Cold Waters – Types of Subs Selection

Cold Waters – Types of Subs Selection 1 -
Cold Waters – Types of Subs Selection 1 -

Welcome. This Cold Waters – Types of Subs Selection Guide was written to be helpful to you, and we genuinely hope that you do.


This game was inspired by the 1988 classic “Red Storm Rising,” in which you command a nuclear submarine in a desperate attempt to avoid “mutually assured destruction” when the Cold War heats up and WWIII breaks out.

Selection of 1.2 Subs

Now you have to select which sub to launch Tomahawks from, and spread freedom.

There are generally two options:

1. Subs regular, but without Vertical Launch System (VLS).

Subs that are older than the Skipjack-class do have the capability of launching TLAM/TASM. They must be found from the canisters in the torpedo tubes, as they were developed before VLS in Subs was even a thing. After they have penetrated the surface, the booster pushes upwards, allowing the engine time to start. Then the missile is launched, it flies to the designated point and is activated and the process continues.

The launch parameter is the most crucial thing you need to know as an underwater. You must launch from the tubes within the range of 15 km to 10 kms (preferably) and within 200 feet of depth. This method also has its pros and cons.


– Launch less restrictive parameters

Based on the weapon you are using, depending on your weapon loadout, you could be eligible to receive an RTB order to Guamor Holy Loch.

A break between tasks.


TLAMs need to be loaded in the same way as other items.

Spending too long and making noises could increase your chances of being observed.

The stocks of TLAM in torpedo rooms are counted towards the weapon stocks.

You’re only recalled to base using tubes that are smaller than.

This increases the chance of being forced to finish the mission without weapons.

– Uses space in the torpedo chamber which could be used for a different use.

The most important thing to remember is that If your sub doesn’t have VLS, it may be better to leave the TLMs in place until you require them.

2. Vertical Launch SystemSubs with VLS capability

This launch system isn’t available in the standard Y2K scenarios. It is able to equip Flight II and III Los Angeles subs. The subs swapped their front ballast tanks in for VLS cells. It is possible to carry 12 weapons inside these cells. The launch parameters are more restricted at 5 kts speed and a depth of 80 feet.


It can be reloaded or launched in rapid intervals (the interface will only show one tube, however because of

The VLS is so simple that you need to press the Reload button and the tube will instantly be loaded.

Restart, rinse and repeat until the VLS is completely exhausted.

VLS weapons do not count in your final inventory of weapons, allowing you to keep the torpedo area for carrying.

Other weapons and MOSS decoys are also available. With an

An almost empty torpedo chamber and a full load of VLS cells.

– Does not occupy the space in the torpedo room

This is small enough in most classes that it’s not the Seawolf anyway.


You’ll have to remain close to the periscope’s depth due to more restricted launch parameters

VLS cells are not able to be loaded or reconfigured at the base.

It’s not taking up much space in the torpedo chamber, so you may have plenty of weapons

To be assigned the next mission after your TLAM strike mission.

We’ve now covered the two major deployment methods for TLAMs.

Let’s take a look at some examples.

Single Mission 9: Strike From The Sea will be our primary mission. This will serve as a reference point for tackling the task.

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