This scenario sees you as the PLAN trying to damage the CV Kitty Hawk.
You have available 4 subs , 2 being Han class, 1 a Kilo and 1 a Song. Orders indicate the carriers general presence in Tokyo Bay area with the expectation of numerous ASW assest of both USN and JMSDF.
All subs were set to creep with a course plotted to Tokyo in general. Game starts at 8th November 2004 , time 4.00 Zulu.
7.47 403 Han detects an ADCAP at close range and immediately sinks, a good start...
8.34 402 Han detects a skunk heading away from the sub at 12 knots, soon classified as a fishing vessel.
8.41 321 Song detects a skunk soon classified as a container vessel.
11.35 contacts lost.
12.35 Kilo detects a Skunk assumed to be the container vessel.
12.54 321 Song reaquires container vessel or seems too. Unsure what vessel Kilo detected.
13.01 321 Song classes its contact as a Supertanker. Kilo's contact now fairly certainly the container vessel.
13.19 402 Han detects a torpedo in the water about 5NM away. Looks to be on a search pattern. Assume contact is Lightweight torpedo. Change course away from the area.
13.21 contact classed as LHT Mod 0.
13.25 contact lost.
13.26 Another torpedo detected closer this time but no cigar.
15.05 Kilo detects both KittyHawk and Rappahannock closing to its position at 20 Knots !
15.06 Range estimated at about 10NM , course change to converge on its likely path.
15.15 2 more contacts one soon classed as Princeton.
15.23 Takanami detected to the East at about 6NM. Kitty Hawk continues to close from the East at 20 knots.
15.36 Disaster, at about 1NM away ( according to my Sonar Team ) Kitty Hawk makes a course change to 262 away from my position, speed down to 10 knots as the formation adjusts. Can't see any chance to gain a better position so 4 53-65KE and 2 TEST 96 fired at her.
15.41 Torpedoes now weaving about CV seems to be actually at 4NM, however my Sonar people seem a little confused about the exact situation.
15.42 2 Torpedoes hit Rappahannock , still several torpedoes look to be bearing down on Kitty Hawk , but no real idea where exactly she is. Reloads available so 1 Wake Homer and a TEST 96 fired.
15.43 Continuing problems ascertaining where the carrier is so came to shallow.
15.45 TEST 96 hits Kitty Hawk. Exact position now found to be just outside range so one TEST 96 and a wake homer fired at her .
15.49 1 Wakehomer misses, however her speed is down to 24 Knots at 6NM out. 2 wakehomers and 1 TEST 96 fired.
16.23 All torpedoes fail, carrier now outside range and heading away at course 279. Contacts fade over time.
18.43 Contact with Carrier becoming firmer, assume she is heading back.
19.10 Carrier at 1NM out, according to the ever so vague Sonar Team, 4 Wake Homers and 1 TEST 96 remain so all fired.
19.11 That provoked a response, multiple ASROC-type hits.
19.12 Multiple hostile torpedoes in the water.
19.14 Game ended with a defeat.
A tense scenario, partly produced by the difficulty of your task, but also with the time limits. In this play through the fact that the game ended as the torpedoes were on the way caused me some amusement, but the pressure of the clock is a real one.
I checked the saved game in the editor afterwards and found Kitty Hawk had suffered 30% damage so it was a near run thing.