.
Vertical Launch - For firing Tomahawk cruise missiles
Don't expect fancy graphics in this game: the periscope
view is fine but most of the stations are simply a console
with loads of buttons and gauges. Thankfully, Sierra took
advantage of Microsofts labelling system (as in Internet
Explorer, Word etc.) so that when your mouse cursor passes
over active buttons you will see a label telling you what
it does.
If you don't know much about operating a modern sub you may
feel a bit lost in Fast Attack. Someone has suggested
watching Crimson Tide a couple of times, and this isn't a
half bad idea! The way the various sub stations communicate
within the game is identical to that in the movie, even
down to the speech: "conn helm aye." The comms add nicely
to the depth and feel, since no one could operate a nuclear
sub on their own.
As far as preferences go, you are limited to turning on or
off various sounds and animations. There are no detail
levels, and they're not needed. Mid-range machines such as
486/100 or Pentium 75 are just fine with Fast Attack. Note
however that users with 2xCD-ROM's will experience jumpy
animation sequences. No matter: you will probably disable
them after you've seen them a few times. Otherwise you will
be interrupted every time you fire a weapon or reload a
tube and connect with a target.
Difficulty and Missions
As for connectability, sorry. Unlike Seawolf and the coming
688 II, Fast Attack is a single player game, but you may
not notice for a time. All commands are repeated smartly
back to you, though there can be a substantial delay in
carrying them out depending on the difficulty level you
have selected. In the easy level most of the systems are
automated, there is no reload time, and most of the mundane
tasks are done for you. Medium level requires more user
commands for some of these tasks. At the hard level its as
tough as it gets. Every system must be manually controlled,
and weapons accuracy becomes realistic.
The manual gives a brief overview of each system and how to
employ them, but the 11 training missions are the only way
to go. Once you master the boat, you can go on brief battle
sets that start you out in one of the five areas of
operations: the Adriatic Sea, the Sea of Japan, the Persian
Gulf, the Med, or the GIUK gap. Each of these areas has a
dozen or so related missions.
The sim itself consists of inter-linked missions with set
primary and secondary objectives, and also a time limit. As
a result, you will appreciate the ability to alter the
difficulty settings. Using the easier setting will allow
you to get a feel for operations while increasing your
survivability. Normal mission types include sinking enemy
shipping and subs, and launching cruise missiles at ground
targets.
There is a combined total of 70 missions to choose from,
and they are no different from any mission a fast attack
boat might be called upon to undertake in real life. There
is no chance for promotion or advancement in the single
mission mode. In the career mode you must pilot your boat
to your assigned area, then its up to you! The sky is the
limit, and most Fast Attack captains find themselves blown
to the sky rather quickly...
As for ops, crewmen at their stations will warn you of
events within their sphere of expertise. If you want to
carry out a specific action, like target and identify a
sonar contact, you have to do it yourself. You really take
the part of submarine commander and all department heads.
Yes, its a challenge!
Training 001
Scenario one involves sinking an unarmed merchant vessel
with a torpedo. This is as easy as it gets, so down 10 and
up scope...
1) Assign the ships sonar signature to a tracking
station and get it identified.
2) load a mark 48 torpedo
3) Go to fire control and plot the targets course,
speed and bearing - this information is inaccurate at first
and needs to be refined manually before it is entered by
basically averaging the information received.
4) Since the target is not really a threat we can have
a peek through the periscope and get an accurate bearing
and range. The range is calculated by measuring how high
that particular ship type is.
5) Update fire control with this information.
6) Now we check our estimation of the targets course by
changing ours by 90 deg, or so. Once this is done we once
again access fire control to update the firing solution.
7) Back to the weapons console to assign the armed tube
to the identified track, flood the tube, open tube doors,
arm, and then fire the torpedo.
The mark 48 is not like the old point and shoot WWII
variety, it uses active radar after a set distance from
your ship to guide itself onto the target. Active radar
works on the principle of sonar pings and these pings can
give the torpedoes position away. As an alterantive to
letting the torpedo home in itself you can guide it through
its wire control if required.
This is just one example of a firing method. You could use
active sonar to pinpoint the target exactly, albeit at the
expense of giving your own position away, or even just fire
the torpedo and guide it in to the targets area manually.
You could even use a harpoon though it would be a waste on
an unarmed ship. The advantage of the harpoon is twofold:
it is sea-skimming, so much harder to see and evade. And it
is MUCH MUCH faster than any torpedo and obviously has much
greater range and a far more destructive power.
Other systems are equally involved, from the sonar position
for example you can:
1) search in passive mode. i.e. looking for targets
without putting out a signal of your own.
2) search in active mode. This mode gives you a variety
of different search area options into which to release an
active sonar ping and locate your target. The disadvantage
to this method is that if the target also has sonar he can
use your ping to locate you. Not recommended against
warships. The general rule is that if another ship is
detected using active sonar (this will be via your WLR-9)
then you can assume you have been located.
3) you can deploy two types of towed sonar arrays to
help improve sonar reception. These are hyper-sensitive
microphones towed behind the ship to avoid its own noise.
4) You can locate the various thermal layers in the
water in which you sail. Putting a layer of different
temperature water between yourself and a target can help
mask your sonar signature.
On Target
As you can tell from all the above hitting any target is
quite an achievement in this sim and brings a great deal of
satisfaction. Evading an enemy torpedo is equally
satisfying. When a torpedo is launched you receive its
sonar signal which you then have to assign and identify,
you use the WLR-9 to check its direction before you begin
evasion. A submarine can evade a torpedo even though the
torpedo is faster because it can dive and turn faster but
this requires split second timing.
The other method of evasion is to use the WLR-9 station to
deploy decoys to try and lure the torpedo off its track.
The best method is a combination of both of the above, but
bear in mind that in order to maneuver quickly you have to
go to full power at which point you become more easily
detected. You have to balance your evasive maneuvers so you
do just enough to escape without giving away your position
unnecessarily.
This is not a simulation that will appeal to everybody, in
fact not even all submarine addicts. It is very involved,
not especially user friendly and it takes a great deal of
time to master. And there's the rub! If you are seeking
depth of gameplay and realism (no pun intended!) then you
will have to deal with a steep learning curve. Fast Attack
has great atmosphere and plenty of challenge.
The problem with too many modern simulations is that the AI
does all the work - not the case in Fast Attack. You must
use your weapons intelligently and position your submarine
in the best possible way to avoid detection after firing.
There are many important considerations before committing
to action, yet very little time to work them through.
As with any high end simulation, experience is the best
teacher! You might as well make up your mind that you will
die a few deaths before making much headway. Meantime enjoy
the ride. Too bad that Sierra didn't include an outside
bridge view. The one in Silent Hunter really adds to the
atmosphere and helps with that tricky suspension of
disbelief thing....Oh well. Turn off the lights, turn up
the sound and enjoy the ride!