HARPOON I FAQ v1.0 Last updated: 17 June 1994 COMPILED BY IAN COATES COATES@VAX.LSE.AC.UK EC875@CLEVELAND.FREENET.EDU FOR THE CZ MAILING LIST CONTENTS 1. INTRODUCTION 2. CURRENT HARPOON STATUS 3. GENERAL HARPOON QUESTIONS 4. HARPOON II (COMPUTER) 5. HARPOON v1.X (COMPUTER) 5.1 GAME FEATURE QUESTIONS 5.2 SYSTEM SPECIFIC QUESTIONS 5.3 OTHER QUESTIONS 6. THE SCENARIO EDITOR (COMPUTER) 6.1 GENERAL USE 6.2 OTHER QUESTIONS 7. MINIATURES GAME 8. TACTICS 9. QUESTIONS STILL LOOKING FOR ANSWERS *************** 1. INTRODUCTION *************** I wrote this FAQ in response to the continual posting in the CZ mailing list of beginners type questions. I know it's probably a bit late for this to appear seeing as though Harpoon has been out for about 5 years now, but hopefully with this in place it will be easier to keep track of questions for Harpoon II. Three-Sixty were due to check the FAQ for accuracy, but after holding it for three weeks this proved not possible as they are too busy with Harpoon II - I apologise for the delay this has caused ! The FAQ has been produced by going through past issues of the CZ mailing list and noting down questions and the answers they attracted. Therefore I do not claim to have covered every single question, or every single answer to be definitive - they are just the subjective opinions of subscribers to CZ. It also means that I can not be 100% sure about the information they give (although I can't find anything wrong with it !), so be warned ! I also do not claim to be the world's greatest expert on Harpoon - I'm just the guy who actually bothered to do something ;-) Please note that any opinions expressed here are the opinions of the people writing them only, and not any organisation (eg the US military) they represent. (BTW, if any one has any problems with anything I've attributed to them then let me know. I apologise beforehand if this is the case.) If there is anything else people wish to see in the FAQ then let me know. I had planned to do a full list of known bugs/failings in both the computer and miniatures versions, but no one has yet responded to my requests for information. I only own the PC version of Harpoon, and thus can't cover everything by myself ! As for Harpoon II - when this is released it is going to clash with my finals and so a new FAQ is not likely to appear when it is most needed !!! Also my computer is not powerful enough to run Harpoon II (I will be upgrading soon) so anything I do produce will be a collection of other peoples comments (similar to this). I would be willing to let someone else take over the FAQ for Harpoon II. If you want to, then get in touch. For further help in playing computer Harpoon, a good source is the Harpoon Battlebook which provides answers to many other questions and provides data the computer uses but is not in the manuals (although they are now in the ASCII data files that came with v1.30). I have avoided simply copying out questions and answers from the Battlebook due to copyright. The battlebook is extremely useful (IMHO) for Harpoon beginners. Extra copies of this FAQ can be obtained by E-mailing me at: o COATES@VAX.LSE.AC.UK (account will be deleted after 31/7/94 though) o EC875@CLEVELAND.FREENET.EDU (use after 31 July 1994) Alternatively it can be downloaded via anonymous FTP: o from CZ's archive site, SUNBANE.ENGRG.UWO.CA (129.100.100.12), in the /PUB/HARPOON directory o BSP208.STAFFS.AC.UK in the directory /PUB/HARPOON. It is also available on the MONOCHROME BBS for people with accounts there, the keypath is [S][D][I][G][H] from the main menu. This FAQ is freely distributable for individual use only (please leave this introduction intact). Anyone wishing to use it commercially should get in touch with me at the above E-mail address. If you wish to post it on a BBS then let me know so I can send updates directly there. I plan to continually update/correct this list as and when it is needed, and post it in the various places described above. Get in touch with me if you have any comments (or I might think this was all a waste of time !) at the addresses below. Anyway, I hope you find this FAQ useful. Ian Coates June 1994 London School of Economics, London, UK. Internet: COATES@VAX.LSE.AC.UK EC875@CLEVELAND.FREENET.EDU "If all economists were laid end to end, they would not reach a conclusion" - George Bernard Shaw (still my favourite quote (being an economist and all that) ;-) ============================================================================= ************************* 2. CURRENT HARPOON STATUS ************************* Harpoon is modern naval warfare game, enabling virtually any possible naval engagement (large or small) to be modelled. The original version appeared as paper based game in 1981, written by Larry Bond. It is currently published by Game Designers' Workshop (GDW). The computer version was converted by Three-Sixty Pacific Inc to the PC (1989), Mac and Amiga (1990) platforms. Version 1.1 was originally packaged with the GIUK (Greenland-Iceland-UK gap) battleset. Over the years has released various program upgrades and add-ons: o v1.2 released in 1990 (distributed direct from Three-Sixty) o v1.30 released in 1992 (distributed with HDS1) o v1.32a released in 1993 (distributed via Internet and from 360) o Scenario Editor (SE) (1989) - Allows the player to create their own scenarios for any battleset that they own, which can then be loaded in to the main Harpoon program to be played out as either side. o Battlesets NACV (1989), MEDC (1990), IOPG (1991): Extra sets of scenarios based in the North Atlantic, Mediterranean and the Indian Ocean/Persian Gulf respectively, including many new platforms in each. o Harpoon Designers' Series I (HDS1) (1992): Up to 4x12 new scenarios (12 for each of the four original battlesets owned), with an expanded platform database for user created scenarios. The upgrade to v1.30 was included. o Harpoon Designers' Series II (HDS2) (1993): The same format as HDS1, with about 48 completely new scenarios, using the same expanded database of platforms as HDS1. Note HDS2 does not need HDS1 to work. IBM PC version: Current version: 1.32a Add-ons available: GIUK, NACV, MEDC, IOPG, SE, HDS1, HDS2 Scenario editor current version: 1.01 Mac version: Current version: 1.21 Add-ons available: GIUK, NACV, MEDC, IOPG, SE, HDS1, HDS2 Scenario editor current version: 1.02 Amiga version: Current version: 1.1 Add-ons available: GIUK, NACV, MEDC, IOPG, SE Scenario editor current version: 1.1 QU: WHAT NEW FEATURES DOES THE LATEST VERSION OF HARPOON (v1.3x) HAVE OVER THE PREVIOUS VERSION (v1.2x) ? ANS: o Bases and radars can repair themselves. o You can now order individual or Group ASW aircraft to drop sonobuoys wherever you want to, without interrupting their normal search pattern. o You can load user scenarios from the scenario selection screen. o Double-clicking is now supported on a lot of selection screens. o Anti-Radiation Missiles are just that: anti-radiation. Don't expect HARMs to destroy airbases any more, nor will they destroy ships o Torpedoes work much more realistically now. Torpedoes now have to acquire their targets independently of the launching platforms. o ARMs no longer kill bases. Neither do Harpoons. Also, land attack missiles (such as the Tomahawk TLAM-C) can't attack ships. o SAM missiles are modeled better, in that the guiding radar has to have a lock on the target before the missiles will fire, and if applicable, the missiles will only impact if there is still a lock on the target. o New missile modelling: Missiles (especially Phoenix) now use inertial guidance and after their radar turns-on can hit *any* plane in the area. Phoenix missile hit problem at Vlow is also fixed. o Realistic Rates of Fire have been implemented for missile and torpedo launches. o A new sonar model o You can have your aircraft jettison their ordnance to live to fight another day. o The Scenario Editor can make text files of orders for both sides, and these will be displayed in the program. In other words, when you select a user scenario, a box will come up containing the orders for your particular side. - Mark Lam (lam@mozart.cs.colostate.edu) NOTE: In the list below references will be to PC versions. So v1.3x is equivalent to v1.21 on the Mac (no corresponding upgrade was produced for the Amiga). Miniatures version: Current version: Unknown Add-ons available: Unknown Useful addresses: Three-Sixty Pacific Inc: 2105 S. Bascom Ave, Campbell, CA 95008, USA 2402 Broadmoor, Building C, Suite 101, Bryan, TX 77802, USA Phone: (+1) 407-776-2187 (Mon-Fri, 9am-6pm, Central Time) E-mail: 76711.240@COMPUSERVE.COM Compuserve: 76711,240 GEnie: THREE-SIXTY America On-Line: ThreeSixty Prodigy: KHFB18A BBS: (+1) 409 774 4246 Electronic Arts: 90 Heron Drive, Langley, Berkshire. SL3 8XP. UK Phone: (+44) (0)753 549442 E-mail: EA@CIX.COMPULINK.CO.UK 12 Rue du Chateau d'Eau 96410 Champagne au Mont d'Or, Lyon. France. Phone: (+33) 72170783 Postfach 1553, 33245 Gutersloh, Deutschland/Germany Phone: (+49) 524124307 **************************** 3. GENERAL HARPOON QUESTIONS **************************** QU: WHERE ON THE INTERNET IS HARPOON REGULARLY DISCUSSED ? o The Convergence Zone electronic mailing list is dedicated to the discussion of both computer and the miniatures versions of Harpoon. Details can be obtained by sending E-mail to the moderator of the list, Tom Comeau, at CZ-REQUEST@STSCI.EDU o The USENET group COMP.SYS.IBM.PC.GAMES.STRATEGY often discusses Computer Harpoon o The USENET group REC.GAMES.MINIATURES often discusses the miniatures version of Harpoon o The USENET group SCI.MILITARY may also be of interest, discussing anything military related. US Navy News and US Dept of Defence News regularly appear in this group o On CompuServe in the Gamers forum (GO GAMERS), Section 3 (War Games), and in GAMAPUB Section 15 (run by Three-Sixty Pacific) o On America OnLine, in the Three-Sixty Area, Harpoon folder QU: WHERE CAN I DOWNLOAD USER CREATED SCENARIOS AND OTHER HARPOON RELATED FILES ? INTERNET FTP SITES: o SUNBANE.ENGRG.UWO.CA (129.100.100.12) /PUB/HARPOON/PC/*.ZIP IBM-PC scenarios /PUB/HARPOON/MAC/*.HQX Mac scenarios /PUB/HARPOON/AMIGA/*.LZH Amiga scenarios /PUB/HARPOON/PC/HARP132A.ZIP Harpoon upgrade to v1.32a /PUB/HARPOON/CZ/*.Z Past issues of CZ plus a couple of data annexes for the miniatures version o FTP.CS.VU.NL (192.31.231.42) /HARPOON/PC/*.ZIP IBM-PC scenarios /HARPOON/MAC/*.HQX Mac scenarios /HARPOON/AMIGA/*.LZH Amiga scenarios /HARPOON/PC/HARP132A.ZIP Harpoon upgrade to v1.32a /HARPOON/CZ/*.Z Past issues of CZ plus a couple of data annexes for the miniatures version /HARPOON/MAC/SCENARIO_CONVERTER.CPT.HQX PC to Mac scenario convertor /HARPOON/HARPOON.FMT Description on how to edit Amiga data files o JUMI.LUT.FI (157.24.10.9) /PUB/HARPOON/PC/*.ZIP IBM-PC scenarios /PUB/HARPOON/MAC/*.HQX Mac scenarios /PUB/HARPOON/AMIGA/*.LZH Amiga scenarios /PUB/HARPOON/PC/HARP132A.ZIP Harpoon upgrade to v1.32a /PUB/HARPOON/CZ/*.Z Past issues of CZ plus a couple of data annexes for the miniatures version o NIC.FUNET.FI () /PUB/MSDOS/GAMES/HARPOON/*.* User created scenarios o WUARCHIVE.WUSTL.EDU () /PUB/MSDOS_UPLOADS/GAMES/PATCHES/HARP132A.ZIP Harpoon upgrade to v1.32a o IRZ.INF.TU-DRESDEN.DE () /PUB/MS-DOS/GAMES/PATCHES/HARP132A.ZIP Harpoon upgrade to v1.32a OTHER SITES: o On CompuServe, in GAMERS forum library 3 (user created scenarios) o The Harpoon Scenario Warehouse BBS located near New York City. The BBS can be accessed via modem at 516-829-2557. Currently offline, but likely to reopen once Harpoon II ships. o The PC to MAC user scenario convertor is available on CompuServe, in library 15 of the GAMAPUB section o America On-Line: jayg10@aol.com says that due to the dispersed nature of user created scenarios on AOL it is best to use the file searcher with the string "HARPOON" while in the software section. Also try the PC GAMES menu and choose the INDUSTRY CONNECTION section to locate the sub-section maintained by Three-Sixty. NOTE - To use the Harpoon v1.32a (HARP132A.ZIP) patch for Harpoon you need to already have a copy of v1.30 otherwise the patch will not work. If anyone has any more sites or has corrections for the above then get in touch ! QU: WHAT BOOKS ARE AVAILABLE THAT ARE USEFUL FOR PLAYING HARPOON ? ANS: This is a list of naval books that have been mentioned in CZ over the years. Most books are written for real life military combat, and thus may not be particularly useful for Harpoon tactics, but the principle is the same. [Ian] Recommended by Mark Lam (lam@mozart.cs.colostate.edu): o "Fighter Combat, Tactics and Manoeuvring" by Robert Shaw. o "Sub vs. Sub" I can't remember the subtitle, or the author's name. (He was the captain who took HMS Grampus under the edge of the Arctic icepack.) Recommended by cellar!sailor@uunet.uu.net: o "Fleet Tactics - Theory and Practice" Capt. Wayne P. Hughes, Jr USN (Ret.), Naval Institute Press. o There are occasional articles in Computer Gaming World magazine which offer useful ideas. o "Red Storm Rising," "The Hunt For Red October" (to a lesser degree), and Bond's own books should be used as sources for tactics. (fiction) Recommended by (Ted Kim) tek@penzance.cs.ucla.edu: o The "Fleet Tactics" book by Captain Hughes o "The Fundamentals of Salvo Warfare" 1990 MS Thesis by Jefferey R. Cares Naval Postgraduate School: Monterey, CA Recommended by Tom Comceau (tcomeau@stsci.edu): o "Red Phoenix", "Vortex" and "Cauldron", all by Larry Bond (fiction) o "The Price of Admiralty" by John Keegan, Penguin Books, 1988. o "Fleet Tactics" Capt. Wayne P. Hughes, USN, Ret., Naval Institute Press, 1986. o "The Longest Battle: The War at Sea, 1939-45" by Richard Hough, Morrow & Co., 1986. o "The Battle for the Falklands" by Max Hastings and Simon Jenkins, W.W.Norton & Co., 1983. o "The Military Balance" yearbooks. The International Institute for Strategic Studies, Brassey's. Published in the US and Canada by Macmillan. Recommended by Andrea Fontana (fontana@pavia.infn.it): o Laurence Delaney, "The Triton Ultimatum", 1979 (fiction) o Harold Coyle, "Sword Point", 1990 (fiction) o Antony Preston, "Fighting Ships", 1989 Recommended by Patrick S. Golden (pgolden@nhgs.vak12ed.edu): o "The Med," "The Gulf," and "The Circle" by David Poyer (fiction) o Patrick O'Brian writes of the British Navy in the Napoleonic Wars Recommended by Felix Hack (felixh@sunspot.ssl.berkeley.edu): o Combat Fleets of the World (Couhat, Baker, USNI) o World Naval Weapons Systems (Friedman, USNI) o Modern Warship Design and Development (Friedman) (c.1980) o Fighter Combat (Shaw, USNI) o Harpoon, Modern Naval Wargame Rules, Larry Bond, GDW games. o Harpoon Data Annex 1990/91, as above. o Troubled Waters, Chris Carlson, GDW games. o Warship Commander II, Ken Smigelski, Enola Games. Recommended by Dennis Milbert (dennis@hecate.ngs.noaa.gov): o "The Complete Book of U.S. Fighting Power" by Lightbody & Poyer QU: HOW DO I GET HOLD OF "NAVAL PROCEEDINGS" ? ANS: "Proceedings" is included with membership in the United State Naval Institute. The cost of a one-year membership, which also includes discounts on USNI books, is/was $30.00 (US). USNI can be reached at 800-233-8764, and will accept phone orders with Master Card or VISA. QU: ALL THE JARGON/ABBREVIATIONS CONFUSES ME - HELP ! ANS: I have also produced a list of jargon/military abbreviations decoded in to plain(er) English. It is fairly US Navy orientated (any volunteers to do a CIS/USSR list ?), but should be useful. It should be available in the places that this FAQ is listed as being stored (see Introduction), or E-mail me. Emmanuel Gustin has posted a similar document to SCI.MILITARY recently, and although it is not as Harpoon specific, I must admit what it does cover is slightly superior to my list ! It can be FTP'd from BYRD.MU.WVNET.EDU The file is /PUB/HISTORY/MILITARY/AIRFORCE/CODES.TXT ************************ 4. HARPOON II (COMPUTER) ************************ QU: WHEN IS HARPOON II GOING TO BE RELEASED ? ANS: It's out !!! As of June 6th in the USA (I think). Unsure of shipping dates to foreign countries :( QU: WHAT ARE THE NEW FEATURES PROMISED IN HARPOON II ? ANS: This is a promo put out by Three Sixty for Harpoon II: o full motion video clips from the Department of Defense o an innovative interface designed around moveable and scalable windows with a pushbutton toolbar o an advanced "fuzzy logic" based computer opponent o high resolution military style tactical vector map of the entire world (simulating actual Combat Information Centre display systems) with multiple projection styles, including all coastlines and seasonal icepacks o neutral countries modeled along with an enforced rules of engagement o realistic weather modelling o completely revised and updated models for all sensors, missiles and communications nets o a Formation Editor which allows you to define threat axes and patrol zones for planes both in and out of formations o in-air refuelling and underway replenishment o an on-line context sensitive help/reference guide complete with hundreds of photos and specifications on platforms, weapons, and sensors o full implementation of navigation, weather, patrols, jamming, satellite passes, EMCOM, datalinks, fuels states (ships and A/C), underway replenishment, repairs, etc... o there will not be individual Battlesets as in the original game, since the game comes with the map of the entire world o the game will be multi-windowed so that you can view battles happening at different locations on the map o there will be approximately 15 scenarios included with the game, based in the Pacific o a scenario editor will be a follow-on product issued "soon" after the game is released QU: WHAT ARE THE SYSTEM REQUIREMENTS FOR HARPOON II ? ANS: From some official Three-Sixty postings: For the PC: o The minimum amount of disk space is not finalized yet, and will vary depending on what you install. (rough pre-guess: 17Meg, 20 Meg for full game) o The minimum cpu required is a 386SX, any speed, but 486/33 is recommended o The minimum memory requirement is 4 Meg, 8 Meg recommended o The minimum amount of memory required below the 640k barrier is 64k Harpoon II uses a DOS extender and will use as much memory as you have (the more the better) o The minimum graphics setup is a VESA mode 101 compatible 512k video card (SVGA), a 1 Meg card is recommended o Mouse is required, with a Microsoft or Logitech compatible driver o 100% SoundBlaster compatible card for sound support For the Mac: o 68020 or better (LC or higher) o System 7 or better with QuickTimeTM extension o 12" color monitor or better o 4 Mb RAM o Approximately 20Mb on hard drive QU: WHAT IS VESA GRAPHICS COMPATIBILITY ? ANS: VESA is a graphics standard. Having a card that is VESA compatible does NOT mean it has to be a VESA local bus card! It just means it complies with the "VESA" standard. The vast majority of video cards support, or can be made to support VESA mode graphics (such as 640x480x256). The newer video cards have the VESA built into the chip's BIOS. Older cards may not be recognised, so a TSR is required. There are two files that I know of that are available to help. VESADRV2.ZIP is available on most of the larger sites, such as FTP.CDROM.COM or ones that mirror the larger sites. This file contains a number of ZIPs from the card manufacturers. Most work OK. This is an updated version of the drivers that were supplied with V for Victory, for example. Another method, and by all accounts much better, is "UVESA32.ZIP". Available from GODZILLA.CGL.RMIT.OZ.AU, the Virgin Games BBS, and probably lots of other places. Again a TSR, but universally compatible with the majority of cards. Opt for this one. - Gavin Rewell (s905066@otto.bf.rmit.oz.au) Also available on WUARCHIVE.WUSTL.EDU (), and the files is /SYSTEMS/IBMPC/MSDOS/VGA/UVESA42.ZIP and on SRC.DOC.IC.AC.UK (146.169.2.10), the file is /COMPUTING/SYSTEMS/IBMPC/SIMTEL/VGA/UVESA42.ZIP [Ian] QU: WILL BATTLESETS/SCENARIOS FROM HARPOON V1.X BE COMPATIBLE WITH HARPOON II ? ANS: No. QUS: WILL MODEM PLAY APPEAR IN HARPOON II ? WILL CRUISE MISSILE WAYPOINT ENTRY APPEAR IN HARPOON II ? WILL THE 255nm FORMATION EDITOR LIMIT GO IN HARPOON II ? ANS: o Head to Head play is planned for Harpoon II, but will not make it into the initial release. H2H play will probably be in the first upgrade for Harpoon II, scheduled for this Summer. o Multiple waypoint capability for cruise missiles, while it will not be in the initial release of Harpoon II, may be included in the first upgrade (scheduled for this summer). o In Harpoon II the maximum range in the formation editor is your scenario boundary--this will usually be more than 255 miles. - Adam M. Fugman (THREE-SIXTY PACIFIC INC.) (76711.240@CompuServe.COM) QU: WILL THERE BE A WINDOWS VERSION OF HARPOON II ? ANS: No there won't. Basically Harpoon II uses a windows type interface and DOS extender anyway, so a dedicated Windows version isn't needed.[Ian] QU: WHERE CAN I FIND OUT MORE ? ANS: The online magazine "Game Bytes" carried a preview based on a test version of Harpoon II in issue 18. It also carries a screen shot of the game (very impressive IMHO). It can be downloaded from WUARCHIVE.WUSTL.EDU (), in the directory /SYSTEMS/IBMPC/MSDOS-GAMES/GAME_BYTES. The relevant files are GB18.ZIP and GB18-GRA.ZIP and various mirror sites, including SRC.DOC.IC.AC.UK (146.169.2.10) in the directory /COMPUTING/SYSTEMS/IBMPC/MSDOS-GAMES/GAMES/GAME_BYTES The relevant files are GB18.ZIP and GB18-GRA.ZIP I have also uploaded the preview and GIF screenshot to BSP208.STAFFS.AC.UK, in the directory /PUB/HARPOON QU: HOW CAN I BECOME A BETA TESTER FOR THREE-SIXTY PRODUCTS ? ANS: Three-Sixty uses Compuserve to communicate with its Beta Testers, as we have a section in one of the forums specifically for that purpose. If you have a Compuserve account and are interested in being a Beta Tester, contact our Quality Assurance Manager, Felix Pierdolla 71742,1445. - Adam M. Fugman (THREE-SIXTY PACIFIC INC.) (76711.240@CompuServe.COM) ************************** 5. HARPOON v1.X (COMPUTER) ************************** 5.1 GAME FEATURE QUESTIONS ************************** QU: IS IMPLEMENTED IN V1.x OF HARPOON ? ANS: The following features are currently not implemented in v1.x of computer Harpoon: o Minefields o Logistics (ie refuelling ships, a limit to the aircraft ordnance stored at airfields/on carriers etc) o Neutral forces o Mid-air refuelling Although refuelling loadouts appeared in early versions of Harpoon, they could not be used, and were removed as a loadout option in later versions of the game. It is possible/probable that all/some of these features will appear in Harpoon II (see section 5). [Ian] QU: WHAT DOES "HORIZ" MEAN AS A WEAPONS RANGE ? ANS: I think HORIZ is an indication that the weapon can theoretically go much further than the horizon of the ship-based directors. Generally, this happens with semi-active radar guided SAMs pressed into an anti-surface role. In this case, the range should be the RADAR horizon distance from the ship to a surface target. Usually, surface search radars are limited by horizon rather than power. Similarly, SAM directors pressed into anti-surface roles are generally horizon limited also. I believe the displayed "best surface radar" ring is based on a medium sized ship target. Thus, it is not accurate for ranges to smaller targets. - Ted Kim (tek@penzance.cs.ucla.edu) QU: WHAT DOES ACTIVATION DISTANCE MEAN ON ASM MISSILES ? ANS: Most active radar homing missiles use inertial (ie preprogrammed) guidance for most of the trip. Only when arriving in the "target area", does the radar go on. If the target isn't exactly where it's supposed to be, the missile searches the target area. On a "bearing-only" contact, you don't get range data, only direction data. The dialogue asks you where to turn on the radar and start searching. If you are too far away from where the target really is, the missile runs out of fuel while searching and never finds its victim. The right answer depends on what else you know about the target and how many missiles you can waste covering your bets. If you have enough missiles, you can try a variety of ranges. If I don't know anything else, I stick with the computer's recommendation. - Ted Kim (tek@penzance.cs.ucla.edu) QU: WHAT ARE THESE AIR-TO-AIR BACKFIRES ? ANS: One twist thrown into the Computer game are the modified Soviet bombers with air-to-air missiles (eg the Backfires with AA-9s in the NACV: Ambush scenario). They were put in to give the Soviet player some way to escort his bombers on long range attacks. As far as Iknow, though, there are no such things. - Ted Kim (tek@penzance.cs.ucla.edu) QU: CAN YOU USE A FORMATION EDITOR FOR PLANES ? ANS: It is not possible to do this with strike groups. Fighter escorts need to be micro-managed manually to stay at a desired distance in front of the bombers. But aircraft can be put in the formation editor for CAP patrols around groups. [Ian] QU: HOW CAN YOU DETERMINE A PLANE'S EXACT REMAINING FUEL RANGE (AS THE RANGE CIRCLES AT BEST CAN ONLY GIVE AN INDICATION) ? ANS: Click on the offending aircraft group in the Group window, and then centre it in the unit window. Then click on the aircraft unit in the unit window, and then type F (or Command F/Alt F/whatever your equivalent) to get a full report on the unit and pull up its specs. The listed aircraft range is the remaining aircrafts range. - Gary Snow (snow@clark.edu) ANS: Alternatively, if a suitable enemy group is around call up the aircraft intercept screen and read off it's fuel range. [Ian] QU: WHEN YOU ORDER A PLANE TO A DIFFERENT BASES DOES THE BINGO RANGE CIRCLE ADJUST ACCORDINGLY ? ANS: Harpoon does not change the 'bingo' range circles when you select a new landing destination--sorry. - Adam M. Fugman (THREE-SIXTY PACIFIC INC.) (76711.240@CompuServe.COM) QU: WHY DOES THE COMPUTER LET ME LAUNCH PLANES ON ATTACK MISSIONS AND I THEN FIND THEY REACH BINGO FUEL WELL BEFORE THE TARGET ? ANS: The reasons for this happening are: (1) When you are launching the flight, the first planes off have to circle until the last planes make it up. This is a major problem when you have an airfield that only has one runway. With a large group of planes, you end up losing a couple of minutes of flight (2) Air groups with different plane types will fly at the lowest speed of the group. So when you launch 2 F-14s to escort that E-2, those F-14s are penalized and have to fly at the E-2s speed and don't get optimum fuel performance. My solutions (obvious): Launch groups of the same plane type. Launch small groups, my fav size is around 10. Since you will probably want to escort those A-6s when they go after the Soviet battle group, launch the A-6s first. Hopefully you'll have enough CAP in the immediate area of the carrier. After a bit, not more than a minute of real time, launch the escorting fighters - F/A-18s in my opinion (save the F-14s for carrier CAP). The F/A-18s are faster than A-6s, so they catch up and eventually overtake the A-6s. They'll be out in front to nail anyone who threatens the A-6s. Or have the F/A-18s loiter every now and then so they stay with the A-6s. - jtgorman@cs.arizona.edu (J. Taggart Gorman) QU: CAN YOU PROGRAM AIRCRAFT TO NOT FLY OVER ENEMY UNITS ? ANS: In Harpoon v1.x this is not possible without a watchful eye and careful micro-management of the assets. In Harpoon II it appears you can defined "off limits" areas and the class of plane the exclusion zone applies to - I hope it works ! [Ian] QU: DOES JAMMING WORK ? DO I REALLY NEED TO TAKE EA-6B's TO 25nm FROM THE ENEMY RADAR ? ANS: Harpoon appears to model jamming as simply reducing a radar's probability of detecting a group, rather than blinding it from particular axes. [Ian] ANS: First of all, the jamming pods don't have a range of 25nm, but reaches out to the radar horizon. So, the higher your aircraft is, the longer range for the jamming. What I usually do, is place an EA-6 just outside the maximum radar range for the airfield, and put them up high. I also try to put them a little out of the way of the A-6's that's doing the bombing. Once the bombers cross the max radar range, I move the jammers in too, still keeping them at high altitude. It hasn't failed yet. Also, if you have EF-111's, you can really mess things up. An EF-111 from Scotland hanging over Keflavik would make the USSR believe that there's an attack coming from that angle, and they'll send out a few fighters to dispose of the single jammer. So, while they are on a wild goosechase, come in from the other side with your A-6's accompanied with F-14's ... They won't stand a chance. - Lars Martin Hansen QU: SOMETIMES WHEN THE COMPUTER SAYS I HAVE AN EXACT FIX ON AN ENEMY UNIT, WHY DOESN'T IT APPEAR ON THE GROUP MAP DISPLAY (RESULTING IN ME FORGETTING IT'S THERE) ? ANS: The unit is part of the CAP around a local enemy base/group. It does not appear in the group window, but will appear in the unit window (if you find it !). To attack such units you need to attack the base and select "aircraft". Unfortunately the computer will direct your units to the nearest enemy CAP, not necessarily the one you want ! [Ian] QU: HOW FAR CAN I LEAVE SONOBUOYS BEHIND? ANS: Harpoon v1.x does not require a unit to be monitoring (ie patrolling in the vicinity) a sonobuoy for the sonobuoy to report a detection. So even though a plane is no way near or has landed, as long as the sonobuoy is still active, you will be able to make the detection. It appears that the sonobuoys in Harpoon are passive only (ie subs can not detect a sonobuoy field). [Ian] QU: CAN YOU PROGRAM ASW PATROLS TO DROP SONOBUOYS ALONG A SET PATH ? ANS: No, this is not possible. In v1.3x pushing the "." key when selected on a group/unit carrying sonobuoys will cause all relevant units in that group to drop one sonobuoy each. [Ian] QU: WHY IS THE DIPPING SONAR ON THE NAVAL OSPREY MODELLED AS BEING SO EFFECTIVE ? ANS: Unsure. The Osprey is still on the drawing board and not in service, so no firm data is available on it. Still....150nm range contacts...??? [Ian] QU: DOES COMPUTER HARPOON TAKE THE BAFFLES INTO ACCOUNT ? QU: I've been setting up submarine patrols to include regular small loops in the path - to clear the baffles and, hopefully, give the submarine a better chance of finding something coming up behind. Is this a waste of time? - Keith Wain (postmaster@manadon-engineering-college.ac.uk) ANS: Yeah, its a waste of time (unless it gives you something to do :-). Computer Harpoon doesn't take into account the baffles on a submarine. - Gary Snow (gsnow@clark.edu) QU: WHY DOES SEA-LANCE ONLY APPEAR IN THE NACV BATTLESET ? ANS: It would appear that when NACV went out Sea Lance was about to enter service, but then was cancelled (or Three-Sixty thought it would be nice to try it out ;-) [Ian] QU: HOW DO I EVADE TORPEDOES ? 1. Evasive manoeuvring of the unit under attack 2. Run away ! Note - all countermeasures (eg noisemaker decoys etc) ate already taken into account when the hit probability is calculated. There is no way to "shoot down" an incoming torpedo with a depth bomb or another torpedo in the current version, and isn't even clear whether this can be done in the real world. - Ted Kim (tek@penzance.cs.ucla.edu) (amended) QU: WHAT IS A TORPEDO COUNTER-ATTACK ? ANS: From the Harpoon Battlebook (p193): Question: What conditions trigger a "torpedo counterfire"? Answer: This happens when a torpedo is detected down a bearing from which there has been no submarine contact and the enemy submarine is possibly within the range of the torpedo to be counterfired. The computer side will always attempt torpedo counterfire. - Ted Kim (tek@penzance.cs.ucla.edu) ANS: ...it also has to be undetected, on the theory that engaging a detected target that's in range is your own business. A torpedo has a high-speed propeller, making it (relatively) easy to detect on passive sonar. It's not too unlikely that you might detect the torpedo without having detected the sub. It's a good gamble that a torpedo fired toward the point where the incoming torpedo was first detected will pass pretty close to the sub. Even if the incoming torpedo doesn't give you enough of a fix to hit the sub, your counterfire may prompt the sub to take evasive action and give his position away. An incoming torpedo course is a good place for ASW aircraft to start searching with MAD and sonobuoys, too.... - David Gillett (dgil@ipsaint.ipsa.reuter.com) QU: ARE MALFUNCTION RATES REALLY SO HIGH ? ANS: It also seems to me that the malfunction rate is too high, especially for the Soviets. It seemed to me that time compression increased the malfunction rate beyond the linear ratio of time compression. Apparently, malfunction in the computer game is not related to actual use of the system, nor does it happen to anything but weapons systems. At the rate illustrated in the game, the US would only have wait a week for all Soviet subs to break everything. Now, I don't bother to turn the malfunction option on. - Ted Kim (tek@penzance.cs.ucla.edu) QU: HOW DO YOU WIN AT THE KOLA PENINSULA SCENARIOS IN GIUK ? ANS: First of all, what version of Harpoon do you play? If it's 1.3x then just refine your tactics. In 1.3, it's very hard to find those darn submarines. If it's 1.2, there are several suggestions: 1. Go slow, keep them in creeping speed. 2. Change your course if you detect anything, don't try to kill them if they are not the SSBNs. If you do, swamps of ASW aircrafts will be on your head so fast... 3. You can always send out a couple of old subs, like the Sturgeons to get their ASW forces worked up and sneak in when they are attacking those old ones. 4. Change your depth irregularly, be creative about your path, depth, and speed. 5. SAVE EVERY TIME YOU DODGE A TORPEDO OR SEE A TORPEDO OR DETECT ANYTHING! THIS IS THE MOST IMPORTANT OF ALL. - yuqian@bvc.edu (Suicidal Freshman) QU: HOW DO YOU GET SHIPS AND BASES TO RELOAD THEIR MOUNTS / WHY DO USSR UNITS USUALLY RELOAD THEIR MOUNTS WHILE NATO SHIPS DON'T ? ANS: Reloadable launchers is very class dependant. On the NATO side, ASROCs reload if you fire all of them from the oct-launcher, but there are/have been ship classes with ASROC that did not have reloads. Single cell Harpoon and Tomahawk launchers are not reloadable, although some ships fire Harpoon from the single arm launcher (specifically the Perry class). In this case the number of reloads is dependant upon the weapon mix in the magazine, and usually there are not many Harpoons. The vertical launching systems are a different animal, but the still the number of weapons of each type is determined by the initial loadout. SAM reload immediately after firing. Combined launcher loads immediately after firing. Whereas Kiev's, Kirov's and Slava's (SS-N-12) all have a magazine. I think the staff only tell you when SSM mounts are reloading. - merged replies from: o trooker@bombe.nswc.navy.mil (Terry Rooker) o yuqian@bvc.edu (Suicidal Freshman) ANS: The Harpoon Battlebook has a list of the units that can reload their mounts (p211/2) [Ian] QU: WHY DOES IT SOMETIMES TAKE SO MANY AIR TO AIR MISSILES TO SHOOT DOWN PLANES AND CRUISE MISSILES (HARPOON/TOMAHAWK) ? ANS: On the radar guided air-to-air missiles side, it has been noted that there have been so few air-to-air combat situations in real life, no one knows what a realistic kill ratio is ! Harpoon can only estimate. Infra-red missiles (eg Sidewinders) have a much better record. [Ian] ANS: I've noticed that MiG-29s are particularly hard to shoot down -- presumably this is supposed to reflect an unusually high level of ECM. (Radar-guided Sparrows seem to be far more susceptible to this effect than heat-seeking Sidewinders are, which makes some sense.) - David Gillett (dgil@ipsaint.ipsa.reuter.com) ANS: There are quite a few factors that come into play here. The more complicated ones include such variables as the target AC's DATA, ECM and manoeuvring capabilities, the type of missile being fired. Also, does it have ECCM and/ or dogfight capability. All of these combined will usually make the hit probability lower against high performance AC's. The best ways I've found to increase the hit probability are to launch from the 3 to 9 o'clock position of the target AC. His radar can't see you or the missiles there in most cases. Going to low or vlow and turning off your radar works well when your at close range using heat seekers. If you're approaching from the front get him to turn off his radars prior to firing. - Chuck J. Rouhier (rouhier@wpdis03.wpafb.af.mil) QU: WHY DOES THE USSR SIDE NEED FEWER ANTI-SHIP MISSILES TO KILL A SHIP COMPARED TO NATO ? ANS: That's because Harpoons/Tomahawks carry smaller warheads (typically 500 pound) while most Soviet missile (eg Shipwrecks) have 1, 2, or 3 thousand pound warheads. - sscotten@email.bony.com QU: WHY ARE SAM AREA DEFENSES SO BAD FOR THE HUMAN SIDE ? ANS: Once missiles are coming, set your defense fire to heavy and 1/2 max range, you will stand a much better chance shooting down double digits incoming missiles. It can be accessed via Alt-F8 (PC version) - yuqian@bvc.edu (Suicidal Freshman) 5.2 SYSTEM SPECIFIC QUESTIONS ***************************** QU: CAN COMPUTER HARPOON BE PLAYED BY MODEM/NULL MODEM CONNECTION ? ANS: Harpoon v1.x does not support this. Neither will the first release of Harpoon II, but I think Three-Sixty plan to include it in the second release after the summer 1994. [Ian] QU: IS THERE A VERSION OF HARPOON SPECIFICALLY FOR THE 386 ? ANS: v1.3x has a separate HARPOON.EXE file specifically for the 386 processor, although I don't think there are many great differences - just better memory management. Three-Sixty have always talked of an enhanced version of Harpoon (Harpoon Gold ?) to utilise the 386+ features, but that now seems to have been merged with HARPOON II. [Ian] QU: I CAN'T GET THE HARPOON v1.32a PATCH TO WORK. THE GAME QUITS WITH THE MESSAGE "MISSING HARPOON.RSC DATA FILE !" - WHAT'S WRONG ? ANS: To use the v1.32a patch you must already have v1.30 as the patch requires a file (HARPOON.RSC) from v1.30 to work. Without it the patch is useless. v1.30 is available from Three-Sixty or can be found in the HDS1 package. [Ian] QU: CAN HARPOON RUN UNDER O/S2 ? ANS: I have found that it does run. Unfortunately, for obvious reasons, it is much slower. One advantage however is that OS/2 2.0's MSDOS 5.0 based emulation provides an enormous amount of free ram for those scenarios that you just can't get to fit any other way ... - 2330.1244@compuserve.com (Robin D. Roberts) QU: IS IT POSSIBLE TO UPDATE THE DATA IN THE COMPUTER DATA FILES ? ANS: As far as I know, this is only possible for the Amiga data files. Felix Hack (felixh@sunspot.ssl.berkeley.edu or GEnie: F.HACK1) wrote a detailed instruction file, which can be downloaded from FTP.CS.VU.NL (192.31.231.42). The file is /HARPOON/HARPOON.FMT QU: WHEN WILL THE ZX SPECTRUM 48K VERSION OF HARPOON BE RELEASED ? ANS: I am currently working on the conversion. You've seen Harpoon push the DOS 640K barrier to the limit - now see it give the Spectrum 48K a hard time ! I expect to have the game finished in about a months time - let's see if I can beat 360 with Harpoon II ;-) It will be in Z80 format - contact me if interested !!! [Ian] 5.3 OTHER QUESTIONS ******************* QU: WHAT IS THE HARPOON USERS' GROUP / C3I ? ANS: C3I is the newsletter of the recently founded Harpoon Users' Group (HUG). It is the equivalent of the SITREP for computer game players. The first issue of the quarterly newsletter (vol. 1, no. 1) came out (July/Aug 1991). The newsletter is divided into sections corresponding to the components of the C3I acronym. People interested in becoming a member of the HUG and receiving C3I, can refer to the HUG announcement in CZ v7 msg 11. Or you can talk directly to Carl Norman, the editor of C3I, by e-mail at 71360.2141@compuserve.com. He is especially interested in talking to people who want to write C3I articles. - Ted Kim (tek@penzance.cs.ucla.edu) QU: WHAT IS THE CURRENT STATUS OF THE HUG ? ANS: The Harpoon Users' group is currently in "hibernation" and the current issue of C3I running (extremely) late, awaiting the release of Harpoon II. The Harpoon Scenario Warehouse is currently off-line, but is also expected to be reactivated once Harpoon II is released. The main reason is that the editor of C3I, Carl Norman, is the project manager (and manual author) of Harpoon II. [Ian] QU: WHAT IS THE USNI BATTLESET ? ANS: The USNI Battleset is a small Battleset with 5 scenarios, and needs GIUK to run. Three-Sixty sells Harpoon to USNI (United States Naval Institute) members with some extra scenarios included, and is copyright. The only way to get this BattleSet is to purchase Harpoon through the USNI. It should NOT be distributed or put on bulletin boards - this is ILLEGAL. It's presence on the previous CZ scenario archive caused that archive to be shut down. [Ian] QU: OK - HOW DO I LEGALLY OBTAIN THE USNI BATTLESET ? ANS: The USNI 1991 Christmas catalog advertises a special USNI edition of Computer Harpoon for the IBM PC. The USNI edition includes "5 all-new scenarios for USNI members only" and "Harpoon secrets from Dr. Peter Perla, author of The Art of Wargaming". Available to USNI members for $40. USNI members can get the PC version of Harpoon (and the various battlesets) at a discount through the USNI book service. However, I find my local discount store still does better than the offered discounted prices. - Ted Kim (tek@penzance.cs.ucla.edu) Full membership in the United States Naval Institute is available to any current or former member of the Navy, Marines, or Coast Guard (and I believe their foreign counterparts). Associate membership includes anyone else with an interest in naval matters, and includes all rights and privileges except voting. A phone number for membership inquiries is (800) 233-USNI. - creps@copper.ucs.indiana.edu (Steve Creps) ********************************* 6. THE SCENARIO EDITOR (COMPUTER) ********************************* 6.1 GENERAL USE *************** QU: CAN YOU PUT WAYPOINTS INTO AIR STRIKE PATHS ? ANS: No - not possible. [Ian] QU: YOU CAN YOU DETERMINE A BASE'S RUNWAY LENGTH WITHOUT CREATING THE BASE FIRST ? ANS: For the NACV and MEDC battlesets, runway lengths were listed in the manuals that came with the battleset. For all HDS1 and HDS2 battlesets an ASCII database came with HDS2 listing data for all platforms within Harpoon. The base/runway data files are BLUE1.DB, BLUE2.DB, RED1.DB and RED2.DB QU: HOW DO YOU NEED TO DESIGN A SCENARIO SUCH THAT THE COMPUTER WILL ATTACK A CONVOY ? ANS: For the computer to attack a convoy it must: a) have detected the convoy b) have aircraft at a base within range with the relevant weapons loadout (eg Backfires with ASMs) So in the scenarios you need to have patrols (Badgers, Bears, E-3s) operating near likely convoy routes *and* make sure that there are bombers waiting at a nearby base. Two problems though: 1) The computer may decide to use the bombers for another mission if the loadout corresponds to alternative targets located 2) If an enemy (an enemy to the computer ie your side) base is between the launching base and the target convoy the computer will overfly that base and get torn to pieces ! [Ian] ANS: I have found that the computer will attack a convoy if its objectives are to sink that convoy, or parts thereof. The hard part is getting the computer to find the ships! - Gavin Rewell (s905066@otto.bf.rmit.oz.au) 6.2 OTHER QUESTIONS ******************* QU: WHERE CAN I OBTAIN USER CREATED SCENARIOS ? ANS: See section 3 for a full list of sites carrying Harpoon User Created Scenarios. QU: HOW DO YOU USE USER CREATED SCENARIOS ? ANS: General tips on downloading user created scenarios: o User created scenarios need to be FTP'd in BINARY mode o Make sure you have the latest version of the necessary decompression utility (v2.04g is the latest version of PKUNZIP for the PC) o Make sure you have the relevant battleset in your Harpoon directory corresponding to the scenario you wish to use ON THE PC: o To load the scenario in v1.3x, select the correct battleset and use the "[U]ser Scenario" option on the battleset scenario select screen. o To load the scenario in other versions, select the correct battleset and start any of the battleset scenarios. Once that has loaded use ALT-F1 to select the user scenario ON THE MAC: They can't be double clicked (this is a problem with the way Harpoon was written, not with the scenarios). No User written scenarios can me double click loaded. Launch Harpoon as normal. Open a Battleset (make sure its the same one that goes with the user written scenario, you can tell which one it is by the first 4 letters of the name of the scenario file eg. IOPGKR0 would go with the IOPG Indian Ocean Battleset). Load any of the scenarios from that Battleset (it doesn't matter which). When the scenario loads, go to the File Menu, and use the "Load User Scenario" command. Command-L will work too. Harpoon will then ask you if you want to quit the current game, say yes, and then load the user written scenario. - Gary Snow (gsnow@clark.edu) Anyone want to do an AMIGA treatment ? QU: IS THERE A SCENARIO CONVERSION UTILITY ? ANS: The only scenario convertor available converts from the PC format to the MAC format. Details of availability are described in section 3. [Ian] ****************** 7. MINIATURES GAME ****************** Admission here....I didn't find/recognise any answers to FAQs for the miniatures side of Harpoon - sorry ! Below is a posting from Paul Bravey (raggy@dcs.warwick.ac.uk) (slightly edited) with a few questions in. I couldn't find any answers though. Someone let me know if a) these really are FAQs and b) what the answers are! Thanks, Ian. QUS: 1) Has anybody got the errata for updating the miniatures harpoon from 3.0 to 3.1 typed in to save the hassle and time of sending an envelope on an umpteen thousand mile round trip? 2) Are surface to air missiles just too accurate? 3) Leading on from the last question: are airbursts just too effective? 4) One oddity noticed was that most of the British ships with Sea Dart officially can't use them since they haven't got height-finding radars! The same thing seems to occur with some older russian vessels so can anybody put any light on that? 5) How does a ballistic device travel when dropped from an aircraft? By this I mean how long does it stay at different altitudes? 6) With sonar, can something be detected in a CZ at any depth or just above the layer? 7) How often do you actually get close enough to actually bother about putting miniatures on a board? 8) Has anybody got a nice program to work out angles and distances between objects after being given the courses and speeds to save me writing one? - Paul Bravey (raggy@dcs.warwick.ac.uk) ********** 8. TACTICS ********** QU: IS THERE ANYTHING YOU CAN DO WHEN A TORPEDO IS APPROACHING ONE OF YOUR SHIPS? ANS: You can try to evade. If you change speed and bearing (and depth for submarines) often enough, sometimes you can escape. Speed is usually increased to gain distance, but it causes more noise. (A few times I have been able to distract torpedoes with noisier targets.) If the torpedo uses wire-guidance, attacking the launching platform should help. (Though, I am not sure if that is reflected in the game.) Sometimes you can just outrun them, especially if you are close to maximum range. - Ted Kim (tek@penzance.cs.ucla.edu) QU: HOW CAN I GET MY ANTI-SHIP MISSILES TO PENETRATE THE USSR SAM UMBRELLA ? ANS: The best tactic is the bring units in from multiple directions to put as much pressure on the defending ships SAM capable ships. A well coordinated attack, including a few anti-radar missiles usually gives results. [Ian] ANS: One way is to use a helo or a sub to detect the battle group and move in with a sub to knock down the Slava's and Kirov's before the NATO group launches it's ASMs/SSMs. To do this there are also a few ways. 1. Move the subs very close to the group (within the AAW circle) and launch their anti-ship missiles. 2. Good old torpedoes from 1/2 max range. Once the SA-N-6 ships are down, they are almost defenceless. Another way is to concentrate you missiles to attack the Slava's and Kirov's. Maybe also target a few ships (like the Sovremenny) with SSMs too. Leave the Udaloy's alone, they can't do anything. - yuqian@bvc.edu (Suicidal Freshman) ANS: One method of attack that works is to get the opposing forces to stop or to back-track or to at least slow down, before launching tomahawks. [a bug ? Ian]. I have also found that it is more successful to launch them singly, with a couple of seconds gap between each one. Submarine launches at close range have got excellent results- the old wolf-pack idea of delaying an attack until you can vector in several units from all round the compass works well, particularly with combined TASMs and torps. - Keith Wain (POSTMASTER@MANADON-ENGINEERING-COLLEGE.AC.UK) QU: WHAT ARE THE BEST TACTICS TO EVADE AIR TO AIR MISSILE ATTACKS ? ANS: The "golden tactic" is to simply turn on the afterburners and run away from any enemy missiles as soon as run away). It seems that the Harpoon AI does not use the same tactic for the other side. - Markus Stumptner (mst@vexpert.dbai.tuwien.ac.at) [The AI did in Computer Harpoon v1.1, but it resulted in the computer almost always escaping when the chances were it should have been hit (very annoying), so it was disabled. Ian] ANS: There is also a very good tactics for evading closing missiles that can't be outrun. 1. TURN OFF YOUR RADAR!!!!!!! 2. Go to VLOW with highest speed possible. 3. Change course 4. If missile is still on your tail, zoom to highest possible altitude with highest speed. - yuqian@bvc.edu (Suicidal Freshman) [Remember in Computer Harpoon v1.3x the strike packages will jettison their loads if "jumped" on by enemy fighters. Ian] QU: WHAT STRATEGIES ARE THERE FOR ATTACKING BASES ? ANS: There are several ways to striking an airbase heavily guarded by sam batteries and I'd like to synthesize various strategies, suggested in previous issues, and tested on our PC: The first idea is to strike with F-18 configured Standoff (ie, armed with 'poons) and this guarantee a safety position of attack due to the range of 70nm. But the damage inflicted is very poor and the attack must protract in time and cannot be quick and effective. Even with successive waves of strike we cannot destroy or seriously damage the Opfor before 3 or 4 strikes, with a great waste of time and forces. [Using Harpoons and Tomahawk TASMs against land bases is no longer possible in v1.3x of Harpoon (to reflect reality). Ian] Better to distinguish the primary from secondary objectives: first, we have to blind the enemy, by setting up the Intruder with HARM and sending an anti-radar strike (the air coverture is now necessary due to the poor defense and manoeuvrability of the A6, as result of many tries). Then a more effective attack can be sent arming the A6 with Walleye II, as suggested by D. Guidry in a previous issue (Vol. 8, Issue 3, Msg. 18). So, with a few bombs we can destroy an airbase within a tolerable risk factor. In this second case we have to send before the strike a coverture group in high altitude (F14 or F15 may works well) to guarantee protection for the strikers. A third chance is allotted in some scenarios (1990 Strike vs. Libya) of MEDC battleset: to strike with F111 configured guided. Here we didn't collect many data, but our impression is that the F111 is easily intercepted by enemy bandits or by SAM batteries. Very often, all squadrons of Aardvark were destroyed or heavily damaged before entering in operations area. - Andrea Fontana (fontana@pavia.infn.it) ANS: When striking an airbase using F-111s, try flying them at Vlow altitude. According to the Battlebook, the F-111s and Tornados have terrain-following radar installed. This is supposed to make it possible to fly these planes at Vlow altitude without having them crash (but it doesn't appear to always work! [bug? Ian]). Since many Soviet-made SAMs cannot intercept planes flying that low, you're pretty much immune to SAMs that way. The bad guys and gals will also have a much harder time finding your planes on radar. - Greg Brail (gjb@fig.citib.com) QU: HOW DO YOU COORDINATE STRIKE PACKAGES TO SIMULTANEOUSLY ARRIVE AT A TARGET ? Both these answers were written with respect to the computer version, but I guess they can be applied to the paper version too: ANS: Keith Wain (POSTMASTER@MANADON-ENGINEERING-COLLEGE.AC.UK) told me that he was finishing a simple program that would do the necessary calculations, as well as a Harpoon hypertext database. Unfortunately I have not been able to contact him since, and hence have not been able to find out any more. E-mail him if you are interested. [Ian] ANS: The method I use to coordinate air strikes is quite labour-intensive, so I end up spending lots of time planning and punching numbers into my calculator. I have made a worksheet that has boxes for all the calculations I need to make for each group of aircraft - this makes the process much easier and serves as my "air tasking order." In general, I find that I can achieve accuracy of +/-30 sec. for simple air strikes. However, the more complex the flight plans and the more groups involved, the harder it is to achieve such coordination. Here is my method: 1. ALLOT FORCES - assign aircraft to the mission and ready them with appropriate loadouts. 2. PLAN STRIKE TIMING - determine the time at which the strike should begin. (Set the game clock to display current game time) I will refer to this time as H-Hour. For each group of planes involved, determine the number of minutes after H-Hour at which they should strike the target. Record this as "delta." Also, decide upon the general direction each group should attack the target from. 3. PLAN FLIGHT PATHS - decide specific flight paths for each group using a series of "navpoints." A navpoint can be any fixed reference point on the Group Map, such as the intersection of two grid lines or the intersection of a gridline and a coast line. Designate one of the navpoints which is in friendly air-space as the "hold point" where the aircraft will loiter until it is time to send them on to the target. The last point of the course is where the final approach to the target will commence. Use as few points as possible to save effort and improve precision. Any altitude or speed changes required will have to happen at a navpoint, so plan accordingly. 4. CALCULATE FLIGHT TIME - determine the length of each leg of each flight path by clicking on each of the navpoints in succession. As you do this, the distance between each click is displayed at the bottom of the screen. Be as precise as possible! Don't forget to find the distance between the launch site and the first navpoint, and the distance between the last navpoint and the target itself. For each altitude/speed setting of each aircraft type, determine the speed (in knots) at which it will travel. (I do this by setting up a simple user scenario where I can launch the planes and record their speeds in a threat-less environment). Using the formula 'time = dist./rate', calculate the flight time. Be sure to subtract the ordnance range from the total distance. If your aircraft change speed in mid-course, you will have to calculate the flight times of each part of the course separately an add them up to get the total flight time. Multiply your result by 60 to get the time in minutes. 5. CALCULATE LAUNCH TIME Launch = H-Hour + delta - flight time - 5 min. to form up 6. CALCULATE HOLD POINT DEPARTURE TIME - this should be calculated down to the second - this is what makes precise strikes possible. Do the same calculations as in #4 & #5, but only for the portion of the flight path after the hold point. Also, don't subtract the 5 minutes of form-up time. 7. LAUNCH AIRCRAFT - at the calculated time, launch each group of aircraft on a patrol mission with the first navpoint as the destination. 8. ENTER FLIGHT PATHS - after each group is launched, use the Group Course Editor to lay in the course you planned out by adding each of the legs. For the last navpoint, place an attack order. At the "hold point," tell the group to loiter. Place any altitude/speed orders that you planned for. At point #0, enter a Staff Note that says "Send AXA" or something similar. Calculate the time at which the message is displayed to be 10 seconds before the group's hold point departure time. This will give you time to find the group and issue the order to proceed on its course. 9. From this point onward, manage the forces as they prosecute the attack. When the "Send" notes come up, use the Set Group Altitude/Speed command to send the groups on to the target. - Jonathan L. Reimer (jlr8@po.CWRU.Edu) QU: WHAT ARE SUITABLE BATTLE GROUP COMPOSITIONS ? This bulk of this answer comes from Andrea Fontana (fontana@pavia.infn.it). There were a few opinions concerning certain aspects of his article, which I have enclosed in square brackets [...] in the relevant part. As this subject is subjective, these are not definitive answers. [Ian] ANS: If we want to escort and protect a surface group, we have first to distinguish between the possible threats on it. The areas from which an attack can come are obviously three: the sky, the sea and the underwater environment. So that the safest choice is to dispose of platforms able to counterfire attacks of every type. Moreover we must place these platforms in the correct ring of the formation, trying to keep the most symmetrical disposition in the sectors in absence of bearing information on the enemy: this enhance the probability that we have the adequate platform in the threat zone, wherever this is. If bearing is known the formation will be modified accordingly. The key is then to have some information on the platforms, on theirs weapons and attack/defense capability and on theirs best performances and lacks, and to manage this information in a smart way. Here my suggestions, limited to Red escorts, from the Harpoon internal database and from the book: Antony preston, "Fighting Ships", Magna Books (1989). Let's suppose you have to protect a Soviet carrier group or a Soviet surface group with valuable ships, like Kirov, Slava or Kalinin. We than have the following scheme. ANTI-AIRCRAFT PLATFORMS In the AAW ring the defense from aircraft or missile attacks and the air attacks will be performed by strong AAW platforms, like the cruisers: Kara: with SA-N-3B (30nm), SA-N-4 (8nm) Slava: with SA-N-4, SA-N-6 (50nm) or the frigate Krivak II: with SA-N-4 [ About that Krivak II, I believe that just as in the US Navy, the former Soviet Navy never used frigates in deep sea formations. The Krivak series, although well armed for it's size, is mainly a platform for patrolling the territorial seas (i.e., VERY close to shore). The US Navy does not use frigates for carrier protection because of the lack of speed, and previously, an overabundance of missile armed destroyers, but now with all the older missile armed destroyer being phased out, leaving only the 4 Kidd class destroyers and the "under built" Arleigh Burke class, we may see frigates preforming carrier escort. Frigates are many for convoy protection. - J. Taggart Gorman (jtgorman@cs.arizona.edu) [Frigates are mainly used for picket patrols where you speed up a while and then slow down to use you sonar more effectively. - assembly15@bvc.edu (Suicidal Freshman)] [ Frigates are commonly used in American CVBGs: KNOX class frigates are used as ASW platforms with their IVDS, SQS-26 sonars, and embarked LAMPS helicopters while O.H. PERRY class frigates are more general purpose escorts, being armed with the Mk 13 GMLS, TASS (towed array sonar), and SH-60 helos. Their "slow" speed (29 knots max in each case) does not prevent them from operating with the carriers at all: they are relatively fast when compared to the AOR that accompanies the battlegroup to refuel and replenish the escorts. - Kevin Soutor (ksoutor@unlinfo.unl.edu)]] Moreover some of the ships in the main body have a good anti-air capability, and here the platform it depends on the type of group we want build up. In fact we can have some BCGN like: Kirov: with SA-N-4, SA-N-6 Kalinin: with SA-N-6, SA-N-9 (8nm) which can defends themselves, and the carrier itself may use her aircraft to counterattack the strike. This depends on the carrier type. If we have a Kiev class, better to not use the Forgers which have little fighting capability and then rely on the missiles autodefense. Whereas if we have an Admiral Kusnetsov class use the Fulcrums and the Su27s or the Freestyles, which are able to sustain an air combat and have a good AAW missile loadout. ANTI-SURFACE PLATFORMS The attack of surface groups is left to destroyers like: Sovremenny: with SA-N-7 (60nm), SS-N-22 (65nm) or again to main body platforms like Kirov: with SS-N-19 (250nm), SA-N-6 (Horiz), SA-N-4 Kalinin: with SS-N-19, SA-N-6 Again a carrier can launch her aircraft, configured for a surface attack, possibly standoff or guided, and the type it depends on carrier class. Occasionally we can add to the formation, in the pickets, a couple of submarines with ASuW capabilities, like: Victor III: with Type 65 torpedo (54nm), Type 53-60 Trp (7.6nm) Akula: with Type 65 torpedo [ Unless Harpoon provides us with the never built successors to the Kusnetsov, Soviet carriers will very rarely launch surface strike missions. Since the Kusnetsov barely carries half of the compliment of a US carrier, and nearly all of these planes are truly fighters, 99% of the time, the fixed wing assets of a Soviet carrier will be used only in defense of the carrier, in a CAP-type role. In fact, I believe I read over in sci.mil that the navalized Fulcrum got cancelled, but I just might be hallucinating from the midday heat. So that just leaves navalized Flankers. (To ford off speed boats with RPGs, or an outdated Osa class boat, keep around a couple of Ka-28s, armed with ATGMs. Those Spandrel missiles will take out a dinky tub like that and save you a Sunburn.) - J. Taggart Gorman (jtgorman@cs.arizona.edu)] ANTISUB PLATFORMS In the ASW ring, we can place some destroyer like: Udaloy: with Set-65 torpedo (11nm), SS-N-14 (30nm), RBU 6000 (3.2nm) or some cruiser as Kara: with Set-65 torpedo, RBU 6000, SS-N-14 Kresta II: with SS-N-14, RBU 6000 all with good torpedoes or antisub missiles. Again the main body ships can contribute if you have either: Kirov: with SS-N-14, RBU 6000 Kalinin: with RBU 12000 (6nm) and a carrier or another ship equipped with helo pad can send her helos in searching and hunting the underwater contacts, with antisub loadout. Finally, if we add some submarine to the group, we can have another ASW platform and here the choice depends on the type of scenario and situation you want create. That was my proposal to create an effective shield around an important soviet surface group. I've still not tried every configuration and possibility, but what I've suggested is based on a few experience, a few great defeat I sustained and on an attempt of systematic approach to the various situations. - Andrea Fontana (fontana@pavia.infn.it) ANS: Larry Cline (lcline@agora.rain.com) crossposted this from SCI.MILITARY, detailing an actual US Navy CVBG composition: In sci.military, clfpao@nctamslant.navy.mil (CINCLANTFLT PAO) writes: NAVY NEWS SERVICE - 21 AUG 1992 - NAVNEWS 035/92 NNS 1. USS John F. Kennedy Group to Deploy WASHINGTON (NNS) -- The USS John F. Kennedy's (CV 67) Battle Group will depart on a Mediterranean deployment replacing the Saratoga Battle Group. The battle group, composed of 10 Atlantic Fleet ships, two submarines and a variety of aviation squadrons, are departing early to ensure the continued presence of a carrier battle group in the Mediterranean Sea. The Kennedy battle group will consist of: Carrier Air Wing Three (CVW 3) USS Leyte Gulf (CG 55) USS Wainwright (CG 28) USS Gettysburg (CG 64) USS Caron (DD 970) USS Halyburton (FFG 40) USS Capodanno (FF 1093) USS Kalamazoo (AOR 6) USS McInerney (FFG 8) USS Puget Sound (AD 38) USS Albuquerque (SSN 706) USS Seahorse (SSN 669) The Kennedy Battle Group will be commanded by RADM James A. Lair, Commander Carrier Group Two. - Larry Cline (lcline@agora.rain.com) ************************************** 9. QUESTIONS STILL LOOKING FOR ANSWERS ************************************** o WHY IS THE DIPPING SONAR ON THE NAVAL OSPREY MODELLED AS BEING SO EFFECTIVE ? o WHY DO AIRCRAFT THAT ARE SUPPOSED TO HAVE TERRAIN FOLLOWING RADAR (eg TORNADOs AND F-111s) STILL CRASH AT VLOW ? o WHAT IS THE BEST CVBG/SAG DEFENSE AGAINST SUB ATTACKS ? o HAS ANYONE WRITTEN ANY KIND OF PROGRAM OR SPREADSHEET TO ASSIST HARPOON REFEREE'S IN PERFORMING TEDIOUS, OFTEN REPEATED CALCULATIONS? Sources: ~~~~~~~~ The main source of these questions has been postings to the Convergence Zone mailing list. Also used though were the C.S.I.P.G.S Usenet newsgroup, Harpoon Battlebook and various Harpoon manuals from Three-Sixty Pacific Inc. Full details: o CZ issues from volumes 7 to 17, edited by Ted Kim (26 July 1990-22 April 1993) and Tom Comeau (23 April 1993-) o Harpoon manuals (1989-1993), published by Three-Sixty Pacific Inc o Harpoon Battlebook by James DeGoey, published by Prima Publishing (1991) Thanks to: o Ted Kim (TEK@FICUS.CS.UCLA.EDU) } both for all their efforts o Tom Comeau (TCOMEAU@STSCI.EDU) } efforts in moderating CZ o All the people above, who have contributed answers to CZ o Adam Fugman ex-of Three-Sixty Pacific, Inc. o Gavin Rewell (s905066@otto.bf.rmit.oz.au) for giving the FAQ the "once over" and some helpful comments Version 1.0 This Update : 17 June 1994 Original Document: 17 June 1994