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Hpce Manual [eBook] - Harpoon

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© 2007 Advanced Gaming Systems, Inc. The Harpoon system is © Larry Bond and Chris Carlson. All Rights Reserved. Matrix Games andMatrix Games logo are trademarks of Matrix Games. Advanced Gaming Systems, Inc. and Advanced Gaming Systems logo and Harpoon 3are trademarks of Advanced Gaming Systems, Inc. All other trademarks and trade names are the properties of their respective owners andMatrix Games and Advanced Gaming Systems, Inc. make no claim thereto.

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total War for total victory!

The War At Sea - Besides critical hit locations or all weaponsplatorms and any radar installations, individual armor locationsand a wealth o perormance and characteristics data, each ship’screw has an experience rating or day and night combat. Everyship rom mighty carriers and battleships down to gun boats has

a commander with his own strengths and weaknesses. The gameincludes thousands o ships chosen rom over 300 ship classes.

The War in the Air - A wide variety o aircrat are included in the game, ranging rom the awkward P-39and the nimble Zero, to the heavy hitting B-29 and the extremely ast and powerul Corsair. Pilots and crews aretracked separately rom aircrat and have individual skill and atigue ratings. When pilots are in short supply, theycan be placed into the pilot pool and reassigned to other groups

The War on the Ground - Troops are needed to maintain and garrison bases and to deprive the enemy o his bases.So, troops are handled with care. There are a goodly number o dierent types o land-based units. The unit countersare mostly on division and brigade level, but there are many independent regiments and battalions. These are allrepresented by dierent unit counters and have dierent capabilities and include engineers, combat squads, Marinesquads, support squads, air support sections,Sherman tanks, Stuart tanks, motorized orces, a number o mortars and eld artillery and many others.

There are 15 campaigns included with the game, which can be played against the computer opponent, hot seat, bysecure email. War in the Pacic now gives you the chance to ght the entire war your way on every level.

Political Points – Some troops are restricted in deployment. Australian troops must be release rom home deense,or instance, beore they can be shipped o to ght in New Guinea. And, Admirals can’t be everywhere, at once. Eachday, each player accumulates political points which can be used to reassign assets to the various headquarters orto change leaders.

Japanese Production – Groups cannot fy without planes, ships need to be built and tanks have to come romsomewhere. The Japanese player will never have enough industry to build all he needs. He can choose to increasethe size o actories or change what they are building at the cost o retooling. He can also speed up or retard thebuilding o specic ships to the possible detriment o the shipbuilding schedule. He will need oil and resources

to make industry run and will want to capture locations with such materials as quickly as possible. Much o thisgathering can be automated, but the player will be able to ne tune the procedure or manually order the loadingand destination o his ships.

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table of contents 

c1.0 Harpoon: Commander’s Edition™ .......................................................................................11

1.1 Minimum System Requirements .........................................................................................111.2 Recommended System Requirements ................................................................................111.3 Installation Procedures .......................................................................................................111.4 Uninstalling the Game ........................................................................................................111.5 Product Updates.................................................................................................................111.6 Game Forums ....................................................................................................................121.7 Technical Support...............................................................................................................12

2.0 Introduction to Harpoon: Commander’s Edition ..................................................................12

3.0 Player’s Guide: Introduction .................................................................................................14

3.1 What’s New in Harpoon: Commander’s Edition ....................................................................153.2 Quick Start .........................................................................................................................153.2.1 Harpoon Interace ..........................................................................................................153.2.2 Interace Denitions ......................................................................................................163.2.3 Screen Layout ...............................................................................................................163.2.4 Using Buttons................................................................................................................163.2.5 Using the Menus ...........................................................................................................17

3.3 Missed Contacts ................................................................................................................173.4 SOSUS Contacts .................................................................................................................173.5 Pausing the Game ..............................................................................................................173.6 Starting the Scenario..........................................................................................................183.8 Sub-to-Surace Missile Attacks ..........................................................................................203.8.1 Time Compression.........................................................................................................203.8.2 Mission Time & Orders ..................................................................................................203.8.3 Encountering the Enemy................................................................................................213.8.4 Getting a Fix on the Enemy ............................................................................................233.8.5 Launching Missiles ........................................................................................................23

3.9 Sub-to-Surace Torpedo Attacks .........................................................................................263.9.1 Encountering the Enemy................................................................................................263.9.2 Using Torpedoes ............................................................................................................26

3.10 Attacking From an Airbase ................................................................................................283.10.1 Viewing Your Aircrat ....................................................................................................283.10.2 Setting Patrols.............................................................................................................283.10.3 Launching an Attack ....................................................................................................30

3.11 Surace-to-Sub Attacks ....................................................................................................323.11.1 Formation Editor ..........................................................................................................323.11.2 Searching or the Enemy .............................................................................................333.11.3 Attacking a Submarine ................................................................................................35

3.12 Surace-to-Surace Attacks ..............................................................................................38

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3.12.1 Searching or the Enemy .............................................................................................383.12.2 Launching a Missile Attack ..........................................................................................38

3.13 Conclusion .......................................................................................................................39

4.0 How to Play ...........................................................................................................................404.1 Main Window .....................................................................................................................404.1.2 Menus ...........................................................................................................................414.1.3 Maps.............................................................................................................................41

4.2 Report Window ...................................................................................................................424.2.1 Status Bar .....................................................................................................................43

5.0 Command Summary .............................................................................................................43

5.1 File Menu...........................................................................................................................435.1.1 New ..............................................................................................................................43

5.1.2 Open .............................................................................................................................445.1.3 Save .............................................................................................................................445.1.4 Save As .........................................................................................................................445.1.5 Load User Scenario .......................................................................................................445.1.6 Scenario Editor ..............................................................................................................445.1.7 Pause ............................................................................................................................445.1.8 Status ...........................................................................................................................445.1.9 Exit ...............................................................................................................................44

5.2 Orders Menu ......................................................................................................................445.2.1 Attack ...........................................................................................................................445.2.2 Set Depth & Speed ........................................................................................................465.2.3 Enter Group Course .......................................................................................................485.2.4 Formation Editor ............................................................................................................485.2.5 Ready Aircrat ...............................................................................................................505.2.6 Launch (Land) Aircrat ...................................................................................................505.2.7 Join Group ....................................................................................................................515.2.8 Split Group ....................................................................................................................515.2.9 Sensors .........................................................................................................................515.2.10 Enter Sta Note ...........................................................................................................52

5.3 Settings Menu....................................................................................................................525.3.1 Time Compression.........................................................................................................525.3.2 Set Range Circles ..........................................................................................................525.3.3 Game Icons ...................................................................................................................525.3.4 Set Grid Lines................................................................................................................525.3.5 Sta Options .................................................................................................................535.3.6 Game Options ...............................................................................................................535.3.7 Sound Options ...............................................................................................................53

5.4 Reports Menu ....................................................................................................................54

5.4.1 Show Orders .................................................................................................................545.4.2 Order o Battle...............................................................................................................545.4.3 Platorm Display............................................................................................................54

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table of contents 

5.4.4 Weather Report .............................................................................................................545.5 Misc Menu .........................................................................................................................545.5.1 Calc Range & Bearing....................................................................................................545.5.2 Sta Report ...................................................................................................................55

5.6 Windows Menu ..................................................................................................................555.7 Help Menu .........................................................................................................................55

6.0 Keyboard Commands ...........................................................................................................55

6.1 Menus................................................................................................................................566.1.1 Game Menu Commands ................................................................................................566.1.2 Orders Menu Commands ...............................................................................................566.1.3 Reports Menu Commands .............................................................................................566.1.4 Settings Menu Commands ............................................................................................566.1.5 Misc Menu Commands ..................................................................................................56

7.0 Overview o Operations .......................................................................................................57

7.1 Groups, Units, & Classes ....................................................................................................577.2 Sides & Countries...............................................................................................................577.3 Environment .......................................................................................................................587.4 Weapons ............................................................................................................................607.5 Sensors..............................................................................................................................617.5.1 Passive & Active Contacts..............................................................................................617.5.2 Types o Contacts ..........................................................................................................61

7.5.3 Fire Control Solutions ....................................................................................................627.5.4 Radar ............................................................................................................................627.5.5 Sonar ............................................................................................................................649.5.6 Visual Detection ............................................................................................................65

7.6 Other Detection Methods ....................................................................................................668.0 Aircrat ..................................................................................................................................67

8.1 Loadout Types....................................................................................................................678.1.1 Search ..........................................................................................................................678.1.2 Ferry .............................................................................................................................67

8.1.3 Tanker ...........................................................................................................................678.1.4 Patrol ............................................................................................................................678.1.5 Nuclear or Strike or SIOP ...............................................................................................678.1.6 Stando ........................................................................................................................678.1.7 LR Stando ...................................................................................................................678.1.8 Anti-Radar .....................................................................................................................688.1.9 LR Anti-Radar ................................................................................................................688.1.10 Guided ........................................................................................................................688.1.11 LR Guided ...................................................................................................................688.1.12 Unguided ....................................................................................................................688.1.13 LR Unguided ...............................................................................................................688.1.14 Iron Bomb ...................................................................................................................68

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8.1.15 LR IronBomb ...............................................................................................................688.1.16 Air to Air or Escort .......................................................................................................688.1.17 LR Air to Air .................................................................................................................688.1.18 AntiSub .......................................................................................................................68

8.1.19 LR AntiSub ..................................................................................................................698.1.20 AntiRunway .................................................................................................................698.1.21 LR AntiRunway ............................................................................................................698.2.22 Cargo ..........................................................................................................................698.2.23 SEAD ...........................................................................................................................698.2.24 Precis and LR Precis ...................................................................................................698.2.25 Amr .............................................................................................................................69

8.3 Airborne Threat Detection...................................................................................................699.0 Bases.....................................................................................................................................70

9.1 Damage & Repairs .............................................................................................................7010.0 Set-Up Windows .................................................................................................................71

10.1 BattleSet Selection Window ..............................................................................................7112.2 Select Game Options window ...........................................................................................72

11.0 Scenario Backgrounds.......................................................................................................73

11.1 Original Harpoon BattleSets ..............................................................................................7411.1.1 GIUK BattleSet .............................................................................................................7411.1.2 NACV BattleSet............................................................................................................7511.1.3 MEDC BattleSet ...........................................................................................................7611.1.4 IOPG BattleSet .............................................................................................................77

11.2 EC2003 Scenario Background ..........................................................................................7911.3 WestPac ...........................................................................................................................8211.3.1 Geopolitical Situation – Battles in the Western Pacic ..................................................8211.3.2 Design Notes – Battles in the Western Pacic ..............................................................82

12.0 Operations Manual .............................................................................................................83

12.1 Original Harpoon Foreword by Tom Clancy ........................................................................8312.2 Final Note rom Larry Bond...............................................................................................83

13.0 Superpower Politics & Maritime Strategies ......................................................................8413.1 Soviet Union .....................................................................................................................8413.1.1 Maritime Strategy .......................................................................................................8513.1.2 Strategic Strike ...........................................................................................................8513.1.3 Anti-Naval Nuclear Forces ...........................................................................................8513.1.4 Protection O Their SSBNs ...........................................................................................8613.1.5 Attacking Enemy Lines o Communications (Anti-Convoy)............................................8613.1.6 Support o the Army ....................................................................................................86

13.2 United States and Her Allies .............................................................................................86

13.2.1 Maritime Strategy .......................................................................................................8713.2.2 Deterrence and Transition to War .................................................................................8813.2.3 Seizing the Initiative ....................................................................................................88

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table of contents 

13.2.4 Carrying the Fight to the Enemy ..................................................................................8813.2.5 U.S. Navy Organization ................................................................................................8913.2.6 Carrier Battle Groups (CVBG) .......................................................................................8913.2.7 Surace Action Groups (SAG) ......................................................................................89

13.3 Review o Modern Weaponry—the Impact o Technology .................................................8913.3.1 Search and Detection Systems ....................................................................................9013.3.2 Air and Anti-Air Weaponry ............................................................................................9113.3.3 Warare Systems .........................................................................................................92

14.0 Glossary ..............................................................................................................................93

15.0 Scenario Editor ...................................................................................................................98

15.1 Your Role In Scenario Editor ..............................................................................................9815.1.1 The Computer Opponent..............................................................................................9815.1.2 Playing Both Sides ......................................................................................................9815.1.3 The Dierence Between A BattleSet And A Scenario ....................................................99

15.2 Menu Items ......................................................................................................................9915.2.1 Game Menu ................................................................................................................9915.2.2 Groups Menu ............................................................................................................10415.2.3 Orders Menu .............................................................................................................10715.2.3 Orders 2 Menu ..........................................................................................................11015.2.4 Settings Menu ...........................................................................................................11415.2.5 Misc. Menu ...............................................................................................................114

15.3 Additional Help ...............................................................................................................116

15.3.1 Victory Conditions Walk-Through ...............................................................................116Example #3 .........................................................................................................................117

15.4 Hints or Entering Victory Conditions ...............................................................................11815.5 Hints or Using Alternate Paths and Variable Start Points .................................................11915.6 How to Run Your Scenario rom Harpoon .......................................................................12015.7 Scenario Editor Menu Commands ..................................................................................12015.8 Special Keys ..................................................................................................................12015.9 Additional Notes .............................................................................................................121

16.0 Platorm Editor ..................................................................................................................121Introduction ............................................................................................................................12116.1 Viewing Data in the Editor ..............................................................................................12216.2 Modiying Existing Data ..................................................................................................12216.3 Creating New Entries......................................................................................................12316.4 Exporting an Edited Database to the HCE Game Engine ..................................................12316.5 Importing Databases rom the Game Engine (Commondb.res) ........................................12316.6 Managing Multiple Commondb les ...............................................................................12316.7 Main Screen/Menu Screen ............................................................................................12416.8 Edit Aircat Screen .........................................................................................................12516.8.1 Aircrat Flags ............................................................................................................125

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16.10 Edit Ships Screen ........................................................................................................12816.11 Damage Points .............................................................................................................12816.12 Ship Flags/Codes .........................................................................................................129

16.13 Edit Subs Screen ..........................................................................................................13016.14 Submarine Flags ..........................................................................................................13116.15 Edit Loadouts Screen ...................................................................................................13216.16 Edit Mounts Screen ......................................................................................................13316.17 Edit Sensors Screen .....................................................................................................13416.17.1 Probability O Detection ..........................................................................................13416.17.2 Sensor Types ...........................................................................................................13516.18.1 Weapon Types .........................................................................................................13716.18.2 Damage Point Calculation .......................................................................................138

16.19 Text Descriptions Screen ..............................................................................................13916.19.1 Special Functions ....................................................................................................14016.19.2 Recovering From Problems ......................................................................................140

17.0 Index .................................................................................................................................141

18.0 Credits ...............................................................................................................................143

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introduction 

1.0 Hp: cmm’ e™Thank you or purchasing Harpoon: Commander’s Edition!

1.1 Mmm sm rqmTo play Harpoon: Commander’s Edition, your computer system must meet these requirements:

Pentium 166 MHz64 MB RAMWindows Compatible SoundcardDisplay capable o 640x480 resolutionWindows 98/ME/NT/2000/XP/Vista

1.2 rmm sm rqmFor maximum perormance, your computer system must meet these requirements:

1.2+ GHz CPU1024 MB Free RAMGeForce2 or equivalent Graphics Card with 64MB Video RAMWindows Compatible SoundcardDisplay capable o 1024x768 resolutionWindows 2000/XP/Vista

1.3 i PInsert the game CD into the CD-ROM drive. Setup will run automatically. I Setup does not start, runSetup.exe rom the Windows directory on the CD.

When the Setup screen appears, click Install Harpoon: Commander’s Edition. Double-click the Harpoon:Commander’s Edition icon. On the introductory screen, click Play Harpoon: Commander’s Edition.

1.4 ug h GmPlease use the Add/Remove Programs option rom the Windows Control Panel to uninstall the game,or the Uninstall option in the Harpoon Commander’s Edition menu item under the Start Menu.

1.5 P upIn order to maintain our product excellence, Matrix Games releases updates containing new eatures,enhancements, and corrections to any known issues. Keeping up with these updates is made easyand is ree by signing up or a Matrix Games Member. When you’re signed up, you can then registeryour Matrix Games products in order to receive access to these important game-related materials.Doing so is a simple two step process:

Sign Up or a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you havesigned up or a Matrix account, you are in the system and will not need to sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window, select Register

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NOW and ollow the on-screen instructions. When you’re nished, click the Please Create My New Account button, and a conrmation e-mail will be sent to your specied e-mail account.

Register a New Game Purchase – Once you have signed up or a Matrix Games Member account, you

can then register any Matrix Games title you own in your new account. To do so, log in to your accounton the Matrix Games website (www.matrixgames.com). Click Register Game near the top to registeryour new Matrix Games purchase.

Once you’ve registered your game, when you log in to the Members section you can view yourlist o registered titles by clicking My Games. Each game title is a hyperlink that will take you toan inormation page on the game (including all the latest news on that title). Also on this list is aDownloads hyperlink that takes you to a page that has all the latest downloads, including patches,or that particular title.

Remember, once you have signed up or a Matrix Games Member account, you do not have to sign

up again – at that point you are ree to register or any Matrix Games product you purchase. Thank you and enjoy your game!

1.6 Gm fmOur orums are one o the best things about Matrix Games. Every game has its own orum with ourdesigners, developers and the gamers playing the game. I you are experiencing a prob lem, have aquestion or just an idea on how to make the game better, post a message there. Go to http://www.matrixgames.com and click on the Forums hyperlink.

1.7 th sppShould you have a technical problem with the game, the best way to get help is to post a note inthe Technical Support sub-orum within the Harpoon: Commander’s Edition orum at http://www.matrixgames.com. You’ll then hear back rom our personnel, or rom one o the many helpul playerso the game. This is usually the astest way to get help. Alternatively, you can email your problem [email protected].

2.0 i Hp: cmm’

eThere are two types o war games that rely on the use o actual data: historical and contemporary.Historical war games re-enact encounters set in the past, the object being to see how your decisionsmight have aected the course o history. Historical naval war games benet rom hindsight and thehistorical record. A contemporary naval war game, on the other hand, can be dened as a set o rulesthat simulate naval combat o the current era. There is little historical data rom which one can benet.Mostly, there is only raw unclassied data on the capabilities o the contestants. There is no historyas to what might constitute a “good” decision or a “bad” one; the results o the contest itsel will bearthe answer. Consequently, there are two tests a contemporary naval war game must meet: whether itcan accurately duplicate existing naval scenarios, and whether it can accurately predict uture ones.

In this regard, Harpoon is the most sophisticated and realistic contemporary war game available tothe public at this time.

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introduction 

Larry Bond’s original naval war game appeared in 1980 as a board game. It drew on the experienceso the past in an eort to produce a true contemporary naval war game. Designed by an experiencednaval ocer, the game combined a simple game system with the specic details o a variety o navalweaponry. Because it was deliberately conceived as an open-ended game system, Bond’s game

could be tted with new rules, statistics, or data as they became available, virtually guaranteeingthat it would remain a viable, valuable resource or naval war gamers. In 1988, Larry Bond’s boardversion o the game set the standard by winning a second H.G. Wells award at the prestigious OriginsWargaming Convention, the only game to ever do so.

Bond’s game system is, at its heart, a simple one. Search, localize, attack. Sensors detect units basedon a simplied physical model with adjustments made or relative technology levels. Weapons are redand attempt to hit the target, with adjustments or physical attributes, and the impact o technologyon electronic warare. For those weapons that hit, damage point values or ships are based on theirtonnage (with suitable modications or ship type or construction), damage inficted by warheads andguns is based on the weight and type o the explosive.

 Your computer version o Harpoon is identical in concept to the original game. However, it alsoincorporates a ew convenient eatures that allow or greater fexibility. Some o the main dierencesbetween the board game and this computerized version are as ollows:

The most obvious time-saving eature is that the computer handles all the “number crunching”required to play the board game.

The computer version has a “layered” design. That is, the player can choose the amount o realismand/or detail, thus making this product an attractive challenge to both expert and novice war gamers.Toward this end, you have been urnished with a “Sta Assistant.” Normally, Task Force Commanders

have stas to help them keep track o the details regarding the conditions o the feet, as well asintelligence concerning the enemy. Your Sta Assistant attempts to perorm the same unction. Whenyou give an order, or ask or inormation, he will take care o it or you.

The computer lets you command many task orces instead o just a single one.

The computerized version incorporates a time-compression eature. Normally, naval engagementsin the “real world” might require several days to resolve as units travel rom one point to another. Toalleviate this dead time, you can speed up computer time when nothing important is happening. Thecomputer will automatically return you to “real time” once contact is made with the enemy. Or, youcan slow Harpoon down whenever you want.

 An exciting eature, especially or the war game acionado, is the vast amount o detailed inormationavailable on both riendly and enemy units. With a keystroke, you can display detailed data on dozenso dierent countries. This makes Harpoon a valuable learning experience, in addition to being achallenging war game simulation.

Harpoon: Commander’s Edition comes with the new and updated WestPac BattleSet in addition to theoriginal BattleSets rom Harpoon Classic. You have hundreds o dierent scenarios, oering literallythousands o hours o game play. I you are truly hard core, you can create your own scenarios,platorms, weapons and sensors using the included editors.

In short, the computerized version o Harpoon can assist you in making the decisions that a shipcommander or battle group commander makes in a modern sea battle. Harpoon displays inormationavailable to the commander, and shows how he uses it to make those decisions.

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Most importantly, it allows you to make those decisions, and to see their results in a simulated combatsetting. As Sir John “Sandy” Woodward says, “Wargaming allows you to try things out without gettingwet i you make a mistake”. (Sir John is also known as Admiral Woodward, Royal Navy (Ret). He wasthe commander o the naval portion o “Operation Corporate”, the British response to the Argentinan

invasion o the Falkland Islands in 1982.) Although Harpoon is a “game,” there is no built-in play balance. Harpoon is more accurately asimulation. The data is a refection o real-world weapons and equipment, used with a computersystem that allows them to interact. We cannot say that you will win 50% o the time. The vagaries omodern warare do not allow or such niceties; neither does Harpoon. In act, each time a scenario isplayed it will be dierent. Whether or not you win will depend on the initial situation presented to youby the computer, and how well you meet the challenges o those situations.

3.0 P’ G: iWelcome to one o the two (Harpoon Advanced Naval Warare, rom Matrix Games, is the other!)most realistic naval war simulations on the market! To help you get started, this section reviews theorganization o this manual so that you will get the most enjoyment rom the game simulation.

The introductory material discusses the basic concepts around which Harpoon is designed. You willnd instructions on how to load the game, a description o the windows on which it is played, andsome things that you’ll need to keep in mind when playing. We have included a sample scenario.

I you are particularly anxious to play, we suggest that you rst ollow along with this sample scenariobeore attempting the more complicated scenarios.

Section 16.0, “Superpower Politics & Maritime Strategies,” provides background inormation on therealities o geopolitics as related to modern conventional warare, the capabilities o today’s weaponry,and the real-world strategies which would be employed by both NATO and the Soviet Union in theevent o actual hostilities. This appendix is somewhat technical in nature and will probably appealmostly to the wargaming acionado. Although this section is not critical or you to play Harpoon, theinormation will help you to get the most enjoyment rom it because it will help you to understandthe basis or modern tactics. Remember that Harpoon is a simulation and not an arcade-style game,so it is designed to reproduce actual tactics. For instance, you might order an ASW (anti-submarinewarare) helicopter to attack a submarine, yet it might appear that the helo is aimlessly wanderingaround instead o carrying out its attack order. But i you read Section 13.0, you will understand howthings really work in modern warare. That is, you would realize that the helo is actually fying to di-erent locations, dipping its on-board sonar into the water, and trying to get a solid x on the sub’slocation so that an attack can be launched. So take some time to read this appendix i you want tounderstand the basis on which Harpoon is designed.

Section 14.0 is a glossary o the terms, abbreviations, and acronyms ound in this manual. Pleasereer to it i you have questions.

Since Harpoon is mouse and menu-driven, the technical aspects o controlling it are airly easy.However, the realistic situations you will encounter, combined with user-selected options and variablewindows, make Harpoon a continuing challenge even or the seasoned expert.

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introduction 

3.1 Wh’ nw Hp: cmm’ eHarpoon: Commander’s Edition is a major extension to Harpoon Classic 2002. I you’re amiliar withthat version o the game, you should have little or no trouble picking up this version. Most o the game

eatures are the same. However, you should become amiliar with the ollowing new eatures:New BattleSet (WestPac)

 Active ECM indicators (Lightning Bolts)Neutral and Unknown UnitsUpdated platorm pictures or EC2003 and WestPacTweaked AIUpdated Interace OptionsPolished Aircrat Mechanics (i.e. Bingo Fuel and Winchester)Mobile Land UnitsRewritten Radar/ECM implementation

Bundled Platorm and Scenario EditorsNew Artwork and SoundsUpdated platorm photos (EC2003 and WestPac)

Changes between Harpoon v1.0, Harpoon Classic 95 and Harpoon Classic 97, Harpoon Classic 2002,Harpoon Classic Gold are many and signicant. Please review the manual to reresh your memory

For inormation that didn’t make it into this manual, or or newer eatures planned or the maintenancereleases, come join us on our Wiki:

http://www.harpoon-ce.com 

3.2 Qk sThis walkthrough will help you amiliarize yoursel with the game commands while participating inan actual (albeit simple) scenario. Further down we will point out settings that will minimize otheradvanced (i.e. realistic) simulation settings. There are a couple o things to take note o:

3.2.1 Hp iThe interace o Harpoon: Commander’s Edition conorms to the standard Windows conventions. Iyou’re amiliar with the original Harpoon Classic, you’ll see the dierences immediately. However,

you’ll also notice that, by and large, the eatures are very similar.

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3.2.2 Interface DenitionsThe ollowing terms are used throughout this manual:

Click. Press and release the let mouse button.•

Double-click. Quickly press and release the let mouse button twice.•

Right-click. Press and release the right mouse button.•

Select. Choose a command, either with the mouse (by clicking) or by using the•

keyboard command.

3.2.3 s l At any given time, there will be our to ve dierent game windows open. The Unit and Group maps,the Strategic map, the Report window, and the Message Log usually appear on-screen at all times. Asyou play, you can lay out the windows yoursel and the program will remember where you placeeverything. Just drag the windows around and resize them to t your playing style. There are also

pre-set window arrangements available via the window menu option.

3.2.4 ug bButtons are used on many windows within the program. To active a button, click it or use the keyboardcommand, i available. A button labeled Execute is activated by the E key, and the button labeled FullReport is activated by the F key. To activate a command by pressing a key, you must either press the

 Alt key or the Control key as well. The “Keyboard Commands” section has a ull listing o the keyboardcommands.

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introduction 

3.2.5 ug h MTo operate the menus using a mouse, move the mouse pointer to the menu heading and click the letmouse button.

Certain menu items are not always available. When a menu item is not available, then it is grayed out(“dimmed”).

The Orders menu is always directly linked to theselected Group or Unit in the currently activewindow (that is, i the Group window is active, theselected group and i the Unit window is active,the currently selected unit). Note that most o theOrder items do not work or units.

3.3 M cThroughout the walkthrough you will beencountering enemy ships. Because o theunpredictability built into the scenario design,sensor perormance, and o the computer articialintelligence, there is a chance that enemy shipswill not appear where expected. I this happensto you, explore the expected meeting area (bysetting your course with the Course button as explained in the walkthrough) at a slow speed. I youare still unable to make the enemy contact, either start over or skip to the next section.

3.4 sosus cOccasionally, while playing this walkthrough, you may detect enemy units located ar away romyours, via SOSUS (as indicated in the sta message that you receive). SOSUS are large elds o sea-bed sensors located in the North Sea which track enemy vessels through advanced passive sonartechniques. I you receive this type o contact, ignore it by clicking the Continue button in the StaMessage dialog box. You will quickly lose contact with the enemy ship.

3.5 Pg h GmThis walkthrough is best played by reading ahead a section at a time. While doing so, you can pausethe game by pressing Ctrl-P. This will ensure that no game time passes while you are reading thetext.

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3.6 sg h sOnly those in which you are interested are displayed. For now, let’s only worry about sonar ranges.

Uncheck all o the boxes except Best Active Sonar and Best Passive Sonar or the Blue side.

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introduction 

Click OK. Notice that only green circles remain on the Unit window. These are the ranges or thepassive sonar which we are currently using.

Click the Sensors button at the top o the main window. The Set Group Sensors dialog box is displayed.

Currently, the sonar and radar (which is usable only because we are at periscope depth or less) areboth o, or passive.

Set both to Active and click OK. Now the rangecircles have changed to smaller yellow circlesindicating the range o our active sonar.

Since it is typically better to run with passivesonar and radar until an enemy is ound, usethe Set Group Sensors dialog box to turn o bothyour sonar and radar.

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3.8 s--s M ak

3.8.1 tm cmp

Okay, let’s go hunting or an enemy. First, let’s speed up the time compression so that things happena little more quickly. Click on the + Fast button at the top o the main window. Notice that the text nextto the button changes to 5 sec. This indicates that ve seconds o game time are passing or eachsecond o real time. Continue clicking the + Fast button until you are at “1 min.” Your subs are nowvisibly moving in the Unit window.

3.8.2 M tm & o

The time remaining indicator is in the lower right corner o the main window. This shows the timeremaining to complete the current mission. It looks as though we have plenty o time, more than ninedays.

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introduction 

Click the Reports menu and then the Show Orders menu item. This displays the Scenario Descriptiondialog box, where you can review the mission orders.

Click the Close button.

Click the + Fast button until the text next to thebutton reads 30 min. Your subs are now visiblymoving in both the Unit and Group windows.

We have turned o the textured maps rom this point orward to allow us to concentrate on the naval actions.

3.8.3 eg h emSoon, you receive a sta message indicating thatyour subs have made a contact.

Click the 1:1 time button. This sets yourtime compression back to one second oreal time equaling one second o gametime, so that you have more time to reactto the threat.

Depending on how the “dice” roll, you maydetect the group with enough data to knowthey are enemy, in which case, the contactwill appear in red. In this shot we havechanged the color o the water to moreeasily show the contact.

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Otherwise, you will get a yellow icon indicating that you have a contact, but you don’t have enoughinormation to determine i it is enemy or neutral. NOTE: We changed the background color to helpillustrate this point in this manual.

In this example you will get a yellow icon inside a yellow polygon indicating that you have a contact,but you don’t have enough inormation to determine i it is enemy or neutral.

In this case, we will assume you will continue to close and in time, “resolve” the contact so that youdo indeed know it is an enemy group (as we have intended in designing this scenario).

Click the red ship icon that has appeared in the Group window (pressing the Backspace key to togglebetween the groups may be helpul i the enemy group is dicult to select). The Report windowindicates that this group, USSR Surace Group ZZS, contains one ship.

Right click on the red Group in the GROUP Window and you will see it appear in the UNIT window.

Select the Russian ship in this window. Due to the closeness o the detection (we let the game run ora bit beore taking the screen shot) the US submarines have been able to process the acousticinormation to the extent that the exact class, speed and course data is known to us as the Blue player.This is a good detection, usually, you will not have this level o detail without patience and some luck.

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introduction 

3.8.4 Gg fx h emThere may be an elongated diamond visible around the enemy ship. This indicates that the exactlocation o the enemy is unknown. We only know that is lies somewhere within the area o thediamond. Don’t worry i you lose contact with the enemy. I this happens, slow your speed to “Creep”(5 knots) and continue moving in the same direction. You will soon pick up the enemy again. Noticethat as your subs approach the enemy, the size o the diamond gets smaller and may disappearaltogether, indicating that you have an exact x. The loss and re-acquisition o detection are verymuch how real lie sonar detection works.

3.8.5 lhg MWhen the enemy is detected, select your sub group in the Group window.

Now click the Attack button at the top o the main window. The Select Enemy Target dialog box is

displayed. In this case there is only one enemy, so click the OK button. The Sub vs. Ship Attack dialogbox is now displayed.

For this battle we will use missiles, so chooseMissile Attack and click the OK button.

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Now the Attack Allocation dialog box is displayed.

 Your two subs are listed in the upper let list, and the lower let list shows the enemy targets. Inthe lower right are the current numbers o missiles allocated to be red in this attack, in this caseour Tomahawk missiles rom the Miami. The upper right list indicates the weaponry that remainsonboard, in this case ve Tomahawk missiles and six Harpoon missiles on the Miami. The Sea Devilhas additional Harpoons available.

Click the Execute button to launch your Tomahawks. You will see a graphic o the missiles being redrom the sub and a missile icon will appear in both the Unit and Group windows.

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introduction 

Watch until the missiles reach the enemy unit. You may want to increase the time compression slightlyto speed the action. The enemy ship may attempt to down the incoming missiles as indicated by agraphic o the enemy ship ring and small explosions occurring on the missile icon.

Once the missiles reach the enemy, another graphic will appear showing their explosions on or nearthe enemy.

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I the missiles are destroyed or miss, continue attacking until the enemy ship has been sunk. Once itis sunk, you will see a dialog with a graphic o the sinking ship to let you know that the enemy has

been destroyed.Click the Close button.

3.9 s--stp ak

3.9.1 eg h emBring your submarine group to the surace by using the Set Speed and Depth dialog box, and i thespeed is not set to Cruise, set it now.

Set the time compression to 1 sec. = 30 min. and continue on your way toward Iceland. Make sureyour sonar and radar are o. You will soon encounter another single enemy ship, USSR Surace GroupZVS.

3.9.2 ug tpLower the time compression to 1 sec. equals 1 sec.

Set your course directly towards the enemy by displaying the Set Orders window, clicking the Clear

button to clear the previous course, and entering a new course directly toward the enemy.

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introduction 

 Attack this ship exactly as you did the previous one. When the Sub vs. Ship Attack dialog is displayed,choose Torpedo Attack and click OK.

 You have allocated one Mk 48 torpedo to re at the enemy. Increase this to three torpedoes by

selecting the Mk 48 line in the Unit Weapons Loaded window (notice that you have 21 more onboard),and selecting the Allocate button twice.

Select the Sturgeon–class Sea Devil in the Attacking Units window. Notice that it has 17 torpedoeson board. Allocate three o this sub’s torpedoes to re as well by using the Allocate button. Each subshould now be ring three torpedoes.

Click the Execute button to begin the attack, which now proceeds exactly as beore. Note that it is

sometimes dicult to attack enemy ships with torpedoes without having an exact x.I you have trouble scoring a hit, try turning on your radar and sonar to get an exact x or use a missileattack.

Continue the attack until the enemy vessel is destroyed.

Once this is accomplished, set the speed o your sub group to 0 by using the Stop setting in the SetSpeed and Depth dialog box.

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3.10 akg fm a

3.10.1 vwg y a

Select the NATO Port & Aireld, ACb, located at Oslo, Norway, in the Group window.

Click the Ready Air button near the top o the main window to display the Ready Air dialog box.

This dialog shows you the available aircrat at this airbase and the mission type or which they arecurrently ready. At the moment you have two EA-6B Prowlers available or patrol and a squadron oour A-6E bombers.

Click the Cancel button to close this dialog.

3.10.2 sg PSelect the Launch button.

In the dialog that appears, select Patrol and click OK. Another dialog is displayed asking you to choose apatrol destination on the Group map.

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introduction 

Click a point just to the west o the two small islands o o the Soviet coast in the Baltic Sea (due easto the airbase) and click OK. The Launch Aircrat dialog is displayed.

Select the row that contains the EA-6B Prowler aircrat and click the Move >> button.

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 Another dialog is displayed asking you how many aircrat you want to move. Since this is a patrol, type1 and click OK.

Now click Launch. The aircrat

launches and begins movingtoward its patrol point. Increasethe time compression to 1 sec.equals 1 min.

Set the radar on your patrol to Active by selecting it in the Groupwindow and using the Sensorsbutton.

I a sta message appears to inorm you that your patrol isnearing Bingo uel, launch your other EA-6B Prowler to patrol near the same point.

When the next sta message appears to inorm you that your Air Group has reached Bingo uel, orderthem back to the base by clicking Yes.

Continue patrolling in this way until you detect an enemy ship, USSR Surace Group ZWS, near thepatrol point.

 You may want to increase the timecompression to speed things along.Remember to keep your radar activeon your patrol aircrat.

Be careul not to let your patrolapproach the enemy ship too closelyor it may be shot down. I thishappens, remember the location othe enemy ship and quickly launchanother patrol.

3.10.3 lhg ak Once you’ve detected the enemy ship, launch your our bombers rom the base on an attack missionagainst the enemy group.

Center the enemy ship in the Unit window.

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introduction 

Once your bombers arrive, attack the enemy using your Harpoon missiles according to the deaultssuggested.

Continue fying patrols and attack missions until you have sunk the enemy ship. Note that the enemyship may try to shoot down your aircrat when they approach too closely.

Send your aircrat units home by selecting them in the Group window and then selecting the Land Airbutton at the top o the window and clicking OK on the resulting dialog.

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3.11 s--s ak

3.11.1 fm e

Set your time compression to 1 sec. equals 1 sec. And set Map Grid Lines on (Ctrl-G) or use theSettings Menu.

Select the NATO Surace Group ABs located northo the British Isles in the Group window.

Notice in the Report window that these ourships have ve helicopters landed. Let’s use thehelicopters to set patrols around the ship, aswell as spread the ships out into a useul ASWormation. Select the Formation button at the topo the window. the Group window zooms, and theFormation Editor dialog box is displayed. Set theGroup Window to 32x.

 As shown below, we have selected the rstSpruance in the Dialog and have then clicked on the Formation Editor to place it in two segments othe outermost ring. This is done by clicking on one segment and then SHIFT-Clicking on the the 2nd.

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introduction 

Harpoon will then hilight the segments that will be patrolled by the selected unit (in this case theSpruance Destroyer).

We suggest you put the other Spruance on the other side o the Formation, and the Knox away romthe center in one or more segments. This way your CF Adams stays in the center.

Next, select the 1 SH-2F Seasprite line and click Set Air Patrol.

Click the lowest let sector o the outer ring displayed in the Groupwindow. A helicopter icon appears and this sector’s outline turns toyellow. In the dialog, you now have 1 ASW Patrol listed.

Set another patrol to the let o your ship and another above it.

Now click Execute to set the patrols.

Zoom the Group window back out to 2x.

3.11.2 shg h emSet the Group map back to 4x. Select the Ship Group ABS and set thecourse to move it just west o the Scottish coast and then add anotherleg to move it west (or let) until it is away rom the coast Note that thisexample is going to show you just how bit the Atantic is and just how hard it is to nd even a noisy

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submarine. Pay particular attention to the Grid – i you don’t put your Ship Group within the rightsegment – you may never nd the target submarine! Set your speed to Cruise (19 kts).

This sets the course south. Note that this is 2 segments south o the Orkney Islands. Hit F2 to set yourspeed to Creep (5kts) beore setting the 2nd leg.

This sets the course west. Note that this leg is 6 segmentswest.

Click OK to set the course.

Center the group in the Unit window.Now increase the time compression and notice that yourhelicopters are now fying patrols and dropping sonar buoys(small black squares) near your feet.

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introduction 

3.11.3 akg smSomewhere ar west o Scotland and due south o Iceland, you will detect an enemy USSR Submarinegroup ZYU, consisting o a single submarine. I you reach the end o your course without nding theenemy sub, set a course to backtrack along the northern Scottish coast at a speed o ve knots untilyou nd it.

In the illustrations below we’ll show you a running battle that starts with pressing the Intercept button above, thus vectoring in the frst available helicopter: When you play this scenario – it probably won’t unold exactly like this – so try playing with just this surace group a ew times and try adjusting the speed, time compression, and most importantly, where you position the ships and helicopters in the Formation Editor! 

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 You will probably need to launch more helicopters as 1-2 torpedoes launched does not usually giveyou a sunken submarine.

In this example, at least one torpedo hit the target as shown by the 23% damage in the Reportwindow.

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introduction 

 As this example unolds, it is clear that the distances are so short, that several ships can directlyattack using either their own torpedoes, some o which can be shot at the target rom some distanceusing a rocket (e.g. ASROC)

When both are available you will be asked to choose Short Range or Stando ASW:

Note that the helicopters in the Formation arepart o the Group and will unction under the“Sta Assistant’s” control. While any helicoptersyou launch to attack the target – or that wereselected or an Intercept, will become their

own Group and thus allow you to manage themdirectly.

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With some persistence – you will be rewarded:

3.12 s--s ak

3.12.1 shg h emOnce the enemy sub has been destroyed, setthe course o your ship group south along thewestern coast o Ireland and set its speed to Cruise. Note that you may have to clear the previouscourse by clicking Clear rom the Set Orders dialog box beore entering your new course. This newcourse may require multiple legs to navigate around the coast o Ireland. Soon, you will encounteranother enemy ship, USSR Surace Group ZXS. I you are unable to nd this enemy, explore the watersto the west o Ireland and Scotland. You may also wish to move your submarine group, AAU, into thearea to aid with the search.

3.12.2 lhg M ak Select 1:1 Time rom the Sta Message dialog box.

Select Attack rom the buttons near the top o the window.

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introduction 

 Your helicopters are useless in this attack, because they are equipped or anti-submarine warare.Select the enemy unit and click OK.

The Ship vs. Ship dialog box is displayed. Choose Missile (most likely the only type o attack available)

and click OK. Allocate some missiles rom your feet to re and click Execute.I this is a bearing-only attack (that is, you don’t have an exact x), the Bearing Only Attack dialogbox is displayed. Select the deault settings by clicking OK and continue to approach and attack theenemy ship until it is sunk.

Once the missiles are “o the rails”, things get pretty intense. In this screen shot you can see multiplemissiles fying rom the Red Group up to the center o Blue, and Blue returning re. I you click on eachmissile you can see what kind o missile it is (Anti-Ship, or SSM) or an Surace to Air (or SAM) missile.Note that many SSMs are so large, they can be attacked by SAMs!

3.13 cI you were able to sink all o the enemy crat, a victory dialog will soon appear, indicating to you thatyou have accomplished the mission objectives. Congratulations! You have just successully completedyour rst Harpoon: Commander’s Edition scenario and learned the undamentals o movement andattack. Now you have more than 250 more scenarios to challenging your growing strategic navalwarare skills.

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4.0 Hw PHarpoon’s interace has a command & control bar, a main window showing a map o the area wherethe battles will be ought, and various dialog boxes, menus, report windows, and a status bar, whichare displayed (or refect inormation) during the contest.

4.1 M WwThe Main window associated with the scenario you have selected is displayed ater you click theNew Game button in the Scenario Selection window. This is where you play Harpoon, and it has threeprimary areas: command & control bar, maps, and a Reports window.

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PlayinG tHe GaMe  

4.1.1 cmm & c bThe command & control bar contains requently used orders; most o your commands should beinitiated rom here. The ollowing commands are available when in the Group window:

 Attack (or intercept)•

Speed•

Course•

Formation•

Ready Air•

Launch•

Time compression•

Sensors•

When in the Unit window, only time compression and sensors commands are available.

Note that some commands are available during other operations. For example a group can be ordered to attack or alter speed while in the course dialog.

tim cmpi 

The time compression indicator box is part o the command & control bar. Its deault setting is onesecond. This indicates that one second o simulation time is equivalent to one second o real time.When Harpoon is compressing time, the number in this box indicates how much simulation timepasses or each second o real time. For example, i time compression is set to “30 seconds,” thenone second o real time equals 30 seconds o simulation time (that is, Harpoon is set to operate 30times aster than real time). To increase time compression, click the Fast button. To decrease the time

compression, click the Slow button. (You can also press the + and - keys, respectively.)Game updates do not always occur each second, especially in the more complex scenarios.

4.1.2 M Across the top o the window are seven menus: File, Orders, Settings, Reports, Misc, Windows, andHelp. To use a menu command, place your cursor over a menu name and click and hold the let mousebutton. This displays the menu. Continue to hold down the mouse button, and move your cursor to thechoice you want. Release the mouse button to issue the command.

4.1.3 MpThere are three maps on the Main window: the Strategic map, the Group map, and the Unit map.

To make anything happen on a map, you must frst select that map by clicking it. The map’s title bar changes color to indicate that it is active.

sgi Mp 

The Strategic map represents the entire geographical area or the current BattleSet. A rectangularbox representing the Group window appears on this map. The area within this box is displayed onthe Group map.

To move the Group window, click on the Strategic map. The rectangular box centers itsel around thearea where you clicked.

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Gp Mp 

The Group map has two main components:

Group map. This represents the area enclosed by the rectangular box on the Strategic•

map. On this map you see symbols indicating the various groups that you controlduring the scenario. When you rst start a scenario, you will see a box surrounding oneo your groups. The units in this group can be viewed on the Unit map.

Group map control bar. This is the bar across the top o the Group map. To the let are•

eight zoom boxes, marked 1x, 2x 4x, 8x, 16x, 32x, 64x, and 128x; the deault settingis 2x. Press Z to zoom in on the Group map, and press X to zoom out. To zoom to aspecic setting, click the appropriate zoom box.

 A tiny box appears on the Group map. This represents the Unit win dow. The area•

surrounded by this box is displayed on the Unit map.

The group map is primarily used to select a group using the mouse. To select a group•

move the cursor over a group icon and click on it. I two or more groups overlap,continue clicking until the correct group has been selected.

ui Mp 

The Unit map has two parts:

Unit map. This is similar to the Group map, but is used or close-in viewing o a specic•

tactical situation. Symbols on this map indicate individual units, not groups.

Unit map control bar. This is the bar across the top o the Unit map. Like the Group•

control bar, there are zoom boxes labeled 1x, 2x 4x, 8x, 16x, 32x, 64x, and 128x;. Thezoom setting o the Unit map does not aect the zoom setting o the Group map.

The unit map is primarily used to select a group using the mouse. To select a unit move•

the cursor over a unit icon and click on it. I two or more units overlap, continue clickinguntil the correct group has been selected.

4.2 rp WwThe Report window displays inormation or options about items you select. Also, the Report windowserves as an animation window. When an engagement between units occurs, an animation o theunit launching its point deense weapons and missile strikes is displayed. You also see animations oweapons arriving on their targets. These animations can be turned on and o in the options menu.

When you start Harpoon, the Report window contains inormation about the selected group. To viewinormation about another group, you must rst select it. Click a group to select it. I two or moregroups overlap, you can click again to cycle through the overlapping groups. You can also press thespacebar to select the next closetest group to the south or Backspace to select the next closest groupto the north. Alternately you may use your mouse wheel to cycle through the groups in a similarashion.

Select the Full Report button at the bottom o the Reports win dow to display a report on the currentlyselected group or unit (depending on which window is active). Unit reports resemble the platorm

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PlayinG tHe GaMe  

display or a class o units; but they also displays the unit’s current status including damage, armamentloads, and sensor status.

The Display button has the same eect as selecting the Reports menu and then the Platorm Display

item. The only dierence is that i you are in the group window you see the normal platorm displayselection screen, which lets you choose between ships/subs/aircrat and all classes in the scenario orBattleSet. In the Unit window, the platorm display or the current unit’s class is displayed.

4.2.1 s bThe status bar at the bottom o the window shows the current date and time on the right. Initially, thetime shown on this display is the Greenwich Mean Time (GMT), which corresponds to actual date andtime as determined by your computer clock. This time can be compressed, as described in the “TimeCompression” section.

The status bar also displays ongoing inormation, such as patrols being ormed and patrol launches,on the let.

5.0 cmm smmThis chapter contains detailed inormation on the commands you use to operate Harpoon: Commander’sEdition. These commands can be accessing using the menus at the top o the main window, buttonson the control panel, or short-cuts. It is not necessary to memorize each and every item since many othe selections are sel-explanatory. However, you can reer to this summary i you have any questionsduring a contest.

 You can issue these commands using the menus or using keyboard commands. In this chapter, eachmenu’s commands are described. Reer to Chapter 5, “Keyboard Commands,” or the correspondingkeyboard commands. Most menu keyboard equivalent are also listed to the right o the menu itemon the menu itsel.

5.1 f MThis menu contains commands related to the interace between Harpoon and the player. It has little todo with the actual playing o the simulation itsel. Commands contained in this menu are as ollows:

5.1.1 nwSelect this item to end the current game and start a new one.

CAUTION: The game being played will not be saved unless you frst select the Save Game menu choice.

 A dialog box is displayed. I you want a new game, click Yes or press Enter. I you want to return tothe current game, click No or press Esc. I you select Yes, you are returned to the BattleSet Selectionwindow.

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5.1.2 opLets you reload a saved game and continue play. A dialog box is displayed. I you want to open a savedgame, click Yes or press Enter. I you want to return to the current game, click No or press Esc. I youselect Yes, a standard Windows Load File dialog box is displayed.

5.1.3 sLets you save the current game, so that you can continue playing the current game at a later time. Ithe le name you assign to the current game is the same as an existing le name, you are asked toconrm your decision to overwrite the existing le.

5.1.4 s aLets you save the current game and speciy a name or the le, even i you previously saved thegame.

5.1.5 l u sSelect this option to load a scenario that you created using the Harpoon: Commander’s EditionScenario Editor.

5.1.6 s eReer to the online documentation or inormation about the Scenario Editor.

5.1.7 PPauses the current game in the current setup. Press Enter to resume.

Minimizing the Harpoon: Commander’s Edition window will pause the game.

5.1.8 sDisplays a status report or Blue, Red, and Green orces. The boxes on each side o the window showthe losses and damage sustained by each side.

5.1.9 exLets you quit the game without saving it. I you want to continue the same game at a later time, rstselect Save Game and then select Quit. A dialog box is displayed. Press Enter to exit the game. PressEsc to cancel the Quit command.

5.2 o MFrom the Orders menu, you can order orces to move, attack, launch aircrat, and adjust thecomposition and ormation o your task orces.

5.2.1 ak This command allows you to attack with whatever orces and weapons you have. It takes the currentlyselected group, evaluates the weapons within your group, and then shows you a list o possible targetgroup that you can attack.

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I the target group contains more than one type o target, you choose which type o target within thegroup to attack.

Once you select the target group (and type) you want, one o three things happen.

I you are out o range o any o your weapons, the Sta Assistant will ask i you want to close andattack.

I the target has not been suciently localized, then the Sta will ask whether you want to attempt toget a better contact, then attack.

I you are in range o any o your weapons, you can select the type o weapon to use dependent onwhat type o group you are attacking rom and what your target group is.

Once you are close enough to the target to be within the range o your weapons, the Weap ons

 Allocation window is displayed. The screen has our boxes: Attacking Units. Lists the units in your attacking group.•

Unit Weapons Loaded. Lists the weapons each unit has at its disposal. I a particular•

weapon cannot be used against this target, the quantity column indicates why. Theweapons shown belong only to the unit selected in the Attacking Units list.

Enemy Units. Lists each o the enemy units in the group you are attacking.•

Weapons Allocated. Lists which weapons you have allocated against the enemy unit•

selected in the Enemy Units list.The Sta Assistant will automatically allocate weapons against most targets.•

I you want to change the allocations, ollow these steps:•

In the Attacking Units list, select the unit with whose weapons you want to attack.•

Next, select the unit (in the Enemy Units list) you want to attack. I your unit has•

weapons that can attack this enemy unit, they are displayed in the Unit WeaponsLoaded list. I this unit’s weapons are already allocated or out o range, that inormation

is displayed in the Weapons Loaded list.Find a unit that shows weapons within your Weapons Loaded list, then select the•

 Allocate button. Notice that one weapon appears in the Weapons Allocated list. Alsonotice that one less weapon appears in the Unit Weapons Loaded list.

Continue to allocate the units until you have allocated as many weapons as you want•

against that enemy unit. I you eel too many weapons are allocated, select one andselect the Deallocate button.

Repeat the above steps until you have allocated all the weapons you want to use•

against the various enemy units.

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Select the Execute button when you have nished allocating weapons. Select the•

Cancel button i you decide not to attack the enemy.

Each type o group might have dierent behavior in handling an attack. I there•

complications the sta assistant will attempt to assist.5.2.2 s dph & sp

f ship & ci Gp 

For ship and carrier type groups you are only allowed to set the speed they will travel. There are ourquick settings:

Stop. Used to stop your group dead in the water.•

Creep. Normally 5 knots or less, just enough speed to maintain steerage. This speed•

also gives maximum sonar perormance.

Cruise. This is 60 percent o the slowest unit’s maximum speed within the group,•

or 19 knots, whichever is less. Speeds o 20 knots or more eliminate hull sonarperormance.

Max Group. The maximum speed o the slowest unit within the group.•

With surace units, you can also type a speed between zero and the Max Group speed in the Speedtext edit box. I you enter a speed greater than the Max Group speed, it will be reduced to Max Group

when you exit the dialog by selecting the OK button.

f smi Gp 

Submarine group speeds are set in the same manner as surace groups. In addition you set the depthat which you want the group to operate at. The available depths are:

Surace. Puts your submarine group on the surace.•

Periscope. Right below the surace where you can see out your periscope and some-•

times be spotted by low fying aircrat.

Shallow. Above the thermal layer, but deeper than Periscope depth.•

Intermediate. Below the thermal layer, but shallower than the maximum sae depth or•

most submarines. Submarines can go up to 24 knots without cavitating at this depth.

Deep. The maximum sae depth or most submarines, used to evade detection.•

Submarines can go up to 29 knots without cavitating at this depth.

 Very Deep. Can only be achieved by a ew submarine classes, and eliminates all•

cavitation noise.

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f ai Gp 

Like submarines, aircrat groups can change both their speed and altitude. Unlike submarines andsurace units, you can only use throttle settings, not enter a specic speed. The Harpoon: Commander’sEdition system uses an endurance measurement which equates to how long an aircrat can stay alot

without crashing and still make base to the originating point; this measurement is expressed as apercentage o uel.

 You can display the available endurance by selecting the Settings menu, and then Set Range Circles.In the window that is displayed, select the Airborne Mission Radius checkbox to display availableendurance on your Group and Unit maps. It is alsodisplayed as a percentage in the Reports window.

The throttle settings available are:

Loiter/Hover. A helicopter hovers in a single location; a xed-wing aircrat fies in a tight•

circle at minimum speed. This increases your airborne endurance tremendously orplanes; helicopters use the same endurance as cruise throttle setting while hovering.

 Aircrat with sonobuoys drop them at this throttle setting and helicopters with dippingsonar will lower this sensor when hovering at very low altitude.

Cruise. The most ecient speed to cover distance.•

Full Military. This is the ull rated speed o the engine without using an aterburner, and•

top speed or those without aterburners. Endurance is reduced at a rate o 2–3 timesmore than the rate at Cruise throttle setting.

For some types o aircrat, cruise and ull military speed are the same.

 Aterburner. Some high-perormance jet ghters have aterburners allowing them•

to dump uel into the exhaust nozzle to increase speed. It reduces your airborneendurance at over 12 times the rate o Cruise speed, and should only be used incritical evasion/intercept situations.

 Altitude settings available to aircrat are:•

 Very Low. This is “wave-height” fying below 30 meters. I in a xed wing aircrat, there•

is a signicant chance that you will hit the water due to pilot error and lose aircrat,especially i you order a course change at this altitude.

Low. Low altitude is between 30 meters and 600 meters.•

Medium. Medium altitude is between 600 meters and 3,500 meters.•

High. High altitude is between 3,500 meters and 20,000 meters.•

 Very High. Very High altitude is 20,000 meters and up. Only some jet aircrat have the•

capability to reach this altitude.

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5.2.3 e Gp cThis selection displays a window with several dierent options, where you can set up to 48 courselegs or the selected group, and at the same time, give orders or that unit when it reaches each des-ignated point. The ollowing commands are available:

Enter New Leg. Press L or click the check box to select it. On the Group map, click •

where you want your group to travel. For the next destination point, click again. Whenyou have nished entering legs, click the Enter New Leg check box to deselect it. Tocancel the leg when in the cross-hair mode, press Esc.

Next and Previous. I you have entered a course with multiple legs, selecting either•

Next or Previous moves the small square on the course leg to the next or to theprevious leg. This lets you insert or delete a course leg or add, edit, or delete an orderat the point where the small square is located (see ollowing paragraphs on how thisis accomplished). To use these commands, you must rst de-select the Enter NewLeg check box.

Insert. Lets you insert a course leg point. Click where you want your additional leg•

point to appear. You must deselect Enter New Leg beore using Insert.

Delete. Use Previous or Next to select the leg point you want to delete, then click •

Delete. In the conrmation dialog box, press Enter to conrm your choice. You mustdeselect Enter New Leg beore using Delete.

Clear Current Path. Completely clear the current path o your group, as well as any•

orders to be executed on these legs. Note some groups in the progress o lling outorders may require you to clear the current path beore any modications to the coursecan be made.

 Add Order Field. Lets you give your group an order at the completion o a specic leg.•

Use the Orders menu to add an order on any leg point.

Edit Order. I the selected order is editable, you can use this command. Some orders•

cannot be edited; you must delete them and reenter them to change them.

Delete Order. Deletes the selected order.•

5.2.4 fm eThe Formation Editor lets you review and change the disposition o the individual units within a group.When you select this option, the Group map ocuses on the group you’ve selected on the map andzooms down to about x32. This allows you to rearrange the units o the group directly on the map

To start, we need to review the basic concepts behind a Harpoon ormation. Harpoon uses a simpliedmodel o a surace ormation, dividing your ormation into our rings and eight sectors. The our ringsand their purpose are:

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Mi by 

The innermost circle o your ormation, normally reserved or high-value units and units with limiteddeenses (such as aircrat carriers, oilers, and reighters). Units within the main body hold their posi-tion and have the exact course and speed o the entire group at all times.

 aaW (ai-ai W) rig 

The second innermost ring o your ormation. It should be used or platorms that have the ability toengage air targets such as missiles and aircrat (such as Aegis Missile Cruisers, Slaves). You shouldplace them in sectors that correspond to the anticipated direction o an airborne threat.

 asW (ai-smi W) rig 

The next to outermost ring o your ormation. Units placed in this ring should have ASW capabilities,so they can detect and kill any submerged threats beore they penetrate into your main body or AAWring. Typical units used in this ring would include ASW helicopters and destroyers and rigates withsignicant ASW weapons/ sensors. Units within this ring patrol within their sectors, sprinting romplace to place, then slowing down or hovering to check or sonar contacts.

Pik rig 

The outermost ring o your ormation. Used to place scouting assets that can give early warningo incoming threats. Units used or picket duty include AEW (airborne early warning) aircrat andlow-value ships with good sensors. All units in this ring patrol within their sectors, speeding up andslowing down to cover it while moving with the ormation.

Each o the areas and buttons in the Formation Editor window is described below:

ui si li 

The box to the right o the window lists all the ships and aircrat in your group. Use the up/down arrowkeys to move to and select the unit you want to position (or simply click it). When the cursor is placedover the name o a unit, a designation square (on the Group Map) will appear over that unit in theormation, and the sector being patrolled by that unit will be highlighted i it is not in the Main Body. A ull description o the unit will appear below the Unit Selection list.

s ai P/d P 

I you select a helicopter or plane unit, you can set it up as an air patrol unit. I you select a unit that is

already an air patrol unit, the Delete Patrol command appears, allowing you to stop the patrol.

To patrol multiple sectors with a mouse, hold down the Shit key when clicking on the sectors youwant the unit to patrol. I you have sucient units, you should only designate one sector per unit toimprove the quality o the patrol coverage they can provide. I you only have a limited number o patrolunits, you may have them patrol multiple sectors within a ring, but since they have more area to cover,the likelihood o a threat slipping in will rise.

chg Z siz 

This command lets you set the radius o each the our patrol zones. Each zone must be at least one

nautical mile larger than the previous zone. The picket zone cannot be more than 255 nautical milesin radius or any ormation.

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Select this button to cancel your changes.

ex 

 Accepts all your changes to the ormation. Units may take some time to reach their new ormationlocations, because they must keep moving with the ormation while maneuvering to their newpositions.

To move a unit rom one ring/sector to another:

Click the unit you want to move. This will highlight the sector that the unit is currently•

in and move the designation square over the unit.

Click the ring/sector to which you want the unit to move. The unit will move to that•

ring/sector.

5.2.5 r aThis option allows you to prepare aircrat or particular mission proles. Normally, your aircrat arereadied by the Sta Assistant when they land into their deault mission prole. To prepare them orparticular missions, you can choose rom the list o available loadouts.

When you select the Ready button, you can select how many aircrat you want to ready.

Once you have selected the number o aircrat to ready, the Loadout Selection window is displayed.

Use this window to browse the available loadouts and nd one that matches the mission you need.

To select a loadout or your aircrat, click it or use the up/down arrow keys, then select the OK button.

5.2.6 lh (l) aI your group is an air group, you see a selection o locations to land that can accept your aircrat(based on runway length and endurance).

lhig ai 

I your group has air assets you can launch, then you can select the mission type or the launch.

I you select the Attack destination, the Select Enemy Target selection box is displayed.I you select the Ferry destination, you will be presented with the possible landing sites to erry youraircrat to.

I you select the Patrol destination, one o two things will happen depending on whether or not youhave the Repeatable Patrols Sta Option set. I it is set, you then pick a place or the patrol to go at thispoint. I not, you will go directly to the Launch Aircrat screen.

Once you select the type o mission or your launch and its particular inormation, the Launch AircratSelection window is displayed.

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 All currently readied aircrat are shown in the list on the let. You can launch aircrat in groups.

To do so, select an aircrat and click the Move button to move that aircrat to the Launching Group list.Repeat this with each aircrat you want in your launching group.

Once you have the group you want to launch in the Launching Group list, then you can either launch itby selecting the Launch button or the Repeat Attack button (i it is available). I you select the Repeat

 Attack button, you must indicate how oten to repeat the attack or patrol. A box appears in the Reportswindow, which lists the groups that can be joined to the group inside the designation square.

5.2.7 J Gp Allows you to join two separate groups into a larger one. A box appears in the Reports window, whichlists the groups that can be joined to the group inside the designation square.

Select the groups you want to join to your designated group, then select OK. I they are within range,a new window is displayed. All the units in one group are displayed in one list, and all the units in theother groups are displayed in the other.

In the let list, select the units you want to join to the units in the right list. Then select the Move button.Select OK when you are done to join the selected units.

5.2.8 sp GpThis is the opposite o Join Group command. To split a group, highlight the unit(s) to be split rom thegroup and select the Move button to move them to the other list. Once you select the OK button, youreturn to the Main window.

I you want to issue commands to the group you have just split o, select the group. Even though thewindow does not change, you can see that you are on the new group by its call letters. Ater a split,the new group has no movement or other orders.

5.2.9 sThis allows you to set sonar and radar o selected groups or units. The Set Group Sensors windowshows all the types o sensors you have in your designated group. O means that no sensors areemitting. Active means that they are on. Mixed means that sensors o units in a particular range ringhave dierent settings, both active and o.

I you select Mixed or any sensor, another window is displayed. (The exact name o the windowdepends on which sensor you choose. For sonar, it is the Set Mixed Active Sonar window.) You canselect On, O, Mixed, and Intermittent or the main body, the AAW ring, the ASW ring, and the picketring.

I a ring does not contain ships or i the ships in the ring do not have this particular type o sensor,the radio buttons or that ring are grayed out. For example, imagine that you select mixed on the SetGroup Sensors window, your units are positioned in the main body circle and the AAW circle only, themain body has no air search radar. In this case, Set Mixed Air Search Radar window is displayed, andevery line except the AAW line will be grayed out.

The intermittent setting lets you periodically activate, then automatically deactivate, your sensors. Ater you select Intermittent, another window is displayed where you set the base period, the variance,

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and the duration o emission. The base period is the time between sensor activations. The variancelets you make the base period irregular, and the duration is how long the sensor is active. For exam ple,i you set the duration to 5 minutes, the variance to 2 minutes and the duration to 30 seconds, then thesensors will turn on every 5 minutes, plus or minus 2 minutes, or 30 seconds.

5.2.10 e s nWhen you select Enter Sta Note, a dialog box is displayed where you can type a message or yourSta Assistant to give to you. Type your note and click OK. Another dialog box prompts you to speciywhen you want the note delivered.

The time you speciy will be elapsed time (delta time), not actual clock time. That is, the time will be measured rom the time that the sta note is inserted.

5.3 sg MThe selections on this menu do not in any way aect the outcome o the game; they are used to setvarious reerences and game eatures.

5.3.1 tm cmpSets the time compression eature. The radio buttons are labeled with the compression actor. That is,i you select 1 minute, then 1 second o real time equals 1 minute o game time. To go back to regulartime, click the 1 second button (1 second o game time equals 1 second o real time).

 You can also set time compression using the command & control bar.

5.3.2 s rg cThe Range Circles option lets you display inormation about your weapons’ range on your maps. Notethe window(s) in which each range circle is active and the color they display. By deault, weaponrange circles are red, active sensor range circles are yellow, passive sensor range circles are green,and airborne endurance range circles are in blue. I you want to change the colors, click the coloredbutton, and select a new color. Range circles are centered around your group or unit icon, with theicon designating the center o your group ormation in the Group window, and the actual location othe unit in the Unit window.

5.3.3 Gm iLets you set dierent styles or game icons. The deault setting is Stylized (that is, civilian sym bols),the alternate style is a modied NATO CDS system. Select the Other button to display icons not listedon the main Show Game Icons window. These other icons cannot be changed.

5.3.4 s G lLets you toggle the display o latitude and longitude grid lines on the Group map. When selected, a boxin the Reports window shows that the grid lines are o. I you want to turn them on, select On, and thelatitude and longitude interval settings display the deault setting. You can change the deault settings.

 Ater you click OK, the latitude and longitude lines are displayed on the Group map.

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5.3.5 s opThis option is used to enable/disable various sta options. Below is a description o each option.

Ignore options (New Contacts, Ships Running Aground, Ignore Subs Too Deep, No•

Movement Orders, Too Close To Map Edge, Lost Contacts). Selecting the Ignore optionskeeps the respective inormation rom being displayed on the Sta Message window.In other words, during your play, you will not receive this inormation in updates.

Repeatable Air Patrols/Attacks. Allows you set up repeatable patrol and/or attacks•

within the game. On any aircrat launch or patrolling or attack, a Repeat button letsyou set that particular patrol or attack to be repeated at certain intervals.

Enable Air Intercepts. Displays the Intercept button on the new contacts sta dialog•

window i any aircrat are available that could intercept the target detected. Withoutthis button, you can still perorm an intercept operation by selecting the enemy unityou want to intercept and selecting the Intercept button.

Show Sonobuoys. Shows all sonobuoys laid by riendly units. They are represented as•

black squares on the Unit map.

Show Active Towed Arrays. Displays all operating towed arrays on riendly ships and•

subs. The towed array is represented by a straight line coming rom a ship or sub iconon the Unit map. Towed arrays are not displayed i the ship or submarine is movingtoo ast or erratically.

Show Pulsing Radars. Pulses the selected group’s radar at its three distinct ranges•

or very small, small, and large targets. Note that this is the best possible range anddependent on the height o your radar and line-o-sight calculations; thus, an objectmay be well inside the indicated ring beore it is detected.

Show Formation Grid. Shows the size and layout o the ormation o the selected•

riendly group. It gives you a good idea o what area your ormation covers.

Set Surace SAM Fire Rate. Gives you some control over the number o SAMs your•

units re at each enemy aircrat or missile.

Set Aircrat AAW Auto Fire Range. Lets you set the range at which units start ring at•

incoming aircrat or missiles. The deault option is 3/4 Max.

5.3.6 Gm opThis option lets you congure which animations appear during game play. You can also toggle thedisplay o killed ship pictures. You can toggle the time display on the Group window rom a time o daydisplay to a game time remaining display. You can change the color o the land to suit your monitor.

 You can change the color rom Light to Dark. Finally, you can have the game automatically save at anindicated time. All these settings are saved.

5.3.7 s op You can choose which sounds you want during the game.

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5.4 rp MThis menu is used as an “intelligence” source. Use it to display inormation you may want.

5.4.1 shw oDisplays the orders you were given at the beginning o the game when you selected a scenario.

5.4.2 o bDisplays the Order o Battle window. The list on the let lists all the groups available to you. When youhighlight a group, the list on the right displays the units associated with that group. To learn moreabout that highlighted group, double-click the group.

5.4.3 Pm dpDisplays a window with inormation about your platorm types. Click a unit type to display a list o theactive classes; that is, the unit classes associated with the scenario you are playing.To display all active unit classes or the selected type (ships, subs, or aircrat), select All Units.

The deault setting lists only the classes used within this scenario. For instance, i Aircrat is highlighted, only inormation on the aircrat classes active in this particular scenario will be shown. You can use this to fnd out about the capability o various classes o units.

I you want to view details about a particular class, select the class on the Platorm Display window,then click the Display button. This displays the Unit Display window with detailed inormation about

that platorm class.Use the Next and Previous buttons to browse the various classes. By deault, the radar inormation isdisplayed in the lower let o the window. Click the Sonar button to display the sonar o the class, andtoggle the Sonar button to Radar. Click the Weapons button to view the weapons o the class.

5.4.4 Wh rpDisplays the weather conditions. Most o the report is sel-explanatory. The report on “Seas” showsthe height o sea swell, ollowed by a number or sea state. Sea state 1 means that there is virtuallyno “chop” to the waves— the sea is more or less glassy. As the wind picks up, seas will becomemore turbulent and the sea state number will grow larger. Weather can aect sensors, weapons, and

smaller ships.

5.5 M M

5.5.1 c rg & bgLets you calculate range and bearing o a group or unit. The Reports window lists the objects on themap (other groups, ports, airelds, etc.).

Select an object and click OK. Another window gives the bearing and range to the object, the time to

arrive there at the current speed, and the speed at which your selected group is now traveling. Youcan use this report to calculate a new time o arrival i you change speed.

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5.5.2 s rpThe Sta Assistant will make any appropriate recommendations or the currently selected group.

5.6 Ww MThe Windows menu is standard in most Windows applications. You can use the menu choices toarrange the open windows and to select an active window. For more inormation about the Windowsmenu, please reer to your Microsot documentation.

5.7 Hp MUse the Help menu to display the Harpoon: Commander’s Edition on-line help. It also lets you displayan inormation window showing you which version o Harpoon you are currently playing.

6.0 K cmmThe table below lists the keyboard commands. The keyboard equivalents or the menu commands arelisted in the ollowing section.

Tab Toggles whether Group or Unit window is active inthe main window.

Arrow keys Scroll the currently selected window, either theGroup window or the Unit window.

5 (keypad only) Centers the map view in the currently selected win-dow around the selected object.

Z Zooms in the current window (group or unit).X Zooms out the current window (group or unit)F Gives a ull report on the selected object i a mini-

report on the object is displayed in the dialog box.D Displays unit display.+ Compresses time by one increment.- De-compresses time by one increment.Spacebar Selects the next object to the south (down) in the

current window.

Backspace Selects the next object to the north (up) in the cur-rent window.U Selects the rst unit o the currently selected group

(in the Unit window)C Centers the Unit window around your currently

selected group.Enter Sets time compression to 1:1.Alt-T Toggles paths on/o or all riendly groups.Ctrl-L Loads scenarios created with the Scenario Editor.I Toggle the Group and Unit IDs’ display on the map

views.

Alt-3 Grants you nuclear release status in any scenario,regardless o the original setting in the scenario.

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6.1 MThis section lists the keyboard equivalents or the menu commands.

6.1.1 Gm M cmmPause Game Ctrl-PNew Game Ctrl-NLoad Game Ctrl-OLoad User Scenario Ctrl-LSave Game Ctrl-SGame Status Ctrl-HQuit Ctrl-Q

6.1.2 o M cmm

Attack or Intercept Ctrl-1Set Group Speed (Set Ctrl-2Depth and Speed)

Enter Group Course Ctrl-3Formation Editor Ctrl-4Ready Aircrat Ctrl-5Launch (Land) Aircrat Ctrl-6Join Group Ctrl-7Split Group Ctrl-8Sensors Ctrl-9Enter Sta Note Ctl-0

Force Reueling  Alt-R

6.1.3 rp M cmmShow Orders Ctrl-EOrder o Battle Ctrl-BPlatorm Displays Ctrl-DWeather Report Ctrl-W

6.1.4 sg M cmmTime Compression Ctrl-TSet Range Circles Ctrl-RGame Icons Ctrl-ISet Grid Lines Ctrl-GGame Options Ctrl-K Sound Options Ctrl-YSta Options Ctrl-M

6.1.5 M M cmmCalc Range & Bearing Ctrl-FSta Report Ctrl-A 

Toggle Group/Unit IDs I

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oPerations 

7.0 ow opIn computer Harpoon: Commander’s Edition you play the role o a “side commander,” commanding allnaval and air units or one side o a scenario. Because the scenarios can vary rom a single ship groupto multiple ship groups and bases, the scope o the role you play can vary immensely. Your job is todirect all the groups within your control to achieve the task set in your scenario orders.

7.1 Gp, u, & cUnderstanding groups, units, and classes is the key to playing Harpoon eectively.

 A class is a single platorm type, such as an Iowa class battleship, a MiG-29 Fighter, or an Invincible–class aircrat carrier.

 A ship or submarine unit consists o a single (named) individual class member, such as the NewJersey, an Iowa class battleship. In an aircrat or missile unit, a single unit may contain multiplemembers (or example, six F-15 ghters with the same air-to-air loadout, or nine Tomahawk missileslaunched rom the same ship at the same target, would be represented by a single unit).

 A group is the primary unit o control in Harpoon and is dened as one or more units. An exampleship group might contain one battleship unit and two destroyer units. As the side commander, yougive orders to groups, and the (computerized) group commander uses the individual units to executeyour orders.

7.2 s & cThree sides are modeled in each o the Harpoon BattleSets. The two combatant sides typicallyrepresent alliances (such as NATO or the Warsaw Pact) made up o multiple countries. These twosides are labeled Blue and Red and all o their groups and units will be colored accordingly withinthe game.

Neutral units are just that – neither Blue nor Red. They can be attacked, but they can’t be given orders.They don’t report what they see either.

An uncertain contact will show up as the Unknown/yellow side/color until you establish an exact contact. Each side can have multiple countries represented.

In the frst BattleSet, GIUK, the Blue side has the USA, United Kingdom, and Norway aligned together, although other countries may be in the alliance.Only countries with classes used in the BattleSet are represented in Harpoon.Countries have many variables associated with them, including the percentage o breakdowns their equipment will experience, how eective their repair capability is, how eective their weapons are, and more! 

In Harpoon, you can either play the Red or Blue side. This allows you to see the confict and its tacticalnuances dictated by diering missions and equipment rom both sides.

Some scenarios were developed or you to play either side, others are clearly marked in their titles

as being Red or Blue only.

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7.3 emIn Harpoon the environment consists o several elements. The rst ele ment is altitude (or depth). Tosimpliy the range o possibilities, altitude bands (alt bands) are used.

VHigh. Very High altitude is 20,000 meters and higher. Only some jet aircrat have the capability tofy at this altitude.

High. High altitude is between 3,500 and 20,000 meters.

Medium. Medium altitude is between 600 meters and 3,500 meters. This is the maximum altitudeor all helicopters.

Low. Low altitude is between 30 meters and 600 meters.

VLow. Very Low, is “wave-height” or “terrain-ollowing” fying, keep ing your aircrat below 30 meters.In a xed-wing aircrat (not a helicopter), there is a signicant chance that you will hit the water dueto pilot error and the aircrat will be lost. The advantage is that aircrat fying at the VLow altitude canonly be detected at less than hal the range o an aircrat fying at Low altitude.

Sea Level. The surace o the ocean.

Periscope. Right below the surace where you can see out your periscope. Use with caution becauseyou can be spotted by low-fying aircrat.

Shallow. Above the thermal layer, deeper than Periscope depth.

Intermediate. Below the thermal layer, but shallower than the max sae depth or most submarines.Submarines are harder to detect when at this depth or deeper. Speeds up to 24 knots are possiblewithout cavitating at this depth.

Deep. The maximum sae depth or most submarines, used to evade detection. Submarines can go upto 29 knots without cavitating at this depth.

Very Deep. Can only be achieved by a ew submarine classes, and eliminates all cavitation noise. Themaximum depth units can reach in Harpoon.

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Weather systems or cells can appear in Harpoon, and your groups and units can beaected while within the range o the Weather icon. Some weapons cannot be usedat certain sea states (which are directly linked to the strength o the weather cell) andyou may not be able to be launch some aircrat. Weather also aects sensors makingvisual, radar and sonar contacts more dicult.

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7.4 WpWeapons within Harpoon are organized into mounts. Each mount contains one or more weapons. A mount also has an associated number o barrels/rails/tubes, and ammunition available, a weapon

ring arc and possibly a specic sensor or the mount, called a director. Directors direct weaponsto specic target(s), and i the director is damaged the mount may not be capable o ring at all!Note that directors can only track a limited number o targets, so a major actor in maximizing theeectiveness o your attacks is overwhelming the capacity o the deending mounts.

To examine your weapons in computer Harpoon, select Reports and Platorm Display.

Select at let the unit type (Ships, Subs, etc.) andat right, select the unit type.

Select the Weapons button to display theWeapons window. For ships and submarinesyou get a window that looks like this:

For aircrat, the window looks like this:

The lower list in either window provides theollowing inormation about your mounts:

 Ammunition. The type o•

ammunition this mount res or carries.Qty. The maximum quantity o this•

ammunition in the mount.Target. The type o target this•

mount/ammunition can shoot. It is labeled AIR (fying targets), SURF (SEA and LAND),

SEA (ships/suraced submarines), LAND(installations/MLUs), SUB (submarines)

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or N/A (not applicable). The number ollowing the “/” is the number o targets that thedirector can track concurrently.Range. The range in nautical miles that the weapon can hit targets. I HORIZ is listed,•

the lesser o your current radar horizon or weapon range is the weapons maximum

range.Hit %. The percentage chance that this weapon will hit i red at a target that is within•

range (and i it is not shot down by the target as in the case o a missile).Damage. The maximum number o damage points that this weapon can infict i it hits•

a target. Some weapons have KILL listed, meaning i they hit the target type, they willkill it. Another special damage type is NUKE, where nuclear explosion damage is doneto the target and nearby units.

When you start a game, one o the setup options is Possible Nuclear Release (see page 2-19). Nuclear weapons (nukes) are only available in computer Harpoon ater you have been granted nuclear release. I you select Yes in the 

Possible nuclear release option, you may receive nuclear release at some point in the game. I the enemy uses a nuclear weapon, you are automatically granted nuclear release. Any nuclear weapons carried and/or aircrat loadouts are then available or use.

7.5 sIn computer Harpoon, enemy and neutral units are hidden until you detect them. Detection is always bya sensor, and the process o detection is called search. Every 30 sec onds o game (internal simulation)time, each sensor on each Unit “searches” to see whether a non-riendly unit has been detected.

 Variables that aect this search process include distance, absolute size, altitude/depth, weather, and

speed o both the searching and detected units. In general, units that are larger in size, aster moving,and radiating energy (via propulsion noise or active radar or sonar) are easier to detect. A larger unitis easier to see, and returns more energy i “painted” or hit by radar or sonar waves. A aster-movingunit radiates more sound energy, and the air/ water it disturbs at high speeds also increases thatunit’s size or radar/ sonar detection. Finally, a radiating unit (radar or sonar) can always be passivelydetected beyond the eective range o whatever active sensor is used.

7.5.1 P & a cContacts are either passive or active, meaning either you are detecting radiated energy or you aredetecting refections o your own radiated energy. When you detect a radiating target (that is, their

radar or sonar is on or they are making noise based on their movement) you have a passive detection.I you are radiating (that is, your radar or sonar is on) and detect a target, this is an active detection.Radios are not modeled in Harpoon: Commander’s Edition

7.5.2 tp cDetection o either the passive or active type can be exact, area, or bearing-only. An exact detectionmeans you know exactly where the detected unit is (and usually quite a bit o detail about it). An areadetection means you know that the unit exists in a given area. This area is dened by an uncertaintyzone or region represented by a yellow diamond shape that surrounds the detected unit. You willnow i the detected unit is a land, air, sea or subsea unit, and how you are detecting it. Additionalinormation depends on the detection method and the time the target is held. Over time an areacontact may resolve into an exact contact. A bearing-only detection is a special case o an areadetection in which you know that a contact is a certain bearing rom your position, but you only knowthe minimum and maximum distance it might be rom you. All detections degrade over time i not

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maintained. As contacts degrade, the area o uncertainty will grow at the rate the detected unit couldmove since the last detection. Thus a submarine contact’s uncertainty zone will only grow slowly untilcontact is lost, while an ghter will grow quickly beore disappearing. O course a resh detection willcause the uncertainty zone to shrink.

Note that an exact detection will display with a box around it, with no uncertainty area shown. A long,diamond-shaped uncertainty zone will indicate bearing-only detection(s).

Notice the large diamond shaped uncertainty region in the graphics on the right indicating an areacontact. This uncertainty region will decrease in size as the contact’s position becomes more certainor increase as the contact’s position becomes less certain.

7.5.3 f c sFire control solutions in computer Harpoon are either exact, nearly exact, or bearing-only. Whethera detection is rom passive or active sensors is immaterial, only the accuracy and type o solutionis important. Some weapons require an exact detection, others a bearing-only or nearly exact areadetection. The computer determines whether you have a sucient detection level to attack with yourcurrent weapons, and will either let you attack or inorm you o an inadequate re control solution.

7.5.4 rRadar is the use o airborne radio waves sent out at a certain requency, combined with a detector thatlistens or “returns” o this same requency, caused by this energy bouncing o a potential target.Radars in Harpoon are divided into two classes: air and surace search. Radars are limited in thedistance they can be eective by the radar horizon (i.e. the curvature o the earth).

The table below shows you the maximum distance you can pick up targets given the altitude o yourradar transmitter and altitude o the target, assuming the radar would be strong enough to reach thatar.

BEST CASE: SHIP TO SHIP LINE OF SIGHT TABLE

Ht VHigh High Med Low Vlow LrgShip

MedShip

SmShip

Peris-cope

 VHigh 700 582 446 389 362 364 362 360 351

High 582 460 325 242 219 264 242 340 231

Med 446 325 191 134 108 109 107 105 96

Low 389 242 134 78 51 53 50 48 40

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BEST CASE: SHIP TO SHIP LINE OF SIGHT TABLE

Ht VHigh High Med Low Vlow LrgShip MedShip SmShip Peris-cope

 Vlow 362 219 108 51 25 26 24 22 13

Large Ship 364 264 109 53 26 27 26 24 15

Medium Ship 362 242 107 50 24 26 24 22 13

Small Ship 360 340 105 48 22 24 22 19 10

Perisicope 351 231 96 40 13 15 13 10 1.23

 ai sh r 

 Air Search (AS) radar is used to locate and track airborne targets, such as missiles, planes, andhelicopters. Air Search radar is generally used to detect targets at medium altitude or higher. Theseradars can be eective against targets at low or very low altitude, but only at ve percent or less otheir maximum range. Three special-purpose air search radars are:

Height Finding (HF). A Height Finding (HF) radar not only detects airborne contacts, but•

also determines which altitude they are at. It can also detect surace contacts.Range Only (RO). A Range Only (RO) radar can only detect targets directly in ront o it,•

and is mainly used in aircrat as a gun-sight radar.Look Down/Shoot Down (LD/SD). A Look Down/Shoot Down (LD/SD) radar is an air•

search radar (mounted on an aircrat) that has much greater capabilities than a normalairborne radar, especially when looking down onto targets fying very close to theearth.

s sh r 

Surace Search (SS) radar is used to detect surace units and air borne targets at Low and Very Low

altitudes. A special surace search radar is the Periscope Radar (PR) which is mounted on the peri-scope o a submarine and is used to help targeting submarine weapons against surace targets.

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7.5.5 sSonar is the use o sound energy traveling through the water to detect and track surace ships orsubmarines. Sonar can be passive or active. Sound travels underwater in strange ways as shown inthis illustration:

 As you can see, direct sonar refects o o many things including the thermocline (also called thethermal layer) and this limits its range. Sound that makes it through the thermocline “bends” alsoback to the surace due to the immense pressure o the ocean at depths over 1,000 athoms, thenmay refect o the surace and repeat the process.

This area where you can detect distant targets is called a convergence zone (or CZ). Modern sonarcan sometimes detect targets out to three CZs. This illustration shows the areas where you mightpick up a target, and the corresponding “blind” zones. I the water is not Very Deep, you will not getconvergence zone detections.

Pi s 

Passive sonar works by listening to sounds traveling in the water, classiying them and rening thecontact. The primary advantage o a passive sonar is that it does not give away your position. The

main disadvantage is that it oten takes a longer time to classiy a target, and get an exact locationon it.

 ai s 

 Active sonar works similarly to radar in that it sends out sound energy and then listens or refectedreturns o this sound o possible targets. The main advantage o an active sonar is that it gives exactdistance and bearing inormation on any contact it detects. The disadvantage is that enemy units candetect the sound energy used in active mode at 2–3 times the range an active sonar can detect atarget. A common tactic is to use passive sonar to generate an initial contact, then turn on active sonar

 just long enough to generate an exact contact or your re control solution.

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H s 

Hull Sonar (H) is built into the hull o a ship or submarine. They usually have both active and passivesonar capability. Hull sonar have two restrictions, the rst being the “blind spot” in the bafes, causedby propulsion noise and turbulence. The second restriction is that when you travel at or above 20

knots, the fow noise caused by water fowing over the sonar eliminates the ability to detect any-thing.

tw s 

Towed Sonar (T) is trailed behind some ships and submarines on a long cable. Most towed sonar arealways below the thermal layer, but units with variable depth sonar (VDS) can change the towed sonardepth to either above or below the layer. Towed sonar greatly increases the eectiveness o a unit, asyou have a much better chance o detecting targets below the layer. In computer Harpoon all towedsonar deployment and retrieval is automatic. Each time you change course, towed sonar will stopworking or work at greatly reduced eectiveness until it can straighten back out.

dippig s 

Dipping Sonar (D) is used on helicopters. They are suspended on a cable and lowered into the waterwhile the helicopter hovers. In computer Harpoon use o dipping sonar is mainly automatic, as anyhelicopter with this capability will use it i assigned to a patrol zone within the ormation editor. Tomanually dip your sonar, hover your helicopter at very low altitude. I your unit has a dipping sonar, itwill automatically lower it.

sy 

Sonobuoys (S) are small sonar sensors combined with a short-range radio transmitter. Sonobuoys

are dropped into the water in “elds” o 6–12 sonobuoys by aircrat, and then monitored. Fields osonobuoys only last a ew hours then turn themselves o and sink to the bottom o the ocean. Incomputer Harpoon, this process is automatic i an aircrat with sonobuoys is in a patrol zone within theormation editor. To manually lay a sonobuoy eld, hover/loiter your aircrat, and it will lay a sonobuoyeld and begin to monitor it.

9.5.6 v dPrior to modern times, human vision was the only way to detect distant threats. Human vision islimited to the visual line o sight and aected by time o day and weather conditions. In today’senvironment there are several visual methods o detection available.

The table below shows you the maximum distance you can pick up targets given your altitude and thetarget’s altitude, assuming the perect visibility.

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MAXIMUM POSSIBLE VISUAL SIGHTING TABLE

Ht VHigh High Med Low Vlow LrgShip

MedShip

SmShip

Per-iscope

 VHigh 521 434 332 290 270 269 267 266 261

High 434 345 243 181 164 180 178 177 173

Med 332 243 143 101 81 80 77 76 72

Low 290 181 101 59 38 37 35 34 30

 Vlow 270 164 81 38 19 17 15 14 10

Large Ship 269 180 80 37 17 19 17 15 11

Medium Ship 267 178 77 35 15 17 14 12 6

Small Ship 266 177 76 34 14 15 12 10 5

Periscope 261 173 72 30 10 11 6 5 1

 A technological addition to vision is the detection o inrared (IR) radiation (that is, heat). On someaircrat, Forward-Looking Inrared (FLIR) and Inrared Search and Track (IRST) sensors are available.These sensors can spot surace ships and submarines on the surace or snorkel ing. Ships may alsohave passive IR sensors to detect other ships or aircrat.

7.6 oh d MhThe other detection methods supported in computer Harpoon are described below:

Electromagnetic Intercept/Electronic Support Measures (ESM). All combat ships o•

rigate size or better have ESM capability allowing them to rapidly detect any (activeradar) radiating target within 110 percent o your current radar horizon (against thetarget). This is considered a passive radar detection, comparable to a passive sonardetection.Magnetic Anomaly Detectors (MAD). Some ASW aircrat carry a sen sor that can detect•

large metal objects close beneath them under the surace o the water. The aircratmust be at low or very low altitude or this sensor to be eective. Some submarineshave titanium hulls, which greatly reduce the eectiveness o this sensor.SOSUS/Caesar. In the GIUK BattleSet, the NATO SOSUS system and USSR Caesar•

systems may generate detections. These systems are large elds o seabed sensorslaid to track enemy vessels through advanced passive sonar techniques. Occasionally,

you may be notied o a contact using this detection method, giv ing you advancewarning o a threat.

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8.0 a Aircrat are the primary scouts and a major portion o the oensive power available to today’s navalorces. Eective use o aircrat is essential i you want to succeed in Harpoon.

 Aircrat in Harpoon carry a selection o weapons/sensors/uel pods or a specic mission in a groupingcalled a loadout.

8.1 l tpLoadouts are a unction o the BattleSet, thereore not all Loadouts are available in all BattleSets.

8.1.1 sh Aircrat assigned only to look or the enemy carry only uel, sensors, and crew. Some o these sensors

may detect other aircrat, surace shipping, or even submarines.

8.1.2 fNormally has minimal or no weapons setup or a one-way trip to another base. Typically carriesexternal tanks ull o uel.

8.1.3 tkThis conguration consists o many external or internal tanks and a special attachment so otherplanes can draw uel. A tanker can reuel planes that are part o the same group. The tanker can origi-nate with that group or join it while in fight. When a plane drops to approximately 25 percent o its uelcapacity, it is reueled by the tanker. You can orce the plane group to reuel by pressing the Alt-R.

A tanker can reuel the group only once.

Fuel Available or Fuel is displayed in the Report window when tanker reueling is permitted.

Tankers cannot reuel themselves.

8.1.4 PUsed or electronic warare and early warning aircrat.

8.1.5 n sk sioPThis loadout contains nuclear weapons ready to do massive damage to the enemy. The type o weapondepends on aircrat type and country.

8.1.6 sCruise missiles that fy the distance rom release to target without requiring guidance rom the aircrat,thus reducing the risk to the launching aircrat.

8.1.7 lr sSame as above, but some cruise missiles (and/or AAMs) are replaced with uel tanks to extend therange o the aircrat..

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8.1.8 a-r A special type o weapon, normally a missile, that looks or any enemy radar that is turned on. I ithits, the radar is destroyed. I used against ships, a great deal o additional damage may be caused.I the radar is turned o, most o these weapons “go stupid” and sel-destruct; a ew home in on thelast broadcasting location.

8.1.9 lr a-rSame as above, but some anti-radar missiles (and/or AAMs) are replaced with uel tanks.

8.1.10 GThese are “smart bombs” or shorter-range missiles, which are guided by the launching aircrat to thetarget. Unlike cruise missiles, they have very short ranges, but the smart bombs can do more dam age.They also cost a lot less, so a country is likely to have more o these than cruise missiles.

8.1.11 lr GSame as above, but some smart bombs (and/or AAMs) are replaced with uel tanks.

8.1.12 ugThis loadout represents rockets, cluster bombs, uel-air explosives, and other “area” weapons.Typically, many unguided weapons are in a loadout due to their small size. These unction like agrenade, spewing ragments over a wide area.

8.1.13 lr ug

Same as above, but some o the “area” weapons (and/or AAMs) are replaced with uel tanks.

8.1.14 i bmThis is what most countries used in WWII. It is a simple weapon that is “thrown” at or dropped on thetarget based on the movement o the aircrat, the wind, and temperature. These weapons are verypotent (they are all explosives and metal case), but are very dicult to target eectively.

8.1.15 lr ibmSame as above, but some bombs (and/or AAMs) are replaced with uel tanks.

8.1.16 a a eFighters and some better attack aircrat load with inrared and radar-guided missiles to destroy otheraircrat and helicopters. Some extra uel is carried or some aircrat types.

8.1.17 lr a aI the target is ar away or the ghters must stay alot or a long time, some missiles are replaced withadditional uel tanks.

8.1.18 as

Submerged submarines are only killed by torpedoes and depth charges. Some aircrat may be able todo this with nuclear depth charges (see “Nuclear or Strike” above).

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8.1.19 lr asSame as above, but some ASW weapons are replaced with extra uel tanks. Helicopters that cannotcarry extra uel tanks drop weapons to reduce weight and increase airborne endurance.

8.1.20 arwTo destroy an enemy runway, iron bombs, guided weapons, or special “runway-busting” weapons canbe used. (The type used depends on the aircrat and the country that owns it.)

8.1.21 lr arwSame as above, but some anti-runway ordinance (and/or AAMs) are replaced with uel tanks.

Most aircrat only have a limited number o possible and/or available loadouts. Loadouts are subjectto both the missions or which the aircrat are designed and availability.

I you see some “extra” weapons in a loadout do not be surprised. For example, the UK Nimrod cancarry torpedoes, Harpoon ASMs, and Sidewinder AAMs mixed on its various loadouts.

8.2.22 cgThe newer BattleSets™ have Cargo loadouts that represent troops and supplies capable o“damaging” a target when the carrying aircrat “attacks” it.

8.2.23 seadSuppression o Enemy Air Deences loadouts combine Anti-Radar and ECM with the specic intent o

attacking enemy radar, AAA and SAM sites.8.2.24 P lr PThese loadouts were added to model laser guided weapons.

8.2.25 am Anti-Armor – a new Loadout or use against land armored targets (i.e. tanks).

8.3 a th dSometimes in computer Harpoon a new threat that can be countered by patrolling aircrat is detected.Instead o having to launch new aircrat or selecting a group with patrolling aircrat and splitting themo to attack the threat, we provide the Intercept window.

 You see each available unit and its current distance to the intercept target. Select the units you wantto use to intercept the threat and select the Intercept button. Selected intercept aircrat are markedwith an asterisk (*) to the let o the number o aircrat. Select the OK button to nish your interceptassignments.

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9.0 bThe ollowing bases are available in Harpoon:

 Aireld. An aireld.•

Port. A port acility or submarines and surace crat.•

Port & Aireld. A combination o a port and an aireld.•

Installation. A acility or land-based units and nonmilitary structures.•

Bases typically have various radar sensors and deense weapons mounts that automatically deendagainst attacking enemy targets (that is, you don’t have to make your bases attack using the attack order).

9.1 dmg & rpHarpoon uses a simple damage point system to represent the possible damage to units. Each primaryunit class in Harpoon has a certain number o damage points it can absorb beore being destroyed.Each weapon can deliver a certain number o damage points. In addition to damage points, all bases,ship classes, and submarine classes can receive critical hits.

The categories o critical hits and which types o platorms they can apply to are shown in the tablebelow.

Platorm Base Ship Carrier Submarine

Weapon mounts V’ V’ V’ V’

Sensors V’ V’ V’ V’

Flooding V’ V’ V’

Fire V’ V’ V’ V’

Engineering V’ V’ V’

Bridge/CIC V’ V’ V’

Rudder V’ V’ V’

Flight deck/runways V’ V’

Hanger V’ V’

Cargo V’

Pressure hull V’

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Platorm Base Ship Carrier Submarine

Keel V’ V’ V’

Sonar V’ V’ V’

 Aircrat V’ V’ V’

Most o the critical hits have a chance o being repaired within 48 hours. Fire and fooding criticalhits are the most distressing, because they can spread and cause additional damage and critical hits,destroying the unit.

 Your unit reports in the Report window show both your current damage points and current criticalhits. Note that in Harpoon all repairs are automatic and require no input rom the side commander. Ia surace or submarine unit is severely damaged, you might want to split it o rom your group intoits own group.

 Aircrat in Harpoon can only be killed so they have no damage points or critical hit areas.

10.0 s-up WwThis section discusses the windows that you use to set up your Harpoon simulation.

10.1 bs s Ww A “BattleSet” is a series o scenarios that simulate various naval engagements in a particular part othe world. The BattleSet Selection window lets you select any BattleSet you have loaded into yourcomputer.

When you start Harpoon, theBattleSet Selection window isdisplayed. Click a BattleSet to

display its description in thelower hal o the window. Select aBattleSet and click the OK buttonto load it. I you decide not to play,click Exit to quit.

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12.2 s Gm op ww

 Ater you select a BattleSet, the Options window

is displayed.The ollowing options are available:

Play Which Side? Your options are•

NATO and USSR in early BattleSetsand BLUE and RED in other BattleSets.NATO is the deault setting, and allowsyou to control all NATO orces that area part o the scenario you select in thenext window. You can also choose to

be the Soviet admiral in charge o Soviet task orces.Possible Nuclear Release? Your options are Yes and No. The deault setting is Yes.•

I a scenario contains a nuclear release, this option will enable it. Some scenariosstart with a “nuclear weapons ree”; others may not give you release until later inthe scenario. I one side uses nuclear weapons, the other side is granted immediatenuclear release. Whichever option you choose has proound implications or yourtactics. For one thing, you will have to spread out the units which orm your groups sothat they will not be vulnerable to a single nuclear weapon. However, i you do so, thenyou are leaving them more open to attack by submarines.Snorkeling Submarines? Your options are Yes and No. Diesel-powered submarines•

must take in air to run their engines. I they need to go deep they run on batteries. I

you choose Yes, then your radar and inrared sensors may be able to detect thesnorkels o diesel subs when they are snorkeling. I you select No, then you will be ableto detect submarines with your sonar only.

I you select No, the diesel subs will act like nuclear subs and never snorkel. I your active or passive sonar detects a sub, you can select the Display button in the Reports Window to learn whether it is diesel or nuclear powered.

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Realistic Weather? Your options are Yes and No. Weather can be a powerul actor in a•

naval engagement, especially in the Norwegian Sea, which is constantly whipped bygale-orce winds. In high seas, your ships cannot travel at maximum speed. High seas

also reduce your surace search radar’s detection range. Some weapons cannot bered in sea states o 5 or greater (see description o the “Weather Report” commandon the Reports Menu). We recommend that you play the No option until you becomeamiliar with the game and are able to operate under ull simulation.Normal Maintenance Failures? Your options are Yes and No. In the real world, nothing•

works perectly all the time. A modern naval vessel or aircrat is packed with electronicgear and high-tech weapons. Periodic breakdown o systems happens oten. I youchoose the Yes option, some o your units may experience electrical and/or mechanicalailures during the course o the game just as they would in real warare. Use the Yesoption or maximum simulation and the No option while you are becoming amiliarwith Harpoon.

Start with Full Ordnance? Again, your options are Yes and No. Real warare is an•

exercise in logistics. That is, supplies, uel, and ammunition must be transported romthe supply bases to the combat units. When war breaks out, ships must begin withwhatever they have on board. Oten, they are not up to ull strength. I you choose No,you are working under real-world conditions. A No setting in Harpoon means that youhave a 50% chance that your missile and/ or torpedo loadout o any particular unitis 80–99% o ull capacity. Beginners should start with ull ammunition load-outs byselecting the Yes option.

 Auto Formation Air Cover? I this option is selected, the computer sta automatically•

puts up AAW, AEW, and ASW patrols or your groups that have this capability. I you donot select this option, you are responsible or all patrolling air asset deployment.

To select an option, click it. When you have selected all your options, press Enter or•

click OK to proceed.

Use the scroll bar or your up/down arrow key to move through the various scenarios. A descriptiono the highlighted scenario is displayed in the lower hal o the window. This text is divided into threeparagraphs:

Background. This paragraph gives you an overview o the strategic importance o the•

scenario and any other pertinent background inormation.Blue Orders (or Red Orders). These orders instruct you on what you must do to•

accomplish your mission.

Intelligence Brie. This paragraph gives you a description o what is known about the•

enemy’s intentions.

Press Enter or select the New Game button to choose the highlighted scenario and begin play.

11.0 s bkgSince the very rst version o Harpoon was published in 1989 there have been scenarios providedby the Publisher(s) and those provided by the players. All Publisher scenarios are provided as well asmany player created scenarios.

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The term BattleSet reers to a collection o maps, platorms, systems and scenarios bundled togetheror the enjoyment o the player. This edition eatures twenty BattleSets!

The original our BattleSets (GIUK, NACV, MEDC and IOPG) were designed with the original releases o

the game and are mostly Cold War vintage (i.e. late 1980’s, early 1990’s).There are eight upgraded, player generated versions (Harpoon Designer’s Series 1 and 2) that areprimarily early to mid 1990’s.

There are our more that address a ctional war between the US/Israel and “everyone else in theworld” designed by B.I. Hutchinson in 1996. More on those below in the Original Harpoon BattleSetssection, below. These were called EC2000 and have been updated to become EC2003

Finally, or this release, there is a brand new map with a brand new BattleSet WestPac provided byBrad Leyte, Tony Eischens, Scott Boles, and crew that takes advantage o Harpoon: Commander’s

Edition specic eatures.

11.1 og Hp bs

11.1.1 GiuK bsThe Norwegian Sea is essentially an enclosed body o water bounded by Greenland, Iceland, the northpolar ice cap, and Norway. This somewhat rectangular area can be entered by three ways:

From the north by going under the polar ice cap•

Through the Denmark strait between Iceland and Cape Farewell in Greenland•

Through the opening between Iceland and the Faeroe Islands—the so-called GIUK •

gap

nato sgy 

Because o its geography, this area would be deended against Soviet air and naval attack by task orces composed o units rom the United States, Great Britain, and Norway.

NATO orces would be attacking Soviet orces as they advanced along the Norwegian coast, pinningthem down and even putting them on the deensive. This holding action would tend to draw valuableassets needed by the Soviets on the European central ront. Simultaneously, NATO nuclear attack submarines would locate and destroy any Soviet nuclear ballistic missile submarines hiding in “TheBastion.” I successul, these same attack submarines could also launch Tomahawk strikes againstSoviet bases located on the Kola Peninsula adjoining Finland.

si sgy 

From the Soviet viewpoint, their highest priority is to protect their nuclear ballistic missile submarines;keeping them secure as a “bargaining chip” or post-war negotiations. Their second priority is todeend their homeland against NATO strikes. To do this, they must detect and destroy NATO unitsas they enter the Norwegian Sea. Thirdly, they will send submarines and long-range aircrat into theNorth Atlantic to attack and destroy NATO convoys, or although control o this area is crucial to the

 Allies, requiring an immense investment in support o shipping, only a relatively small attacking orcewill be sucient to wreak havoc on these convoys. Finally, they will support their army’s attacksagainst Norway, gaining control o the coastal seas and providing air cover or support o their own

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oPerations 

sealits. They will probably engage in a series o “coast-hopping” assaults with the idea o outfankingthe deenders.

Pyig thi bs 

In this BattleSet you will nd twelve dierent scenarios, each requiring you to command a dierentNATO unit in implementing NATO strategy. In these scenarios, you will assume command o anythingrom a small squadron o missile boats up to a much larger unit, including the entire strike feetin deense o the British Isles. (I you choose to play the Soviet side, you can even control a ull-scale Soviet amphibious assault orce.) You will be up against the powerul Soviet Northern Fleetwhich is composed o two aircrat carriers, 75 principal combat ants (guided missile cruisers, rigates,destroyers, etc.), 88 other combatants (ASW and AAW escort vessels), 170 submarines (includingnuclear ballistic missile and attack subs and diesel subs used primarily or coastal deense), alongwith over 440 naval aircrat o all types. Fighting in the North Atlantic environment is an arduous task or even the most experienced commander. Not only will you have to engage trained and committedSoviet orces, but you must also contend with high seas, erce winds, and thousands o miles o craggycoasts that could aord hostile orces the opportunity or surprise attacks. You will be given orders oryour mission and strategic objectives, as well as intelligence inormation about Soviet objectives andthe orces you can expect to encounter. In addition, you will be brieed on the background behind yourmission and its importance to the overall war eort. The success o the European deense is in yourhands. Good luck and good hunting!

 a h Mp 

The on-screen maps used in this simulation are called “Lambert Con ormal Conics.” Because theyhave been digitally scanned rom the Deense Mapping Agency Global Navigation charts GNC3 andGNC4, they are absolutely accurate in all detail. However, since the earth is a globe and not a fat

plane, any map must necessarily contain distortions. Most maps used by the public (like street maps)use “Mercator projections.” The Mercator projection is equivalent to putting a light inside a globeand wrapping a transparent cylinder around this globe, touching it at the equator only. With the lightshining through the globe, the images o the land masses on the globe are projected onto the cylinder.

 As distance rom the equator increases, both to the north and to the south, the images o the landmasses are increasingly distorted. In act, at or near each pole the distortion is so great that the mapis virtually useless. Mercator projections are very useul in representing map data either o relativelysmall areas o the earth, or areas somewhat distant rom one o the poles.

Because the BattleSet urnished with this module o Harpoon enacts situations at extreme northernlatitudes, the Lambert Conormal Conic was used as the basis or the on-screen maps to eliminate

the diculties inherent with Mercator projections. To understand how this type o map is produced,imagine a transparent sheet o plastic is rolled into a cone with the tip o the cone placed directlyover the North Pole. Now imagine that the cone is “pushed” down so that its edges pass throughthe earth at 65 degrees north latitude (about where Iceland is), and exit at 35 degrees north latitude(about where North Carolina is). Shine a light through the globe and project the images o the landmasses onto this cone, you now have the type o map urnished with this BattleSet. Although thereare still distortions at extreme northern and southern latitudes, the distortion in the geographical areao where Harpoon is played is relatively slight.

11.1.2 nacv bs

It is the year 1996; “Perestroika” and “Glasnost” have backred. The Soviet hardliners have oustedGorbachev and seized power in the Kremlin. To turn the people’s attention rom the desperate

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condition o the Soviet economy and unite the various ethnic actions, they have launched an all-outattack on NATO.

The years o wishul thinking and premature deense cuts have taken their toll. The land orces on the

European continent are ew in number and ill-prepared or this lightning attack. At the same time, theSoviet orces are not prepared to engage in a long campaign and must secure all their objectives inless than one month’s time. I NATO can rapidly resupply and augment their orces, the Soviets willbe stalemated and possibly routed. I the Soviets can shut o the fow o supplies, they will almostcertainly dominate the European battleeld, and thus all o Europe.

This BattleSet ocuses on the NATO resupply eort and the Soviet eort to interdict it. You will beable to experience the strategic and tactical nuances o this resupply eort in scenarios that use theindependent steaming, convoying, and deended sea-lane tactics.

nato sgy 

 Your overriding goal will be to get as many merchantmen and planes to Europe rom the United Statesas quickly as possible. Every ship or plane lost is a double blow, in that the supplies (or troops) carriedare lost to the war eort, and lost units cannot be used or uture shipments. Deense o these shipsand planes is imperative. Oensive operations should be limited to those which can produce quick kills o threatening enemy units. As the majority o the threat is limited to air and submarine attacks,you should ocus on aggressive ASW and AEW/ AAW patrolling, ringing your valuable transport vehicleswith a shield composed o your warships and aircrat.

si sgy 

 As NATO desperately struggles to resupply and reinorce their limited continental orces, the Soviets

must move to cut that supply line rom a torrent to a mere trickle. Particularly aggressive naval andair tactics are encouraged, since limiting resupply guaranties an early ground war victory. Since theoverall Soviet strategy depends on this early victory, the initial resupply eort must be stymied. Sovietsubmarines should search or enemy convoys, and coordinate their attacks with available long rangeaircrat. I no aircrat are available, they should strike as aggressively as possible on their own. Sovietaircrat must both monitor and harass the enemy escorts at every opportunity, and be prepared todeliver devastating attacks whenever possible.

Pyig hi bs 

In this BattleSet you will nd sixteen dierent scenarios, each requiring you to command large groups

o orces with one or more objectives. While there were many threats in the GIUK BattleSet, there aremany more in the North Atlantic Convoys BattleSet. The glory o naval com bat is overshadowed by thevastness o the Atlantic and the critical nature o your mission. Here, the war is the worst combinationo boredom, tension, and possibly an ugly and sudden demise. To make a bad situation worse, theworld’s attention is ocused on the land and air battles on the European ront, while your crews sweatand die to deliver the supplies that keep your side in the ght. The North Atlantic Convoys BattleSetwill test your skills as a naval commander like nothing you have ever experienced.

The success o your orces ghting in Europe weighs in the balance. Your skill in directing these orcescan make the dierence! Good luck!

11.1.3 Medc bsThe Mediterranean Confict diers rom the rst two BattleSets in two signicant ways.

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First, the Mediterranean Confict (MEDC) does not emphasize a US– USSR confict. The conficts inthe Middle East have aected the Western powers have been aected, but never on a level remotelyapproaching the mobilization that a superpower conrontation requires.

The highest level o confict potential or either o the two superpowers have been the “Superpoweralert” during the October ’73 War, the Kuwaiti tanker refagging o ’88–89, and o course, Operation“Desert Shield.” The retaliatory strike on Libya was merely a live-re exercise or two carriers and asquadron o USAF F-111s. The same could be said or the New Jersey’s obliteration o several Syriangun positions in Lebanon.

Consequently, we have tried to ocus on this region’s countries and their potential conficts, bringingin the superpowers as needed or contrast and comparison. In act, you might wonder why we letout the “whiz-bang” units, the reason is primarily play balance: the entire Syrian Air Force would behard-pressed to penetrate any American task orce centered on an Aegis Cruiser. One might considerthe lack o “neat” units to be your portion o the U.S. “peace dividend.”

The second dierence is that we have included scenarios called “stud ies.” In the earlier BattleSets,almost all o the scenarios ollowed a single central theme or the BattleSet. The Med eatures apotpourri o dierent nationalities, each with long-standing blood euds, special strengths, atalweaknesses, numerous enemies, and too ew real riends. Finally, we assume that the ollowingcountries have nuclear weapons that might be used i an enemy country detonated a weapon againsthome soil or a capital unit: USA, USSR, France, Israel, Syria

Iraq and Libya probably don’t have working nuclear weapons; i they did, they probably would not have such huge chemical weapons programs.

 All o us hope that you nd MEDC to be a resh look at naval warare And remember, you are muchmore likely to see some o these smaller battles on the evening news than you are ull East-Westconrontation.

dig’ n 

Because “depth” in Harpoon is estimated, rather than based on actual data, portions o theMediterranean Sea will appear to be “Very Deep,” where in reality, the actual depth is closer to“Intermediate.” To overcome this discrepancy, we have limited all submarines to “Intermediate” depth,even though they have the ability to descend to “Deep” depth. Additionally, the Mediterranean is alsoknown or its poor sonar conditions: to refect this, we have reduced sonar perormance unilaterally.We believe that these adjustments will help to make the Mediterranean BattleSet more realistic andinteresting to play.

11.1.4 ioPG bsWelcome to the Indian Ocean/Persian Gul BattleSet. We have made several changes to the wayHarpoon works in the IOPG, and think you will enjoy the changes. Some o these changes are obvious;others are more subtle.

First, we have attempted to include all the major platorms that are likely to appear in the Indian Oceanregion, concentrating on the countries o the area. While we have let out a ew classes, these willprobably not play a signicant role in any IOPG area–related confict.

Second, we have attempted to add several “un” units, while maintaining the accuracy o the simulation.Harpoon is rst and oremost an accurate simulation o modern naval warare. Unortunately, due to

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limitations o the main Harpoon program (caused by the restraints o the computer platorms on whichit executes), several unrealistic elements can develop. Among these are lack o logistic elements (orexample, the lack o ordnance limits on aircrat) and lack o “ull modeling o reality” (such as lack orealistic director limitations on some units). We have attempted to design the included scenarios with

a naval ocus to minimize the eects o these inherent limitations o Harpoon. However, several unitsare included or those who like to “push Harpoon to the limit” (that is, write unrealistic scenarios) withthe scenario editor.

In addition to the above, we have also attempted to add several new eatures or the “proessional”wargamer/Harpoon user. Some examples o these eatures are:

Iron bomb accuracy varies with aircrat, refecting advanced bombing capabilities.•

 Aegis-controlled guns and other autonomous point deense weapons have more•

accurate rates o re.Stealth aircrat have been included (F-117A).•

Surace ships that carry helicopters can now have those helicopters assigned in the•

scenario editor, rather than the previous “automatic” loads.Soviet stando missiles arenow capable o high and low cruise approaches. Satellite intelligence (RORSAT andPAVESAT) is implemented or the major powers and their allies.Sonobuoys now have diering characteristics based on nationality and type.•

There have been several other changes (major and minor) to the BattleSet resource structure. Someo these are already incorporated into Harpoon (and you will be surprised by them when the timecomes) while others are improvements that will only surace when uture versions o Harpoon becomeavailable. We believe you will enjoy them all, whether you realize they are occurring or not.

We have also included some additions that are “realistic” but not necessarily accurate. We haveattempted to minimize these additions, but elt that the simulation value o some elements outweighedthe value o strict reality. One such element is the Indian “Cochin” class CV.

While not yet in service, it should be completed by the end o the century (when several o the “BengalWar” scenarios occur). Another element is the “Deadeye” SALH round or the Mk45. While also notin service, it could make a signicant improvement in the quality o U.S. naval gunre support. Theyare included or your experimentation. The battleships are also included or historical scenarios anduse with the Scenario Editor; they will not be in service much longer. The subcaliber rounds on thebattleships are included or your experimentation. They, along with battleships, will not be part othe uture o the U.S. Navy. For those o you with the Scenario Editor, we would like to mention a ew

things about bases. Since Harpoon uses Lambert Conic map projections, it is not easible to coverareas below the equator. However, Diego Garcia is a key to U.S. maritime strategy in the Indian OceanRegion. It had to be included, and it is. However, its placement in the IOPG is several degrees northo its actual location (we were considering calling it “Son o Diego Garcia”). However, since there isstill plenty o blue water around it and it is comortably distant rom any enemy bases, this should notgreatly aect its simulation value. Another base oddity is that the Aghani bases are represented intriplicate with widely varying statistics. These represent:

The base under Soviet control.•

Mujahedin activity in the base region (that is, the ring o U.S.built Stinger missiles at•

fare-chucking Soviet aircrat).

The base without Soviet “advisors” and military equipment.•

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Several other bases are listed more than once. Dhahran and Ras Tanura are listed twice, the listingwith the (USA) suxed to the name is not meant to indicate that Saudi Arabia has become a state, butthat American troops and Patriot missiles are present, helping to deend our Saudi brothers and allies.Other bases are included multiple times i they have historically been occupied by dierent countries,

and their deenses are dierent or the dierent entries, or i the base could be on either side o aconfict; through diplomacy, treachery, military action, or a change in perspective o Red and Blue.

 You may also notice that submarines can now only re as many torpe does as they have tubes. Thiswas done to increase the accuracy o the simulation (no more 21 torpedo salutes) and to allow theIOPG to be compatible with possible uture versions which will support reloading o torpedo tubes.Don’t worry, the other torpedoes are in there, but the current Harpoon version can’t nd them. In orderto be inormed when uture versions o Harpoon becomes available, just send in the warranty cardwhich accompanied your original Harpoon program.

In conclusion, we hope that you enjoy the Indian Ocean/Persian Gul BattleSet. We would also like to

point out the act that Secretary o Deense Richard Cheney does not sur.

11.2 ec2003 s bkgEditor’s Note: The original platorm artwork was replaced by Darren Buckley and the WestPac team (see above) in 2007. The underlying database has also been updated to Brad Leyte’s HCDB rom the original database.

In the late summer o 1996, as the American presidential season was beginning in earnest, unknownterrorists conducted a series o suicide bomb attacks against American orces attached to the 1st

 Armored Division in Bosnia. Casualties were very high. The American president, bowing to growing

election year pressures, announced an immediate withdrawal o all U.S. ground orces in the Bosniantheater o operations (BTO). The presidential declaration stated that peace in Bosnia was now at hand,that despite the recent U.S. casualties the ongoing U.S. military operation was a success, and that themop-up phase now underway could be handled by NATO orces remaining in theater rein orced byadditional European orces staged in nearby countries, i required.

Outraged at this unilateral action, senior members o the NATO mili tary council appealed to the U.N.General Secretary to use the power o the U.N. Charter to block the U.S. action and order Americanorces to hold their ground and ulll their U.N. commitment. Reluctantly, the General Secretary agreedand through his liaison ocer attached to the NATO military council ordered that all orces operatingunder U.N. charter hold their position and maintain clear lines o communication with NATO high

command in Brussels. The nal instruction in this order noted that this order superseded all otheroperational orders, no matter what their source.

In a hastily called emergency meeting in Brussels, the U.S. Secretary o Deense (SECDEF) accompaniedby the Chairman o the Joint Chies o Sta (JCS) was inormed by the balance o NATO commandersthat U.S. orces assigned to a joint NATO operation could not unilaterally withdraw rom that operationuntil their commitment had been ullled. The SECDEF repeated the presidential directive and toldthe NATO ministers that U.S. orces would indeed withdraw according to the announced time table. A German air orce general, clearly the spokesman or the remaining NATO council members, repeatedthe NATO position again with one addition: Any orces assigned to NATO operations not ollowing theU.N. directive would be declared a rogue orce and be subject to urther NATO action.

Outraged by this not-so-subtle threat, the SECDEF closed the meeting and with the JCS boarded hisplane or the return trip to Washington. As the plane touched down in Iceland or reueling, word came

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that European orces using U.S.-devised counterterrorist plans or base security were seizing U.S.installations all over Europe.

The host governments o England, France, Germany, and Italy had acted on the U.N. declaration and

seized U.S. orces operating on their territory. America was conronting the one world governmentit had worked so hard to create. The military command in Brussels again transmitted orders to the1st Armored Division to hold its ground and maintain its deensive operations or ace U.N. reprisal.U.S. operational commanders ignored the U.N. order and continued their preparations or withdrawalaccording to the presidential directive. The stage was now set or a world confict ew could haveoreseen.

From the U.S. perspective, the European move caught the struggling American president o-guardand sealed his ate politically. The American press called the European action Pearl Harbor Part II andbegan to goad the President into military action. Faced with the loss o all in-theater air assets andacilities and with unknown numbers o hostages, the president ordered 1st Armor to hold its ground

and await urther orders.The U.S. 6th Fleet, however, received a much dierent set o orders. Withdrawal o 1st Armor wouldtake place only ater the 6th Fleet had established a zone o control in the Adriatic that would permita sae operation. NATO, it seems, had underestimated the desperation o the now wounded AmericanPresident and the power o the U.S. 6th Fleet.

Russia was the rst to warn that American naval orces were assembling in the sae waters o Israelunder the protection o the Israeli Deense Forces. Israel was repaying America or the billions theyreceived in aid. The cat, though, was out o the bag.

NATO orces were now aware o the upcoming American action and began to prepare or theengagement. Russia ollowed the satellite inormation with an oer that shocked most o theremaining NATO ministers. Russia would, as part o its military contribution to the NATO mission inBosnia, provide elements o its military to replace U.S. orces no longer available. The initial shock othe oer was dwared by reaction to an agreement by the Russians to place these orces under theoperational control o NATO commanders in-theater. A new age in European cooperation had arrived.

The outbreak o hostilities was sudden and severe. U.S. 6th Fleet orces entered the Adriatic andestablished local air superiority ater a erce air battle. The removal o the 1st Armored Divisionbegan soon ater. NATO, which was clearly unprepared or this confict but holding large numbers o

 American military personnel, soon realized a negotiated peace would yield a higher return than the

continued confict in the Mediterranean.The cessation o hostilities on terms that seemed to avor the Europeans gave those in power acrossEurope a badly needed political victory. Public concern over the incident quickly turned into a quieteuphoria. Many on the continent it seemed had a deep-seated desire to see the “Yanks” get theirs.

Negotiations soon began regarding the return o U.S. military person nel and equipment stationed inEurope when the confict began. As the current administration drew to a close, negotiations with theU.N. stalled. The Europeans hoped to catch the new administration o guard and urther improve theirposition. Much to their surprise, soon ater the inauguration the new administration began to pursue avery hard line with the European Union, demanding the return o all U.S. property beore negotiations

could continue.

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The U.N. General Secretary, backed by overwhelming support o the membership at large, passed aresolution ordering the United States to pay all back dues owed the U.N. or ace immediate suspensionrom the Security Council.

The President’s response to the U.N. was clear and to the point. The U.S. would not even discuss U.N.nancial obligations until the U.N. addressed American military assets in the hands o the EuropeanUnion. The general secretary wasted no time in convening the entire U.N. body; debate was short andthe vote quick. America had become an outcast. With a ew notable exceptions, the United States wasisolated. The American president responded to the U.N. action by revok ing all U.N. personnel visas anddemanding that they leave the country within 48 hours.

In the months that ollowed the U.N. reconvened in Brussels and set about the business o condemningthe U.S. and her ew remaining allays or a host o alleged violations. The once bipolar world had nowragmented itsel into our district trade and military organizations:

China, in a loose conederation with Japan and other Pacic Rim nations, established the Asia PacicPact (APP).

Iran, the most vocal o the Arab states established the Islamic Feder ation o Independent States (IFIS).This organization united the oil-producing states o the Persian Gul—with one notable exception—and established close political and military ties with India and other nonaligned nations.

Former NATO and Warsaw Pact countries expanded the European Union and replaced the now deunctNATO military structure with the European command (EC).

The last trading block chaired by the United States shared almost no commonality with its members

other than their reliance on the U.S. to protect them rom their neighbors.Kuwait Israel, Taiwan, and Norway are now all that stands between the United States and totalisolation. Even Canada, a long-time ally o the U.S., has recalled all its military personnel and openlydeclared its neutrality.

 As time passed, relations between the trading blocks ebbed and fowed. America and its allies hadbecome the world’s pariahs. The remaining trade coalitions began a wide-reaching plan under theauspices o the United Nations to strangle the economies o the U.S. block and orce them under U.N.control.

 As historians record the past, 1996 will be noted as a year to compare with the stark events o 1939and 1941. Most o the major world’s powers will or the rst time in history see a dramatic change inleadership largely through peaceul means.

Elections in Russia, the United Kingdom, and Israel reversed the course o those nations’ policy. Thesudden all o the House o Fahd in Saudi Arabia and the passing o the aged leadership in China setthe stage or a vast realignment in the world’s political environment.

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11.3 WP

11.3.1 Geopolitical Situation – Battles in the Western Pacic

Since the close o the Cold War and disintegration o the Warsaw Pact military bloc, the expectedarena o any major armed confict has shited more and more to the Western Pacic region. As thistext is being written, confict rages in Iraq, Aghanistan, Sri Lanka and any number o smaller confictsaround the world. However, the rocketing growth o the Chinese economy and the disquieting actionso North Korea dominate the specter o major military confict in this 21st century.

China’s growing military might creates uncertainty or the rest o the world. Will China use orceto bring Taiwan back under its control, potentially dragging the USA and Japan into direct armedconfict? How ercely will China exploit and deend deposits o natural resources and the sea laneswhich carry the lieblood o its burgeoning economy?

North Korea, always on the brink o mass starvation, continues its development o nuclear weaponsand the long range missiles that could carry them. Will the world react at some point to enorce UNresolutions with military action? Will China come to North Korea’s aid? Will North Korea continue toprolierate missile technology to dangerous nations around the world?

Japan, relaxing its pacist constitution with each passing year, seeks to strengthen its own deensivecapabilities in the ace o the growing might o China and the constant danger posed by North Korea.Memories o a harsh Japanese colonial rule, however, continue to run deep in the Pacic Rim. Howwill its neighbors respond to a more oensively minded Japanese military?

Pocket democracies Australia and New Zealand, acing many potential enemies, meanwhile use everypenny they can spare to deend hopelessly their large coastlines and their long and vulnerable traderoutes.

The United States o America, embroiled in multiple conficts around the world and the never endingWar on Terror, is shiting a majority o its military power to the Pacic. Can the US keep pace withChina’s explosive growth? Can the global policeman meet every new challenge?

Welcome to WestPac, ertile ground or every acet o modern combat!

11.3.2 Design Notes – Battles in the Western Pacic

The WestPac BattleSet embodies the rst newly designed scenarios included in Harpoon Classic sincethe release o the EC2003 BattleSets and HC97 a decade ago. Under the hood WestPac has thedistinction o the rst BattleSet to cross the Equator as well as model a larger land area than theother BattleSets. WestPac also takes advantage o the underlying game improvements to provide animmersion beyond any release prior to Harpoon: Commander’s Edition.

The scenario arrangement in WestPac adheres to no particular storyline. Leading o the collection oscenarios is a re-working o Original GIUK 1.0, a scenario introducing the player to the mechanics oHarpoon Classic and many o the improvements that come with Harpoon: Commander’s Edition. Nextare the rst two WestPac scenarios, Pirate Wars and Philippines, mirroring today’s world with piracyrampant in some areas and terrorist training going on in others. The next three scenarios highlight

potential conficts involving Japan, oten with the USA at her side. These three show o some othe most engaging scenario design thus ar in Harpoon Classic, making use o neutrals, dicult todetect air deenses, stealth, and area radar jamming. Next up, a blast rom the past war in Vietnam

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oPerations 

with Crusader Rabbit’s RA-5C Vigilante risking lie and limb to aid in the destruction o a tacticallyunimportant but psychologically invaluable bridge. From there the player is brought into the Cold Warwith the USA and Japan acing o against the Soviet Union, Bears and Backres galore bearing downupon tired F-14 pilots and outgunned Japanese deenders! The WestPac BattleSet closes out with an

unexpected twist, Australia versus France…

12.0 op M

12.1 og Hp fw tm cI met Larry Bond as the result o an accident. Soon ater joining the U.S. Naval Institute, I saw intheir monthly journal, Proceedings, a small advertisement or the original Harpoon. I hadn’t played

war games since college days, but I knew that there had to be something better than those, and Igured that or ten dollars or so, I couldn’t go too ar wrong. On receiving the game, and reading itover a period o days, I availed mysel o the comment sheet tucked in the back to oer a suggestion.I saw what I thought was an error in the damage points sec tion, and pointed it out, along with somecomplimentary remarks on the overall quality o the concept. Larry replied almost at once, con-rming that there was a goo in his numbers (he was in the process o doing a correction). The readyadmission o error told me everything about Larry that I’d ever need to know. Larry Bond is a seriousstudent o this subject, a man or whom accuracy is more important than ego. In a word, Larry issomeone o integrity. I know no higher praise.

Harpoon was a priceless asset in the preparation o my rst novel, The Hunt or Red October. There

are several reasons or this. First o all, the technical database included in the ship specication book is easily the equivalent o $5,000 in reerence books, superbly organized. More importantly, however,the game rules explain, with the astounding combination o simplicity and detail, the mechanics oships, sensors, and weapons. The principles explained can be easily applied to specic ships, called“platorms” by insiders, ound in the ship specication book. Harpoon is a tool or understandingthings that happen in the real world. The player can use this game to simulate reality. How closely,you ask? Closely enough that every naval ocer I meet in more than one navy asks where I got myinormation, and requently they don’t believe my answer. The net result, however, is that Red Octoberis now used as an introductory textbook at the Naval War College, Newport, Rhode Island. A lot ocredit or this goes to Larry Bond. In short, Harpoon is almost certainly the best naval simulationavailable to the public. The only games more detailed are classied, which does not necessarily mean

“better,” by the way, and a lot more expensive. It is the perect starting point or discovering whatnavies do, and how. It worked or me.

12.2 f n m l bHarpoon, the computer product, is a sophisticated version o the award-winning war game publishedby Games Designers’ Workshop. You will assume the role o a feet commander, making the same typeo decisions he has to make, using the same type and quality o inormation he might expect to get inwartime. This does not mean worrying about the uel state o a helicopter somewhere, or the presentcourse and speed o a maneuvering ship. You are trying to keep the Big Picture, and move the courseo the war in the direction desired.

We want you to have un playing Harpoon. Ater all, that’s why you bought it. But with that requirementsatised, we want you to see some o the tactical and strategic problems that a modern ormation

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commander aces. A modern carrier battlegroup has tremendous combat power, but also some veryreal limitations.

13.0 sppw P & Mmsg

13.1 s uPrior to the October Revolution o 1917, power was in the hands o the Czars; today it is in the handso the Communist Party o the Soviet Union (CPSU), especially those Party members who belong tothe Politburo. Control o the Soviet military is exercised by Politburo members sitting on the Deense

Council, chaired by the General Secretary o the Communist Party. Today, the only military ocer ohigher rank sitting on this council is the Minister o Deense. He holds the military rank o “Marshall othe Soviet Union” and is its highest-rank ing military o ocer. The Deense Council is responsible orimplementing all the Party’s wishes with respect to national deense. The presence o the military onthis council ensures that direct action is taken on its decisions.

The absence o checks, balances, civilian control, and diused power makes the Soviet military aactor to be reckoned with in domestic and international strategic planning. However, Party controlover the military establishment is solidly maintained by the KGB, which has political ocers assignedto monitor the behavior o individual unit commanders.

Since the Soviet Union believes in the rapid and ecient transormation rom peacetime to wartimeposture, all major political and mili tary structures approximate the anticipated wartime structure,thus ensuring minimal organizational disruption. Direct leadership o war is the responsibility o theSupreme High Command (VGK), composed o the Minister o Deense, his ve commanders-in-chie,plus six other deputy Deense Ministers or civil deense and other matters. In the event o hostilities,the Soviets would create Intermediate High Com mands (TVDs) in the various theaters o operationsubordinate to the VGK. In this manner they would maintain a strong centralization o strategicplanning and decentralized battle management. Moreover, subordinate Warsaw Pact members wouldinstantly be integrated as an extension o the Soviet armed orces under a unied command structurewithin Western and Southwestern TVDs. The philosophy behind such an approach to war is that aunied, cohesive, well-trained orce controlled by a superior command will deeat any loose coalition

o orces such as NATO.In light o the oregoing discussion, many people may consider the Soviets to be an aggressive people.But such is not the case, or the Soviet Union is not an overtly aggressive nation. Indeed, they have ahealthy respect or war, having suered staggering losses in World War II. But, like an enraged motherbear who senses a threat to her cubs, they will react violently towards any perceived threat to theMotherland.

 And yet, parallel to this aspect o their national character is the undamental tenet o communismthat the inexorable orces o history will lead to the eventual victory o the communist system overthe contradictions o capitalism. To this end, they will use any covert and/or political means to assisthistory in reaching its oregone conclusion. In short, the Soviets believe in taking the long view. They

will wait patiently or their eventual triumph since they see long-term trends as being on their side.This means that they will only use military orce when they think they are backed into a corner. Whenthey do attack it will probably be because they see no other solution to their problem, and because

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they see the saety o their nation at stake. Strategically, they will ght a deensive war, one designedto remove some threat to the Soviet Union.

13.1.1 Mm sg

This “scientic” view o history which is so peculiar to Communism also carries over into their militarydoctrine. The Soviet denition o military doctrine states that it is based on a “system o scienticallyounded views.” This theme o science is a constant throughout all aspects o the Soviet military.When a Soviet ocer must decide how many aircrat to use in attacking a target, he uses a ormula.When a Red Army lieutenant is asked how to act in a specic tactical situation, there is only onecorrect solution, just as there is only one correct answer to a mathematical equation.

Soviet doctrine is based on both a combination o political and economic inputs rom their leadershipand on military science (the scientic “physics” o war). Based on these two sources they havedeveloped the Military Art: the theory and practice o war in a specic time and place. From thisormidable body o work, the Soviets have developed a list o missions to be perormed by their Navyin wartime. In order o priority, they are:

Operations against the land (strategic strike)•

 Anti-naval nuclear orces (Anti-SSBN)•

Protection o their SSBNs (Pro-SSBN)•

 Anti-surace lines o communication (anti-convoy)•

Protection o their own lines o communications•

Support o the army•

When compared with an equivalent list o U.S. missions, there are many dierences. The U.S. doesnot prioritize its missions, except to place primary emphasis on deterrence. Soviet missions are morecareully and completely dened. But this attention to detail and structure could be a two-edgedsword: Soviet orces are less fexible than the NATO orces, imposing greater restriction on Sovietorces and allowing or less strategic and tactical creativity.

13.1.2 sg skSince the Soviet Union bases its military strategy on the land, this is also called “Operations Againstthe Land.” These missions would be executed by Delta and Typhoon class nuclear ballistic missilesubmarines (SSBN) ring rom protected areas in the Barents and Kola Seas, and rom under thepolar ice cap. Older Yankee-class boats would have to re rom positions o the coasts o the UnitedStates. Today, the very newest Soviet attack submarines (SSN) also have a strategic strike capability

as do American attack subs. However, unlike American submarines, which can launch either nuclearor conventional cruise missiles, Soviets submarines re only the nuclear SS-N-21.

These subs are so valuable or other roles that their participation in a nuclear strike is unlikely.

13.1.3 a-n n fSince World War II, the Soviet Union has viewed the nuclear strike capability o rst the US, then othernavies, as the primary naval threat to the Soviet State. These threats would come rom Americancarrier-based strike aircrat, nuclear ballistic missile Subs (SSBN), and (most recently) rom cruisemissiles capable o being launched rom a variety o platorms. Deense o the Motherland against

nuclear strike is not the responsibility o the Navy, alone; the air deense orce has a role to play in theevent that missiles are launched. However, the role o the navy is to track and attack potential launch

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platorms as they approach within ring range. In actual wartime, they would immediately attempt todestroy such platorms.

13.1.4 P o th ssbn

To protect their own nuclear strike orce, the Soviet navy will probably orm “bastions” in the Barentsand Kola seas, even stationing ballistic missile subs under the polar ice caps. A bastion consists oan area o water, partially enclosed by riendly shoreline, cornered o by mines, Surace, submarine,and aircrat orces will patrol inside and outside this area. Acoustic sensors in the seabed will helpdetect hostile submarines. In the event that Soviet SSBNs are required to leave their bastion. theywill be escorted by the newest and best attack submarines. Where there is no ice, patrol aircrat andhelicopters will continuously patrol overhead. The most capable ASW ships will orm hunter-killergroups. Hence, a major part o the Soviet navy will be organized with the one goal o preserving theland-attack capability o the Soviet naval orces.

13.1.5 akg em l cmm (a-c)Once the Soviets secure their own ability to strike the enemy’s home land and reduce its ability to striketheir own country. they will use their remaining orces to attack the enemy’s strategic and tacticalsupply lines, which would normally consist o large naval convoys and other merchant trac. Giventhe act that none o the NATO allies are economically, strategically, or militarily sel-sucient, thisaction would be aimed at strangling the NATO war eort on land. To accomplish this task, the Sovietnavy would have to leave home waters and even go beyond the Norwegian Sea, using submarinesand long-range strike aircrat. Mines would be laid in shallow waters near enemy ports, and the portsthemselves might be attacked by air strikes and/or commando teams with sabotage responsibilities.

13.1.6 spp h am

The lowest-priority mission dened by the Soviet strategists is supporting the army. This would beperormed by amphibious orces and small combatants. Small landings would be made to outfank theenemy. Supply cargo would be carried in the waters o riendly coasts, escorted by naval warships.

13.2 u s H aTo understand the thinking behind Western military philosophy and strategy you must remember thatthe United States and her allies represent the greatest coalition o economic powers ever witnessedin world history. Within this consortium o power, no nation is as economically sel-sucient as isthe Soviet Union. Instead, the stability and wellbeing o the West is dependent upon an unimaginably

complex web o nancial and trade arrangements designed to allow each nation a maximumeconomic benet consistent with the overall health o the other members o this trading society.Within this system, the economy o any one major nation is largely dependent upon the state o theeconomy o any other major nation. Because o this, the capitalistic societies have come to realizethat no one nation can pursue a policy too detrimental to the well-being o any other nation. Shouldthe economy o any one o the major trading partners collapse, the repercussions would be severelyelt throughout the entire ree world.

Western politics tends to be strategically less long-range than do Soviet politics, ocusing more onthe immediate state o the economies o member nations. But because o this world-wide economicarrangement, Western military planners have developed strategies built around the rapid deployment

o orces to sensitive areas, with the goal to pro tect the vital arteries which sustain the health oallied powers. So whereas the Soviets would view control o the seas as a means o both protecting

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the Motherland and isolating land-based battles rom allied support, the U.S. and her allies view seapower as a vital necessity towards allowing the ree fow o both economic and wartime materials.

Because o the nature o Western economic arrangements. American political and military philosophy

with regards to communist countries is one o “containment”; that is, preserving the status quo byerecting a series o alliances with countries inside our sphere o infuence. O these alliances, thebest-known, most powerul, and most crucial to the deense o worldwide democracy is the North

 Atlantic Treaty Organization (NATO).

By comparison to the relatively simple. straightorward, and somewhat streamlined peacetime militaryorganization o the Soviet Union, that o the United States would appear absolutely muddled. And inmany respects it is. Yet just as political ideologies and national sel-perceptions have given rise to theSoviet military organization, so too have historical Western ideologies and concerns shaped our ownpolitical-military system.

The United States has traditionally avoided a centralized “general sta” concept in its militaryorganization. In one respect, this concern originated with the ramers o the Constitution, who realizedthat the British general Oliver Cromwell had established a military dictatorship that had almostthrottled democracy in its inancy. In part, also, is the concern over the establishment o a generalsta which would operate as a “state within a state” as did the German General Sta in World WarsI and II. As a result, control over the American military is diused through a vast interlocking andcomplex bureaucracy o civilian agencies and military commands administered under civilian controlthrough the Department o Deense. From the perspective o Western ideologies concerning theinviolability o personal and social reedoms, this concept is almost sacrosanct. There are, however,both organizational and economic prices to be paid or this concept: an economically wasteul lack ocohesiveness in military planning and procurement, unclear and uncoordinated objectives among the

three armed services (Army, Navy, and Air Force), and a burgeoning military-civilian bureaucracy thatconsumes tax dollars at a ormidable rate.

With regards to the administration o our military treaties, much the same ideology applies. Eachmember country is responsible or main taining a military presence consistent with its nationalinterests. In the event o a worldwide confict, each nation would be aced with the dilemma o howbest to contribute its military resources in deense o the common cause against the protection oits own borders and its own population. For example, in the event o a Soviet incursion into WestGermany, our British allies would have to decide between committing their troops to that ront, orprotecting their own soil against a simultaneous Soviet threat.

Moreover, in the event o a large-scale confict, the Western philosophy calls or a coalition betweenthe armed services o each country, with strategic and tactical responsibility or the execution o thewar alling upon military representatives rom each member country acting in concert. But whilethe diculties inherent in a system lacking a strong monolithic command structure are obvious,there is also one very important strength. Once the undamental strategy has been established, eachmilitary commander has great latitude on how best to execute his responsibilities. This concept oindividual responsibility or decisions reaches down even to platoon and squad level. This strength othe democratic tradition renders a war eort less prone to deterioration should key individuals or unitswithin the command structure be killed or otherwise removed rom action.

13.2.1 Mm sg

 America’s maritime strategy is a part o its overall National Military Strategy. National Military Strategyis built around the tripartite concepts o:

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Deterrence and transition to war•

Seizing the initiative•

Carrying the ght to the enemy•

13.2.2 d t WDeterrence, both nuclear and conventional, is designed to limit Soviet options and to convince themthat any military solution to a crisis will ail. The concept o nuclear deterrence, the so-called “balanceo terror,” is amiliar to everyone. Less well-understood is that o conventional deterrence. Under thisconcept, the U.S. and her allies will place naval and land units in or near crisis situations, altering thebalance o orces so that the chance o a hostile military solution to the crises is lessened. O course,the opponent may see these orces as something to be matched, so the amount and nature o theorce is critical. However, a key actor in this philosophy is the act that the Soviets and her WarsawPact allies enjoy a considerable advantage in the size o their conven tional orces. In most scenarios itis assumed that the Soviets will enjoy a numerical superiority in the event o a ull-scale conventionalconfict. Thereore, or a Western conventional deterrence to be eective the Soviets must be madeto realize that superiority by virtue o numbers is illusory. Critical to this strategy are superior NATOrepower resulting rom technologically superior weapons systems, surrendering large tracts oterritory in order to gain both maneuvering rooms or counterattack and to gain time in bringing ourindustrial superiority to bear, and superior mobility in placing both regular and reserve orces intotheaters o crisis situations and in reinorcing the ront with our industrial output.

13.2.3 szg h iI deterrence ails the Soviets will probably make the rst move. Since NATO is a coalition, the Sovietshave the initiative as a single player. Having the initiative is vital in a military campaign because the

orce with the initiative will get his enemy to react to his actions, and will be able to choose the timeand place or engagement. The U.S., thereore, must seize the initiative and turn the battle to heravor.

The Allies will rst try to counter the enemy’s initial attack, causing them to stall and to lose thetiming o their pre-planned campaigns. The Allies may also attempt to disrupt the Soviet’s “scientic”approach to campaigns by launching attacks or maneuvers designed to orce the Soviets to reactto unanticipated threats. In this stage o confict, the line between NATO oensive and deensiveactions may be blurred. For instance, an apparently oensive strike against airelds on the KolaPeninsula may, in act, be designed to protect convoys rom attacks by land-based bombers. “Seizingthe initiative,” then, reers to changing rom a deensive posture to an oensive one. The amount o

time this may take to happen will vary with the situation, but it has to happen.

13.2.4 cg h fgh h emOnce NATO has the initiative it will try to turn the tide o battle and carry the ght to the enemy. This iswhat the navy means by “power projection,” and it entails moving into the adversary’s home watersand attacking him there so that his orces will have to be used to deend his own territory. Tasks tobe perormed might include recapturing conquered territory, clearing the seas o submarines so thatships can move through it, or eliminating enemy air capability by striking at enemy bases. I the Navyis able to project its power, the U.S. and her allies should have the upper hand. Yet this might alsobe the most critical part o the war. Hopeully, o course, the enemy will sue or peace at this point,

realizing that his military and political goals are now impractical or unobtainable. But, on the otherhand, we cannot press a nuclear opponent too closely. I he thinks that his national survival is at stakehe might use strategic nuclear weapons, or threaten their use, in order to gain better terms. The risk 

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o nuclear weapons being used is present throughout modern conventional war, but the real danger otheir being used will most likely occur i one side eels that it is losing, or has lost.

13.2.5 u.s. n ogz

The U.S. Navy engages in the projection o power all over the globe in support o American policyand goals. It maintains bases in, and has ships on, virtually every ocean in world. For command andcontrol purposes, Naval orces are divided into numbered feets, each with their own geographicresponsibilities: Second Fleet (Atlantic), Third Fleet (Pacic), Sixth Fleet (Mediterranean), and SeventhFleet (Far East). Within each Fleet, units are organized into “task orces”; that is, groups o shipschartered to perorm specic tasks such as convoy escort, amphibious landing and support, strikesagainst enemy bases, etc. Because some tasks are constantly being undertaken, planners simpliymatters by using several standard task orce organizations.

13.2.6 c b Gp (cvbG)

The rst and most important type o task orce is the Carrier Battle Group. Centered on a single aircratcarrier (CV), the CVBG includes two or three guided missile cruisers (CG) or long-range air deense,a ew guided missile destroyers (DDG) or close-in air deense, two destroyers (DD) or rigates (FF)or anti-submarine deense, and a ew submarines patrolling in ront o the task orce that are usedor both oensive and deensive purposes. The CVBG may also include support ships and auxiliariesto support the task orce with uel, ammunition, and stores. A carrier battle group has an impressivearray o repower. It can attack surace targets with strike aircrat, missiles rom the escorts, ortorpedoes rom the submarines. It can attack hostile submarines with ASW helicopters, its own subs,or ASW weapons rom escort ships. It can destroy incoming aircrat with either its own ghters orsurace-to-air missiles (SAM). It can also strike enemy shore bases either with aircrat or with long-range cruise missiles. The American CVBG is the most fexible and powerul combination o naval

orces that exists.The navy also uses light carrier battle groups centered on a VTOL (verti cal take-o and landing)or helicopter carrier. Although these battle groups are quite inerior to the CVBG in terms o overallrepower, they are invaluable or ASW, escort, or support roles.

13.2.7 s a Gp (saG) A surace action group is centered on one or more powerul surace ships such as cruisers and/orbattleships, and includes several escort ships or protection. Its mission is to provide heavy repowerwhen needed, as in support o an amphibious landing. A SAG would also use missiles (or guns, in rare

instances) to attack hostile surace units. But since the Soviet navy does not usually deploy its suraceships in distant waters, the chances o a SAG being used in this role is somewhat limited.

13.3 rw M Wp—h imp thgTechnology is the driving orce behind modern naval warare, much more so than warare on land. Onland, there have certainly been technological improvements in such systems as tanks, troop carriers,helicopters, artillery and explosives, visual detection systems, and the like. Nevertheless, the dominantorce on land continues to be the individual inantry soldier; technology has not changed this act. At

sea, however, the development o new weapons and sensors has had a dramatic eect. Modern navalwarare undamentally involves machines ghting other machines, with humans directing them andserving as parts o the machines, perorming tasks that electronic subsystems are not yet capable

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o doing. Ever since war at sea became mechanized, the goal has been to remove humans romthe loop and to maximize speed and eciency. The eect has been to improve reaction time and,simultaneously, to reduce manpower support overhead. The ultimate example, to date, is the Aegisanti-air warare system: under human direction it detects, classies, and engages hostile aircrat

without human intervention. Advanced technology makes this system possible, but it also increasesthe burden on the person ultimately responsible—the naval commander.

13.3.1 sh d smBeore an enemy can be engaged and destroyed he must rst be detected. I he cannot be detected,located, and tracked no amount o repower will be to any avail.

Modern detection and military intelligence capability commences with reconnaissance satellitesorbiting the earth at a distance o 150 miles or urther. These “spy-in-the-sky” systems can monitorthe movement o enemy troops and materials in and out o port, as well as the location o hostilenaval task orces at any point on the globe. Although they currently would play little part in an actualtactical engagement, their inormation is invaluable to military commanders in determining enemypositions and strengths. The capability o technological nations to exploit outer space is currentlygiving rise to a new phenomenon: space warare. In order to deny an enemy access to intelligencedata derived rom spy satellites, we are now witnessing the advent o anti-satellite weapons suchas killer satellites (orbiting satellites whose sole purpose is to destroy an enemy’s reconnaissancesatellites) and anti-satellite missiles.

 At the tactical level, enemy orces are located, tracked, and identied by a variety o sophisticatedsensors. Air search radar can detect and track aircrat at ranges o more than 200 miles, while suracesearch radar perorm similar tasks on targets over 40 miles away. Passive electronic listening systemsreceive and analyze the various enemy radar emissions, allowing naval commanders to preciselyclassiy what kinds o ships, aircrat, and other weapons systems he will be encountering. In act,since receivers can detect emissions at distances ar beyond radar range, task orce commanderscan know the composition o their adversaries long beore they are detected and tracked by radar.Inormation rom active and passive devices is ed into computers where it is analyzed, with theresults displayed on consoles. In act, the state o the art is such that all inormation being obtainedby one naval unit can be networked to other units so that any one ship has access to the sameinormation as any other ship.

But as important as it is to know the composition and the whereabouts o the enemy, it is equallyimportant to deny him access to similar inormation. As a result, modern naval units employ a varietyo systems designed to jam and/or deceive enemy radar. Such systems run the gamut rom simplecha (strips o aluminum oil cut to lengths eective against specic electromagnetic wavelengths),to electromagnetic jamming beams tuned to the specic requencies o enemy radar, to systemsdesigned to conuse enemy commanders by producing phantom or misleading electronic targets.

 All that has been said about surace detection systems can also be said about subsurace systems.Sonar is to undersea warare as radar is to surace warare, with the dierence being that sonaroperates on the principle o refected sound waves, as opposed to refected electromagnetic waves.

 All submarines and surace combatants have onboard sonar systems which are used or precisetarget tracking and torpedo re control. Some systems are integral to the ship itsel, and some aretowed behind the ship to reduce the eects o ship noise on sonar reception. In addition to theseactive devices, submarines are equipped with long-range passive listening devices. These systemsare capable o alerting submarine captains to the presence o enemy subs at distances ar beyond

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sonar range. By being passive they also have the advantage o not alerting the enemy to one’spresence. Their only disadvantage is that they cannot track a target as precisely as can active sonar.

 Anti-submarine helicopters use sonar devices which are dipped into the water rom the hovering

platorm, as well as sonobuoys (expendable sonar devices dropped into the vicinity o where asubmarine is suspected o being). Anti-submarine xed-wing aircrat also employ sonobuoys as wellas Magnetic Anomaly Detection (MAD), a system that is capable o sensing disturbances in the earth’smagnetic eld caused by the presence o a large metallic object, such as a submarine.

13.3.2 a a-a WpIt is an axiom o warare that the orce which controls the high ground controls the battle. SinceWorld War II, winning the high ground has meant control o the skies. In the early 1940s, o course,controlling the skies meant controlling the airspace in the immediate vicinity o a task orce. Today,however, advances in both aircrat design and in guided missile capability have expanded the threatenvelope to ranges o hundreds o miles rom the feet.

Control o the skies (and hence, control o the seas) is a unction o guided missile technology.Fundamentally, there are three types o guided missiles: Surace-to-surace missiles (SSM), surace-to-air missiles (SAM), and air-to-air missiles (AAM). Tactical missiles are normally guided to theirtargets by one or more types o guidance systems: inertial navigation, active homing, semi-activehoming, or passive homing. (A th type o missile, the beam rider, has been phased out o activeuse).

Inertial navigation is primarily employed in SSMs, and means that the precise geographic location oboth the launch platorm and the target are ed into a computer on board the missile. Based on thisinormation the computer programs the missile’s fight to the target. O course, in naval warare thetarget is in motion and cannot be expected to be in the same location as it was when the missile waslaunched. Consequently, anti-ship missiles employing inertial navigation oten have a second type oguidance system (normally active homing, as described below) which takes over once the missileapproaches within a specied distance o the target. The Harpoon missile is an example o a SSMemploying both inertial navigation and active homing guidance systems, as is the AMRAAM (AdvancedMedium Range Air-to-Air Missile).

 Active homing means that the missile itsel radiates a coded radar beam, called an “illumination”beam. The beam is coded so that the missile can recognize its own beam rom all the other radarbeams that will exist in an hostile environment. When this signal is refected rom the target, themissile receives it, processes the signal or target location and predicted intercept point, then guidesthe missile to the target. The advantage o active homing is its “re and orget” capability, that is, oncethe missile has been launched the platorm can turn its attention to other threats. The disadvantageis that target destruction inormation may not be available except by search radar. Active homingsystems are also complex and costly. Semi-active homing is similar in concept. except that the targetis illuminated by a coded beam originating rom the launch platorm. Systems called Fire ControlDirectors radiate both a target tracking beam and a separate illumination beam electronically alignedto the axis o the tracking beam. Once the re control director “locks on” with its tracking beam themissile is red and uses the inormation received rom the encoded illumination beam to processan intercept course. Because the target is being continuously tracked by the highly precise trackingbeam, target destruction inormation can be immediately obtained. The disadvantage is that the recontrol director must be occupied with a single target until intercept occurs; otherwise, the missilewill have no target illumination inormation. Most SAMs and AAMs currently use semi-active homing

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systems, with the most notable shipboard missile being the Standard RIM-66/67 and the most notableair-launched missile being the Sparrow AIM-7.

Passive homing means that neither the missile nor the launch platorm radiate a guidance beam.

Instead, the missile homes in on specic radiation emitted rom the target itsel. Some missiles (suchas the abulously successul Sidewinder AIM-9) will home in on a source o intense heat, such as a jet engine’s exhaust. Others, such as the Standard ARM (anti-radar missile), will home on any radarbeam emitted by the target. Passive homing missiles generally have the advantage o simplicity andlow cost, combined with a high degree o eectiveness. However, they are usually o much shorterrange than their semi-active counterparts, usually in the 15+ mile neighborhood.

Many guided missiles have back-up systems to increase their chance o intercept should the targetemploy some sort o deensive countermeasure. Active and semi-active homing missiles oten havea “home-on jam” capability which is automatically activated should the target attempt to jam theirillumination beams. Anti-radar missiles are designed to continue their fight to the last predicted

intercept point i the enemy should turn o his radar; this can be airly eective against slow-movingships or stationary ground radar. And heat-seeking missiles, which ormerly could be oiled by aircratdropping fares, are now designed to ignore such spurious heat sources. Despite all the advantageso guided missiles, they are still ineective against targets that are very close (inside one mile).Because o this act, and because o the threat o low-fying cruise missile which might not bedetected until impact is imminent, modern gun systems such as the 20-mm Phalanx MK 15 & 16have been developed. Composed o a re control radar and a six-barreled “Gatling gun,” over 400o these sel-contained units have been installed on over 125 U.S. ships and many more sup plied tooreign buyers. This “last-ditch” deense system has been proven eective against the French Exocetmissile in live ring tests.

13.3.3 W smThere are undamentally only two major types o anti-submarine weap ons: depth charges (conventionalexplosive and nuclear) and torpedoes (including rocket-boosted stand-o models).

The conventional depth charge, o course, was the old stand-by o World War II. Today, because otechnological advances that have led to the increased reliability o torpedoes, the conventional depthcharge generally plays a less important role than it did in the past. It sees greatest use in the navies oEurope and Asia, and is also used by the U.S. Navy when attacking targets in shallow water.

Western arsenals contain nuclear depth charges in yields ranging rom 1.5–15 kilotons. Theseweapons can be rocket-launched rom submarines or surace vessels or they can be dropped byaircrat. The danger, o course, in employing such weapons is the risk o urther nuclear escalation.Thereore, or all practical purposes, any conventional undersea confict would be ought usingtorpedoes with conventional warheads.

In many respects, modern torpedoes are like guided missiles adapted to an undersea environment,but instead o rocket motors, torpedoes are driven by propellers turned by steam, gas generators, orelectric motors. Like missiles, torpedoes have various types o homing or guidance systems; or theycan be ree-running. However, the most eective ones incorporate sel-contained guidance. Activehoming systems are common; but unlike missiles which home on refected electromagnetic energy,torpedoes utilize on-board sonar to detect and lock on targets. Many also incorporate either a passivehoming system whereby the target is tracked by the noise it makes, or they use a wire-guidancesystem where data rom shipboard sonar computers eeds target inormation to the torpedo through

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Glossary  

a thin wire trailing behind it. Most torpedoes utilize a combination o either passive homing or wireguidance, along with active homing.

The key to a successul attack against submarines is to not let the enemy know that he is being

attacked until it is too late or him to make eective evasive maneuvers. Consequently, ASW units willrst try to locate and identiy an enemy using passive means, or once a submarine hears the pingingo active sonar he is alerted to possible attack.

Torpedoes can be launched rom a variety o platorms: surace ships, submarines, helicopters, orxed-wing aircrat. The torpedo launched most oten rom helicopters or aircrat is the MK 46. Thisrelatively light weight active/passive acoustic homing weapon uses a thermochemical cam engine toprovide up to 45 knots o speed with a range o about 3–4 miles at a depth o 1500 eet. But the stapleo today’s submarine-launched arsenal is the MK 48. This torpedo has a diameter o 21 inches andcarries 650 pounds o high explosive. It has a variety o sophisticated homing devices, including two-way wire-guidance (which allows the launching submarine to receive target data rom the torpedo

itsel or greater control), along with active and passive sonar. It also incorporates a “re-and-orget”mode which can be initiated i the torpedo’s own noise masks the launch submarine’s passive sonardetection system. It can attain speeds o up to 55 knots and has a range o over 23 miles.

Stand-o torpedo launch capability or surace ships is aorded by the ASROC (anti-submarine rocket)which incorporates a MK 46 torpedo with a rocket booster, propelling the weapon to submarinetargets over 5 miles away. Some US submarines will achieve a stand-o capability with the Sea Lanceanti-submarine stand-o weapon (ASW-SOW). This system uses either a MK 46 or MK 50 torpedowith a rocket booster. It is launched rom a torpedo tube, and can be eective against subsur acetargets at ranges o up to 100 miles.

14.0 GAAM. Air-to-Air guided Missile. AAW. Air-to-Air Warare.

AEW. Airborne Early Warning.

AIM. Department o Deense designation or any air-launched anti-aircrat missile.

Aireld. A base unit that has runways to launch aircrat.

Altitude Bands. The altitude and depth representations used in the Harpoon: Commander’s Editionsystem.

ARM. Anti-radar missile.

AS. Air Search, used in Sensors Screen displays.

ASM. Air-to-Surace guided missile.

ASROC. Anti-Submarine Rocket. A ship-launched weapon composed o either a homing tor pedo or anuclear depth charge attached to a rocket booster.

ASuW. Anti-surace warare.

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ASW. Anti-submarine warare.

AS/SS. Dual mode radar, both air and surace search capable in one unit, used in the Sensor Screen

displays.Bafes. The rear part o a ship or submarine where the power plant noise combined with thepropulsion noise creates an area where hull sonar cannot detect contacts directly behind a plat ormin a 60-degree arc.

Base. In Harpoon: Commander’s Edition the general term reerring to airelds, ports, cities andcombined port/ aireld units.

Bastion. Any heavily-deended area o water. Normally, a bastion includes water partially enclosedby riendly shoreline, and cornered o by mines. Surace, submarine, and aircrat orces would

patrol inside and outside this area, and acoustic sensors in the seabed would help detect hostilesubmarines.

Bearing. The direction in degrees rom a detecting unit to a contact.

Bridge. The place within a ship where navigation and piloting occurs.

Call Sign. In computer Harpoon: Commander’s Edition, each unit and group has a call sign. Groupshave a three-letter call sign, a BLUE group might be AAS, while a RED group could be ZS. Units withina group share the rst two letters o the Group call sign, with a two digit unit indicator (i.e. the rstunit o Group AAS would have the call sign o AA01). The third letter o the Group call sign indicates

the known group type, namely:C—Carrier GroupS—Ship GroupU—Submarine GroupA—Plane GroupH—Helicopter GroupM—Missile GroupT—Torpedo Groupa— Aireld Groupp—Port Group

b— Aireld and Port GroupCaesar. The Soviet xed seabed passive sonar sensor system. Located on the ocean foor in theNorth Sea.

Cavitation. Submarine and surace ship propellers create small bubbles in the water i they spin athigh speeds. These small bubbles almost immediately collapse, creating a sound called cavitationnoise. As submarines go deeper, the pressure allows their propellers to spin aster without creatingthis sound.

CG. Cruiser Guided Missile. American designation or any cruiser armed with surace-to-air guided

missiles.Cha. Strips o metallic oil, cut to the wavelengths o specic radar, used or jamming.

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CIC. Combat Inormation Center, the tactical center o the ship, where enemy contacts are plotted andtactics planned and executed.

Class. In Harpoon: Commander’s Edition this reers to a specic platorm type, which may havemany individual members. For example, the Iowa class o battleships includes the Iowa, New Jersey,Wisconsin and Missouri as members o that class o ship.

CSUP. Communist Party o the Soviet Union.

CV. American designation or any aircrat carrier.

CVBG. American designation or an aircrat carrier battle group.

CZ. Convergence Zone used in Sensor Screen displays.

D. Dipping Sonar used in the Sensor Screen displays.

DD. American designation or any destroyer.

DDG. Destroyer Guided Missile. American designation or any destroyer armed with surace-to-airguided missiles.

Director. A sensor specic to a particular weapons mount, used to target the weapon beore and/ orduring ring.

Electronic countermeasures. Any device or system capable o either jamming or deceiving enemyradar.

ELINT. Electronic Intelligence. The identication o specic enemy radar, as well as the plat ormsemploying these radar, by the analysis o received radar signals.

Endurance. In Harpoon: Commander’s Edition this reers to airborne endurance (that is, how ar youcan go beore running out o uel). By using the range circle options, you can visually determine yourendurance distance or a currently set altitude and throttle setting.

ESM. Electronic Support Measures. Any system capable o detecting and analyzing enemy radar

signals.FF. American designation or any rigate. Frigates are normally smaller than destroyers.

FLIR. Forward Looking Inrared sensor, carried by some aircrat and used to spot surace ships andsuraced or snorkeling submarines, used in the Sensors Screen displays.

GIUK. Greenland-Iceland-United Kingdom. The opening between Iceland and the Faeroe Islands,leading to the straits between Scotland and Denmark.

Group. A collection o one or more units within computer Harpoon: Commander’s Edition. Most o your

orders are given to groups.H. Hull Sonar, used in the Sensors Screen displays.

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H/T. Combination Hull/Towed sonar. used in the Sensors Screen displays.

HF. Height Finding air search radar, used in the Sensors Screen displays.

Hunter-Killer. A naval unit whose purpose is to seek out and destroy enemy submarines.

IR. Inrared, detecting radiating heat.

KB. Kilobyte, or 1,024 bytes o inormation.

KGB. Governmental branch o the Soviet Union responsible or State security. Combines the unctionso the American CIA, FBI, and NSA.

Knot. Nautical miles per hour. A nautical mile is about 14% greater than a statute mile.

LD/SD. Airborne Look Down/ Shoot Down radar, used in the Sensors Screen displays.lo ado ut. In Harpoon: Commander’s Edition this reers to an aircrat’s’ specic ordnance load or agiven mission type.

LOC. Line o Communication. Military term or any supply line extending rom a country engaged inhostile activities to the ront lines.

LR. Long Range.

M. Mine Hunting Sonar, used in Sensors Screen displays.

MAD. Magnetic Anomaly Detection. A system which is capable o sensing disturbances in the earth’smagnetic eld caused by the presence o a large metallic object, such as a submarine.

MB. Megabyte, or 1 million bytes o inormation.

Mount. A weapons mount in Harpoon: Commander’s Edition. A mount con tains a weapon, the readyammunition or that weapon and possibly a sensor used to target the weapon, called a director.

NATO. North Atlantic Treaty Organization, composed o the United States and her European Allies.

nm or NM. Abbreviation or Nautical Mile.OTH. Over the Horizon radar (normally land based), used in the Sensors Screen displays.

Picket. A scout, looking or the enemy. In Harpoon: Commander’s Edition this normally reers to thePicket zone o your ormation, the outermost ring.

Platorm. Any vehicle capable o carrying a weapons system.

PR. Periscope Radar, used in the Sensors Screen displays.

Radar. Radio Detection and Ranging. A sensor system capable o detecting targets using refectedelectromagnetic energy.

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Glossary  

RIM. Department o Deense designation or any ship launched anti-aircrat guided missile.

RO. Airborne Range Only radar, used in Sensors Screen displays.

S. Sonobuoys, used in Sensors Screen displays.SAG. Surace Action Group. A surace action group is centered on one or more powerul surace shipssuch as cruisers and/or battleships and includes several escort ships or protection. Its mission is toprovide heavy repower when needed, as in support o an amphibious landing.

SAM. Surace-to-Air guided missile.

Side. In computer Harpoon: Commander’s Edition, the alliance to which a group or unit belongs,represented as BLUE or RED.

Sonar. Sound Navigation and Ranging. A sensor system capable o detecting underwater targetswhether actively (that is, through refected sound waves) or passively.

Sonobuoy. An expendable sonar device used in anti-submarine warare, normally dropped byaircrat.

SOSUS. The NATO seabed passive sonar listening system.

SOW. Stand-O Weapon. Normally applied to an antisubmarine weapon (torpedo or depth charge)attached to a rocket booster.

SPIR. Shipboard Passive Inrared sensor, used in the Sensors Screen displays.SR. Short Range.

SS. Either a Surace Search radar or the designation or a Diesel (non-nuclear) Attack Submarine,dependent on context.

SS-N-21. A type o Soviet cruise missile carrying a nuclear warhead.

SSBN. Submarine Ballistic Nuclear. American designation or any nuclear- powered submarine armedwith intercontinental ballistic missiles.

SSM. Surace-to-Surace guided missile.

SSN. Submarine Nuclear. American designation or any submarine propelled by nuclear power.

T. Towed array sonar, used in Sensors Screen displays.

Thermal Layer. The depth at which a sudden temperature change creates a “layer” that tends torefect sound waves, reducing sonar eectiveness. Also called the Thermocline.

Towed Array Sonar. Any sonar device capable o being towed behind a surace ship. The advantage

o a towed array sonar is that it can be employed beneath ocean thermal layers where a submarinemight hide.

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TVD. Soviet Intermediate High Commands in the various theaters o operation. TVDs are subordinateto the VGK (the Supreme High Command).

Unit. In Harpoon: Commander’s Edition, a unit consists o any single ship, sub marine or base. Missiles,

torpedoes and aircrat can have multiple members in a single unit, but must share the same targetor loadout.

VDS. Variable Depth Sonar, normally a towed array sonar that can vary its depth, allowing it to listenboth above and below the thermal layer, used in the Sensors Screen displays.

VGK. Supreme High Command o the Soviet Union responsible or all military actions. Composed othe Minister o Deense, his ve commanders-in-chie, plus six other deputy Deense Ministers orcivil deense and other matters.

VTOL. Vertical Take-o and Landing. Abbreviation or any xed-wing aircrat capable o a direct

vertical take-o.Warsaw Pact. The Soviet equivalent o NATO, composed o the Soviet Union and her eastern Europeanallies.

15.0 s e

15.1 y r i s e

15.1.1 th cmp oppIn the Scenario Editor (SE), your primary role is that o the “brains” behind the computer opponent.

 You supply the mission objectives and long term strategic planning that the computer opponent isto carry out. You can rely on the computer to carry out attacks (including air strikes rom bases)against all newly detected units. The only exception is bases, which are stationary, known targets. Itis your responsibility to congure attacks against the computer opponent’s bases in Scenario Editoryoursel.

Hint: to set up potential strikes against surace and submarine units, you may want to station a long-distance air patrol in the vicinity o the target group. This will reduce prosecution time i the launchingbase is substantially ar away rom the target. (Most mainland Soviet bases all into this category.)Just be careul to station this patrol where it won’t be easily detected!

15.1.2 Pg bh sIn Scenario Editor, it will be necessary or you to give orders or both the Blue and the Red sides. Theseorders will be carried out by the computer opponent when playing against a user, and most orders willbe ignored when the user is playing that side, orcing him to supply his own. All that will remain orthe user are the groups and units, and their initial movement orders, including starting points, paths,initial speeds, and ormation patrols.

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tHe scenario editor 

15.1.3 th d bw a bs a a sBeore editing your own scenarios, it is important to understand the dierence between a BattleSetand a scenario. A BattleSet consists o the maps, data, pictures, and even songs that represent thearea and nations involved in a related set o naval conficts. These naval conficts are reerred to asscenarios, and they draw upon the data contained in the BattleSet. In the Scenario Editor, you will be“editing” the way the BattleSet data will be used, rather than the data itsel.

15.2 M im

15.2.1 Gm M

chg bs 

 Allows you to edit scenarios or a dierentBattleSet. A dialog will come up veriying that youare nished editing the current scenario. I ouhave made any changes to your current scenario,you will be given the chance to save it. Unlessyou choose “Cancel” rom the dialog, the nextscreen you will see is the amiliar “BattleSetSelection” screen, where you may choose to loadany o the BattleSets you have. Selecting “OK” atthis point brings you back to the Scenario Editormain screen with an empty scenario.

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nw si 

 Allows you to restart with an empty scenario.

 As with Change BattleSet, you will rst be presented with a verication dialog – this is you one chance

to cancel. (Again, you will be able to save any changes you have made to your current scenario.)

ei u si 

 Allows you to edit previously saved scenarios.

 Ater veriying that you wish to quit your current scenario, the “Edit User Scenario” screen will appear.

 At the top o the screen, you will see the path o your current directory, ollowed by a box labeled“Edit:”. Under this box appears a scroll box listing all o the subdirectories and scenario les in youcurrent directory.

When you have selected a scenario, its name will appear in the “File Name:” box. Selecting the “OK”button will return you to the Scenario Editor main screen with the selected scenario loaded and readyto edit.

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tHe scenario editor 

ei bs si 

 Allows you to load scenarios rom you current BattleSet.

 Ater veriying that you wish to quit

your current scenario, a screen willappear that is similar to the Harpoon“Scenario Selection” screen. Thetop scroll box allows you to select ascenario, and the bottom scroll boxdisplays the orders or that scenario.

Since editing a scenario involvescreating units and orders or BOTHsides, the “xxxx Orders” button allowsyou to alternately display the ordersor either side. The “BattleSets”button will allow you to load scenarios rom another BattleSet. This is unctionally equivalent to usingthe Change BattleSet command rom the Game Menu. (NOTE: this does not allow you to transerscenarios rom one BattleSet to another.) Selecting “OK” will load a copy o the selected scenario orediting. When you save changes to this scenario, it will be saved as a “user scenario”, and you willhave to use “Edit User Scenario” to load it in the uture. When editing a BattleSet Scenario, you WILLNOT be actually modiying the BattleSet itsel. These BattleSet scenarios are provided as a startingpoint, and as examples o completed scenarios.

s si 

 Allows you to save your current scenario.This command will bring up a screen verysimilar to the “Save Game” screen in Harpoon.

 As with “Edit User Scenario”, you will be ableto “navigate” your available disk drives usingthe “Change Directory” and “Change Drive”commands. Selecting a scenario rom thescroll box or entering a new name with the“Save File As...” command will make the nameappear the “Save: “ box, and will activate the

“Save” button. Selecting the “Save” button willsave your current scenario and return you tothe Scenario Editor main screen. I you attemptto save over an already existing scenario, adialog will appear to conrm this action.

e Gm tim limi 

 Allows you to enter the time limit or the current scenario.

 A dialog will appear in the lower right corner o the

screen, allowing you to input the number o days andhours to be allowed or this scenario. I a time hasalready been entered, the dialog will come up with

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this time; otherwise, it will come up will all zeros. Selecting “OK” will cause the “To Go” time in theupper right corner o the main screen to be reset with the time you have entered.

e viy cii 

 Allows you to Add, Edit, or Delete Victory Conditions or both sides.

This command will bring up a window in thelower hal o the screen containing a scroll boxand our buttons: Add, Edit, Delete, and OK. Ino victory conditions have been entered or thisscenario, the scroll box will be empty and the Editand Delete Buttons will be disabled. Selecting the“Add” button will bring up the ollowing dialog:

This dialog will allow you to set the parametersor a single victory condition. These parametersare as ollows:

The rst line o the victory conditions dialogallows you to choose whether you want thisvictory condition to be minimum or total.Minimum victory is the condition that a playermust meet to minimally complete a mission. Atera player has met minimum victory conditions, hecan either quit the game or go or “total victory”.Total victory is the complete deeat o the enemy,beyond merely carrying out orders. Note that oneside’s victory conditions may not be exclusiveo the other side’s victory conditions. Thus in atypical scenario, both sides can meet their victoryconditions, minimum and total. In this case, theside reaching each victory level rst is declaredthe winner.

The next line asks you which side this victory condition is or. The third line lets you choose whetherthis victory condition must be meet or victory (ANDed: a necessary condition), or whether meetingthis victory condition will independently result in victory (ORed: a sucient condition). This choicewill determine how a victory condition will interact with others. For example, the minimum victorycondition or the NATO side might be: sink 3 Soviet ships AND sink 2 Soviet subs. Both o theseconditions must be met in order or victory to occur. On the other hand, i the victory conditions were:sink 4 Soviet ships OR sink 3 Soviet subs, then meeting either o these conditions would result invictory. These groupings apply to the victory conditions o the same level (minimum or total) and side(Blue or Red). In other words, all o the blue minimum conditions are grouped, etc. It is not a good ideato mix AND’s and OR’s in the same grouping, or reasons explained in the “Hints or Entering VictoryConditions” section.

The next option determines the level o categorization or the victory condition, rom “Type”, thebroadest level, to “Class”, the most narrow level. These levels will be used to determine what kinds ounits will be included in the victory condition.

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tHe scenario editor 

Type the victory condition will apply to “all” o one type o unit: all carriers, all ships,•

all subs, etc.

Broad type allows a more rened choice such as “all large carriers”, “all medium•

combat ships”, “all primary bases.” In this version o the game land units are not (yet)suitable or use in setting Victory Conditions.

Subtype allows categorization by subtypes o units. For carriers, ships, and subs, it is•

the naval designation, such as “CV”, “DDG”, “FF”, “SSN”, etc. For planes and helos,the breakdown is by “Fighter”, “ASW”, “Bomber”, etc. For bases, the categories are“Base”, “Port”, and “Aireld”.

Class the most narrow category. For everything but bases, this denotes a particular•

class (such as Nimitz class carrier, O.H. Perry class rigate, F-1 5 class aircrat, etc.).For bases, it means a particular base (such as Kefavik, Iceland or London, UK).

 Ater you have chosen the categorization level o the victory condition, you must select which typeo unit will be included in the category (Carrier, ship, sub, etc.), beore you can choose the actualcategory. I you have selected the “Type” level o categorization, you are nished with this step. Iyou have chosen one o the other levels, however, the second button at the bottom o the dialogwill activate to let you choose the actual category. I you level o categorization is “Broad type”, ascroll box will appear listing the predened broad-type categories or that type o unit. I your level ocategorization is “Subtype”, a scroll box will appear allowing you to choose rom the available subtypecategories or that type o unit (or bases it will be a dialog). And nally, i you choose “Class” as youlevel o categorization, a scroll box listing available classes or that unit type will appear. (NOTE: in theabove scroll boxes, carriers and ships will share categories, as will helicopters and planes.)

Once you have chosen your category, you will be given the opportunity to select whether the conditionis to be a “riendly on-station” condition or an “enemy damage/ kill” condition. You do this by checkingthe “on-station” checkbox on or o (deault). I you do not choose on-station, you will proceed to thedamage/killed text boxes. The damaged and killed boxes work as ollows: to translate “kill 3 enemyships or damage 5 enemy ships at 60%”, you would enter “60” in the “Percent Damage” box, “5” inthe “Number Damaged” box, and “3” in the “Number Killed” box. I you only care about damage, leavethe “Number Killed” box zeroed. (NOTE: When Harpoon checks victory conditions, “killed” ships alsosatisy the “damaged” victory condition). I you select the on-station type victory condition, the“Percent/Number Damaged” boxes will be disabled, the “Number Killed” box will change to “NumberOn Station”, and the “Time On Station” box and the “Enter Rect” button will be activated. “Number On

Station” reers to the number o riendly units that must be on-station or the condition to be satised.“Time On Station” reers to how long the units must be in the on-station area. The “Enter Rect” buttonbrings up a dialog that allows you to dene the on-station area as two opposite points in a rectangleon the Group Map (you will be able to scroll and zoom the map).

Once you have completed all o theabove steps, selecting “OK” will returnyou to the Victory Conditions Editwindow, where you will be able to addmore conditions or edit or delete alreadyexisting conditions. The “Edit” button

brings up the same dialog as beore,with the selections lled in. The “Delete”

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button deletes the currently selected victory condition (ater a conrmation dialog). “OK” quits romthe victory conditions edit window.Please reer to “Victory Conditions Walk-Through” section o this manual or more inormation andexamples.

exi 

Exits the Scenario Editor but not beore you asked i you want to save the scenario rst.

15.2.2 Gp M

c nw Gp 

 Allows you to create surace and submarinegroups.

First, a dialog will appear, asking you to selectthe group’s side.

Next, you will be asked to position the group onthe map. Click on the group map until you are

satised with the group’s position (the map canbe scrolled or zoomed).

Next, a screen will appear that will allow you toedit the group’s units.

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tHe scenario editor 

 You will be able to add surace units and submarines to the group, and add planes and helicopters tocarrier and ship units with the capacity to carry them. (See Appendix B or the recommended carrierair wings.)

To add a surace unit, select “Ship” rom the “UnitType” scroll box. The “Class” scroll box will listthe carrier and ship classes available or thegroup’s chosen side. Select one o these classesand press the “Add Unit” button. You will then beasked to select a name rom the list o availableships commissioned or this class in theBattleSet’s area o the world. As you choose aname, it will be removed rom the list to preventduplicating an already existing unit.

 Ater you have chosen the unit’s name, you will be asked or its probability o inclusion in the scenario(the deault is 100%). Once you select “OK”, the new unit will appear in the “Group’s Unit List” scrollbox. Submarine units are entered in the same way, except that you must rst choose “Sub” rom the“Unit Type” scroll box.

To add a plane to a surace unit, rst select the unit in the “Group’s Unit List” scroll box. Next, select“Aircrat” rom the “Unit Type” scroll box, and the list o planes and helicopters able to be carried bythe selected unit will appear in the “Class” scroll box on the lower right. Select the aircrat you wishto add to the unit and press the “Add Plane” button.

 You will be asked to enter the number o aircratto add. The maximum allowable aircrat willappear in the text box. I you add more than themaximum, you will get the maximum, and i you

enter zero, no planes will be added. Once you

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have selected the number o planes, you will be asked or their probability o inclusion in thescenario.

Creative use o this eature will enable you to automatically vary the strength o each side’s air assets

each time a user plays your scenario. Some units will have their helicopters added automatically.These aircrat will be displayed or inormational purposes, but you will not be able to delete them orgive them any orders, including ormation patrols. Harpoon handles these aircrat automatically or theenemy, to spare the scenario creator the tremendous overhead o dealing with them.

 You may delete units or user-added planes byselecting them in the “Unit” scroll box and hittingthe “Delete” button. (NOTE: the “Unit” scroll boxmust be active (have a yellow rectangle aroundit) or the delete button to be activated.)

 You may get “Platorm Display” reports on unitsor planes in the group by selecting them in the“Group’s Unit List” scroll and then selecting the “Display” button. Exiting rom the Platorm Displaywill return you to the “Edit Group” screen. Selecting the “Display” button when the “Unit Type” or“Class” scrolls are active will bring up Platorm Display or the currently selected class in the “Class”scroll. You may also edit the group’s ormation by selecting the “Formation Editor” button. FormationEditor diers slightly rom the one in Harpoon, and will be explained in the “Orders Menu” description.Finally, selecting “Exit” will prompt you or the group’s probability o inclusion and will return you tothe Scenario Editor main screen.

c nw b 

 Allows you to create a new base group.

 As with “Create New Group”, the rst thing you’ll be prompted or is the base’s side.

Next, a window containing a scroll box and twobuttons will appear in the lower hal o the screen.The scroll box will list that side’s available bases.

 As you select a base rom the scroll box, the mapwill scroll to show you the base’s position onthe group map. Selecting “OK” will choose theselected base and take you to the “Edit Group”screen (see “Create New Group”.) You will noticethat, this time, the “Group’s unit list” scroll willnot be empty, but will contain the base as the rstunit in the list. You may not, however, delete thebase or display it. You may only add aircrat to “aireld” type bases, or ships and subs to “port” typebases. You may add either to “base” type bases. (NOTE: it is not recommended that you add ships andsubs to base groups, since the computer opponent will not make use o these assets.) Everything elseworks the same way as the “New Group” command, except that you will not be asked or the base’sprobability o inclusion – they are more or less “xtures” in the scenario.

chg Gp Pii This command allows you to reposition a group or base using the “Position Group” dialog as describedin “Create New Group”.

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tHe scenario editor 

 You will have the capability to reposition bases because we recognize that some o their positions arenot optimal. This will also allow you a little more strategic fexibility.

ei Gp/b  Allows you to edit and display a group’s unit list. Brings up the “Edit Group” screen as described in“Create New Group” or “Create New Base”, with the units that have already been added listed in the“Group’s Unit List” scroll.

d Gp/b 

 Allows you to delete a group that has already been created.

 Ater selecting “Yes” to a conrmation dialog,the group, all o its units, and its orders will be

fushed rom the scenario. (CAUTION: There isno “undelete” command; this change will bepermanent.)

Pm dipy 

 As per the game, this menu selection brings upPlatorm details to aid the designer in creating hisscenarios.

15.2.3 o M

This menu contains the orders rom Harpoon.Please reer to you Harpoon manual or the basicoperations o these menu items. What ollowsis a summary o the dierence between theScenario Editor Orders Menu and the HarpoonOrders Menu.

 ak 

“Attack” works similarly to Harpoon, except ortwo major dierences. First, you will only be ableto order attacks against base targets, since thecomputer opponent automatically handles all

other attacks. Second, you will not be asked or weapons allocation, since this also is handled by thecomputer opponent.

Set Speed Speeds can only be set in the Scenario Editor using the Enter Group Course command.Initial speeds or groups must be set by putting a Set Speed order on the rst point o a course.

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e Gp c 

The unctionality o this dialog is very close to that in the actual game and serves a similar purpose.

fmi ei There are a ew subtle but importantdierences between the ScenarioEditor version o Formation Editor,and that o Harpoon. In Harpoon,you use Formation Editor to orderships and subs to move to a newlocation within the group, and to setair patrols. When you exit FormationEditor, the ships and subs start

moving rom their current locationsto their new locations, and theaircrat begin launching or theirpatrols. In Scenario Editor, when youexit the Formation Editor, the shipswill be located where you placed them – “magically” translocated to their new position within thegroup. This will be the unit’s relative starting location when your scenario is played. Air patrols inFormation Editor will not be immediately launched, as they are in Harpoon. Instead, the scenariowill “remember” to launch the patrols at game startup. Another item you may have noticed are theasterisks that appear next to some o the units in the scroll box. This indicates that this unit has not yetbeen placed in the ormation circle. As soon as you place the unit, the asterisk will disappear.

ry ai 

Use the “Ready Aircrat” commandto initialize the loadouts or theaircrat you have added to thescenario. The aircrat will be“readied” immediately, and will havethis loadout at scenario startup whenHarpoon is run. (CAUTION: changingloadouts or aircrat whose patrols or

strikes have already been assignedwill cancel these orders.)

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tHe scenario editor 

lh ai 

Works identically to Harpoon, with a ew minor changes. When you select “OK” to accept your launchorders, you will be asked or a time delta; this will allow you to delay launching until a given amounto time has passed.

In this way, you can coordinate the computeropponent’s air strikes as you would i you wereplaying Harpoon. Also, as with ormation airpatrols, your orders will not be carried out byScenario Editor itsel, but will be “remembered”in your scenario to be executed during Harpoonplay.

Ji Gp 

Use “Join Group” in Scenario Editor to transer allo the units rom one group into another. Theseunits will have to be repositioned in their new group using Formation Editor.

spi Gp 

Use “Split Group” in Scenario Editor to split units o rom a group to orm a new group. These units

will have to be repositioned in this new group using Formation Editor.

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Works identically to Harpoon.

ei s n 

Works identically to Harpoon.

15.2.3 o 2 M

e a Ph 

This command allows you to enter orks in the group’s path. This command can only be accessed

through Path Editor (Enter Group Course). To enter an alternate path rom Path Editor, use the “Prev”and “Next” buttons to position the leg marker on the path point at which you want the “ork” tooriginate. Use your mouse to access the menu as you would rom the main screen.

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tHe scenario editor 

When you have selected the “Enter  Alternate Path” command, the group’s path will be redrawnwithout the path points that come ater the marked point.

Once this is done, you may edit the group’s “new” course as beore, with one exception: you will notbe able to edit points that came beore the ork’s originating point.

When you select “OK” to the alternate path, you will be

asked or the ork’s probability (i.e. the percent chancethat the group will take this ork).

The group’s course will then be restored to its statebeore you began entering the alternate path. I you look in the “Orders” box to the let, the words

“Alternate Path” will appear, designating the ork you just entered.

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 You may then edit or delete this “order” like any other. I you choose to edit your alternate path, thegroup’s course will be redrawn to show the alternate path you have already entered. When you havenished editing, selecting “OK” will save your changes and allow you to reassign the ork’s probability.

 And, once again, you will return to editing the group course at the point where you let. (NOTE: You

may have more than one alternate path order at any one path point and you may also add an alternatepath to an alternate path.)

e vi s Pi 

This command allows you to enter alternate starting points or a group.

Upon selecting this command, you will be presented with a hal screen window containing a scrollbox and buttons. Above the scroll box will be a box labeled “Deault Starting Point:”, ollowed by apercentage. This reers to the probability that the group will start where it is located on the map. Asyou enter variable starting points, this percentage will decrease accordingly.

To enter a variable starting point, select the “Add” button. A dialog will appear that is very similar tothe one used to position the group originally. Click in the Group Map until you are satised with thestarting point’s placement (the starting point will appear as a “dimmed” square), and select “OK” toaccept.

 Another dialog will ollow, asking or the probability that the group will start at this point. I you entera value greater than the deault percentage, then your starting points percentage will be the deaultpercentage minus one. I you enter zero or less or the probability, the probability will be reset to one.In this way, the system prevents you rom entering starting points that will never occur, or rom havingyour cumulative percentage be other than 100%.

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tHe scenario editor 

 You may edit a starting point byselecting it in the scroll box (a squarewill be drawn around it on the Group

Map), and selecting the “Edit” button.The edit procedure is the same asthe add procedure.

 You may also delete starting points using the “Delete” button (a conrmation dialog will appear).Finally, selecting the “OK” button will let you exit rom the “Edit Variable Start Points” interace

G n r 

 Allows you to set a time or each side to be granted nuclear release.

I you do not grant nuclear release or a side, it will not be given in your scenario unless the player overrides the system and grants himsel nuclear release.

First you must choose the side to be granted nuclear release. Next, you will need to provide the timepoint in the scenario at which you would like nuclear release to occur (the “time delta”). You may alsoenter a variation on this time (this translates to “time plus or minus variation %”). I you enter 100%,nuclear release will occur any time rom game startup to twice the “time delta” you entered.

 You may only enter one nuclear release orderper side. I you select the “Grant NuclearRelease” command or a side that has alreadybeen given this order, you will merely be editingthe existing order.

ei o 

This command allows you to edit or delete orders that have been given outside o Path Editor (EnterGroup Course).

The orders will be shown one side at a time. Toedit the other side’s orders, select the “ChangeSide” button. I orders appear in the scroll box,you may “edit” or “delete” them. I you choose“Edit”, the appropriate interace or entering thatorder will appear, with the inormation you havealready supplied lled in or you. When you exitthat interace, you will be returned to the “Edit

Orders” interace. As usual, you may delete the

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currently selected order by selecting the “Delete” button and selecting “Yes” to the conrmationdialog that ollows.

15.2.4 sg M

 All o the Settings menu commands work thesame as in Harpoon, except that “Set Land Color”is its own menu item

15.2.5 M. M

 ayz si 

This command allows you to check your scenario in our key areas:

How much memory the scenario will take when run rom Harpoon.The relative strengths o the two opposing sides.Whether any group’s movement orders will cause any o its units to run aground.Whether your scenario has all o the components o a complete Harpoon scenario.

When you select the “Analyze Scenario” command, a ull screen window will come up containing alarge scroll box and eight buttons. The our buttons on the let will be used to access the analysiseatures mentioned above. The ollowing is a snippit o the “Complete Analysis” button

eim Mmy 

This eature will evaluate your scenario and estimatehow much ree memory your scenario will have atgame startup. In addition, it will evaluate this amountto determine i it is enough to comortably run Harpoon.Developer’s Note: This is pretty much a historical item,

and has no value on Pentium 3+ class systems!

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tHe scenario editor 

e f 

This eature will evaluate the relative postures o both sides, both oensive and deensive.

chk Gp Mm 

This eature checks each unit in every group against that group’s movement orders, including paths,alternate paths, and variable starting points. I any units are aground at any o these points, you willbe notied.

chk cmp 

This will check to make sure that your scenario contains every element o a complete scenario. Theseelements include: at least one group per side, at least one unit per group, and at least one total andone minimum victory condition per side. It will also give warnings about other missing but optionalelements, such as nuclear release, variable starting points, alternate paths, planes on carriers, etc.

d cmp ayi 

This command is equivalent to selecting all o the above buttons at once. This allows you to bypasspressing each button i you want the complete analysis.

s fi 

This command allows you to save the contents o the scroll box to a text le called ANALYSIS.TXT.

s Pi 

This command allows you to print the contents o the scroll box. Note; We recommend that you save

to a le, as not all printers will work with this command.

rm ui 

 Allows you to rename ships, sub, or carrier units, using the same scroll box that is used to name theseunits originally. (NOTE: You must select a unit in the Unit Window or this item to be activated.)

c rg big 

Same as Harpoon

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15.3 a Hp

15.3.1 v c Wk-thgh

I you have not already done so, you may want to review the section entitled “Enter Victory Conditions”.Select “Enter Victory Conditions” rom the “Game” menu. A window will appear in the lower hal o thescreen containing a scroll box and our buttons. I no victory conditions have been entered, the scrollbox will be empty. Select the “Add” button, using either the “A” key or your mouse. A large dialog willappear in the center o your screen, titled “Victory Conditions”.

exmp #1 

“For the Blue Side to achieveminimum victory, it must destroy at

least our enemy ships.”Select the ollowing dialog items:“Minimum Victory” “Blue Side”“ANDed”“Type”Once you have selected “Type”, thesix type choices will be activated.Choose “Ships”, move down to the“Number Killed” text-edit box, andenter “4”. Now select “OK”.

exmp #2 

“For the Red Side to achieveminimum victory, it is sucient orit to get three o its subs on-stationsouth o Iceland or a minimum otwo hours.”

Select the ollowing dialog items:

“Minimum Victory”“Red Side”“ORed” “Type” “Subs”“On Station”

The “Number Killed” edit box willchange to the “Number On Station”,and the “Time On Station” box will be

activated. Enter “3” or the “NumberOn Station” and “2” in the “hours”box next to “Time On Station”.

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tHe scenario editor 

Once this is done, select the “Enter Rect” button to enter the area that is to be considered “on station.” A new dialog will appear, prompting you to enter two opposite corners o your on-station arearectangle.

Use the map scrolling buttons to position the map so that Southern Italy is showing on the group map.We are about to draw a rectangle representing the waters south o Italy. Click on two points that willrepresent the on-station area; otherwise, you must move the cross-hairs to the desired points andpress “Enter”. I you are not satised with the selected on-station area, you may select “Start Over” torepeat this process. Once you select “OK”, you will return to the “Victory Conditions” dialog. You arenow nished entering this victory condition, so select “OK” to accept it.

exmp #3

“In order to achieve minimum victory, it isnecessary or the Blue Side to destroy ten (10)

 ASW aircrat.”

Select the ollowing dialog items:“Minimum Victory” “Blue Side”“ANDed”“Subtype”

 Ater you select “Subtype”, you will be able toselect a type. You must select a type so the dialogwill know which subtypes to display. Select “Aircrat”, then select the “Subtype” button at the bottomthe dialog. A scroll box will appear, listing the available subtypes or all aircrat. Choose “ASW” andpress “OK”. The words “Subtype: ASW” will appear beneath the “Type” categories in the Victory

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Conditions Dialog. You will notice that the “Percent Damage” and “Number Damaged” boxes will bedimmed. This is due to the act that aircrat cannot be damaged in Harpoon, only “killed”. Enter “10”in the “Number Killed” box and select “OK”.

I you combine this victory condition with the rst Blue minimum condition, it translates to “In orderto achieve minimum victory, the Blue Side must destroy at least ve enemy ships and 10 enemy ASWaircrat.”

15.4 H eg v c1. Do not try to mix AND and OR victory conditions or the same level (i.e. same side and samevictory level: total or minimum). ANDed always takes precedence, which means that your ORed victoryconditions will be ignored until the ANDed victory conditions are all met. Remember: “ANDed” means

a necessary condition, whereas “ORed” means a sucient condition. It is contradictory to use themtogether.

2. Always make your on-station area rectangles larger than you think you’ll need. Experience hasproven that making them small means that the victory conditions will not be met. Also, remember thati you create an on-station condition or a side, youmust use the Path Editor to direct the necessarygroups to the on-station area; otherwise, the computer opponent will have no way o achieving thisvictory condition.

3. Get creative with your victory conditions. You will nd that they can be very fexible – you just haveto think about it a little.

For more examples o victory conditions, reer to the victory conditions entered or the BattleSetscenarios.

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tHe scenario editor 

15.5 H ug a  Ph vs PGraphically, you can think o the relationship between variable start points and paths like so:

 A bunch o random starting points narrowing to a single path. Oncethe group reaches the rst path point, the randomness is gone and itspath becomes predictable again. The smart player will pick up on theact that ater a couple o hours o “game time”, the enemy groupalways winds up in the same place, and will send a patrol out to thatarea to wait.

On the other hand, alternatepaths can be represented asollows:

It starts out predictably, thenbranches out randomly, becomingless predictable. You can use

 Alternate Paths and Variable StartPoints together like so.

This arrangement is suitable when you wish to insure that yourgroup passes through a certain point. Notice that the middle pointwill always be passed through. This is useul or land avoidance or

or coordinating orders. However, the player might catch on that theenemy always passes through this point, and set up an ambush orthe enemy. An alternate way to arrange the variable starting pointsand alternate paths is to eliminate the center point by attaching alternate paths to the zero path point(that is, the path point that represents the group’s current location).

This can be represented as:

It is not necessary to understand this diagram completely –simply notice that there is no longer a predictable center pointthat the group must pass through. With this method, group

movement is now completely unpredictable. The pitallso this method are that land avoidance is no longer a clearcut problem, and orders must now be duplicated on eachalternate path.

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15.6 Hw r y s m Hp Ater you have loaded Harpoon, and are at the main screen, select the “File” menu to bring up the“Load User Scenario” screen. This screen works identically to the “Load Game” screen in Harpoon

and the “Edit User Scenario” screen in Scenario Editor. Select the scenario you wish to run and hit the“Load” button. Harpoon will be restarted with this new scenario.

15.7 s e M cmm<Alt>+A  About Scenario Editor<Alt>+C Change BattleSets<Alt>+N New Scenario<Alt>+U Edit User Scenario<Alt>+B Edit BattleSet Scenario<Alt>+S Save Scenario

<Alt>+L Enter Game Time Limit<Alt>+V Enter Victory Conditions<Ctrl>+Q Quit<Ctrl>+G Create New Group<Ctrl>+B Create New Base<Ctrl>+P Change Group Position<Ctrl>+E Edit Group/Base<Ctrl>+D Delete Group/Base<Alt>+P Platorm DisplayF1  Attack F2 Set Altitude and SpeedF3 Enter Group CourseF4 Formation EditorF5 Ready AircratF6 Launch AircratF7 Join GroupF8 Split GroupF9 SensorsF10 Enter Sta Note<Ctrl>+A Enter Alternate Path<Ctrl>+V Enter Variable Start Points<Ctrl>+N Grant Nuclear Release<Ctrl>+O Edit Orders<Alt>+I Game Icons<Alt>+G Set Grid Lines<Alt>+D Set Land Color<Ctrl>+Z  Analyze Scenario<Ctrl>+U Rename Unit<Ctrl>+C Calc Range & Bearing

15.8 sp K<Alt>+F1 Show Variable Start Points or Active Group<Alt>+F2 Show Unit and Group Id’s on Maps<Alt>+F3 Show Air Patrols / Strikes on Group Map<Alt>+F5 Show All On-Station Area Rectangles

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tHe PlatforM editor 

<Alt>+F6 Show Free MemoryTAB key  Alternates selected window between Group Window and Unit

Window.Arrow Keys Scroll the currently selected window, either the Group Window or the

Unit Window.5 Key Centers the map view in the currently selected window around theselected object.

You must use the “5” key on the numeric keypad, not the numbers across the top o your keyboard.

Z Key Zooms in the current window (Group or Unit).X Key Zooms out the current Window (Group or Unit).D Key Brings up unit display.SPACEBAR Selects the next object to the south (down) in the current window.

BACKSPACE Key Selects the next object to the north (up) in the current window.U Key Selects a Unit (in the Unit Window) o your currently selected Group.C Key Center the Unit Window around your currently selected Group.

15.9 a nMax Video Resolution is 1280x1024•

I you rename the installation older – the ScenEdit will not start (as it uses a registry•

value to nd the install older – [B10]. Fix – either rename things back or reinstall.Groups must have units – or the Game Engine (GE) will crash.•

Scenarios must have time limits•

Scenarios should have victory conditions•

Scenarios may have scenario text (but the GE doesn’t crash i we don’t).•

16.0 Pm e

iHarpoon Classic has a user-editable database. What ollows is an outline that will help you understand

and utilize the Platorm Editor that Jon Reimer so graciously and eectively designed or the communityand is now part o the ocial AGSI sotware oerings, although it is not ocially supported. Please beaware that our Wiki is where updates will occur as we expand this inormation with each new releaseo HCE. As such, we are providing you the most complete pieces to help you get started.

The Platorm Editor allows you to manipulate existing data and add new items to the database orthe EC2003 and WestPac BattleSets as o this writing. Other BattleSets may be enabled in a uturerevision.

***CAUTION: Never, NEVER, delete a Major Annex entry in your database. Doing so will almost certainly cause Harpoon: Commander’s Edition to crash ater exporting 

the database to the Game Engine (GE, henceorth). Major Annex entries are Aircrat,Ships, Submarines, Weapons, Sensors, Mounts, Installations and Text Descriptions (all the editable choices ound in the Main Menu o the Editor).

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Modiying data will aect perormance in game play upon successul export, and usually this is thedesired outcome. But deleting data outright, especially the Major Annex entries, can be very hazardousto the health o Harpoon Commander’s Edition (HCE). Should you nd this has occurred, there is a wayto recover the lost data. So don’t panic, just keep reading below.

16.1 vwg d h eEnter the Platorm Editor (PE) via the “Platorm Editor” icon in the Harpoon: Commander’s Edition StartMenu Group or by opening your HCE root directory and clicking on “pBuild2005.mdb”

Upon rst using the PE, some versions o MS Access will show you two radio buttons and you will needto choose one. Please choose the bottom one or now (Open Database).

 Ater a moment or two, you will get a message that says “Automatically linking to…” ollowed by thelocation and lename o your pData2005 le.

Click OK and the Main Menu screen will open. You are now ready to browse around thePE. For now, please stick to the upper part o the menu, selecting the entries under Platorms andComponents. “Other Tasks” in the lower hal o the screen can adversely aect game play and shouldbe avoided until they are more ully examined below.

16.2 Mg exg dThis is pretty straightorward. As you browse through the elds and buttons in the PE, you will ndvalues and ID#’s.

 Values are either numerical or string entries. Modiy numerical entries by simply replacing the currentvalue with a new one. Modiy string entries via the dropdown menu by clicking the Down Arrow to theright o the current setting.

ID#’s are used to associate items that belong together in a game engine component. As you browsethe buttons or Aircrat, Ships, and Subs, you will nd items like LOADOUTS,MOUNTS, SENSORS, and MAGAZINES.

Clicking these buttons will unveil a dropdown that includes the various subcomponents or that item.The subcomponents are listed by ID# and double-clicking the > (right side pointing arrow) to the leto the ID# will open a new window, detailing that particular subcomponent.

Now go back to the previous window. To the right o the subcomponent ID# you will see a string valueor its nomenclature, and immediately to the right o that is a Down Arrow. A single click there opensa dropdown that oers the “allowable” selections or that particular subcomponent. Choosing one othem will automatically update the ID# to the let.

IMPORTANT: To ensure your changes are accepted by MS Access, move to the next record. Assuming no error messages, your edit is now saved.

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tHe PlatforM editor 

16.3 cg nw eTwo very important acts to keep in mind:

1) ALWAYS APPEND, NEVER REPLACE A RECORD.2) DO NOT ENTER ANY ID#. The PE will assign the appropriate ID# as you move through the remainingdata elds. Be very careul to enter all required data in the remaining data elds. Failure to do so willcause the SE and GE to choke upon export o your new data.

Mechanically speaking, creating new entries is otherwise similar to editing existing data describedabove.

16.4 expg e d h Hce Gm

egWhen you are ready to try out your edited database, CLOSE BOTH THE GE AND SE i you have themopen. Return to the Main Menu and click on EXPORT DATABASE under Other Tasks in the bottom halo the screen. This step will take some time, and you will know it’s nished when you see a DOSscreen open, and soon thereater close. At this point your Database is now ready to try out in the GEand SE.

16.5 impg d m h Gm eg(cmm.)This eature is particularly useul i you are using someone else’s commondb and want to view andedit it in the PE. Sharing the commondb will be the primary mechanism or playing user createdscenarios that were created using a dierent database than the one you are running.

Click on IMPORT DATABASE under Other Tasks in the bottom hal o the screen. This takes sometime to complete, depending on the speed o your system. On slower machines it may even appearto reeze the Editor or a period o time. This is normal. Upon completion you will be able to edit thedatabase in the PE as outlined above.

16.6 Managing Multiple Commondb lesWe plan to automate this so that when you load a scenario, both the GE and SE will seek out thecorrect commondb in your directory and load them into the game. Until this eature is ready, werecommend you do the ollowing or something similar:

1) Place all scenarios you create with a given commondb in a separate older, along with a copy o thecommondb.res le the scenarios need to use.

2) Rename this commondb.res le to something that will help you identiy it in the uture. For example,commondb_orig.res might be your choice or the le needed to run scenarios created or the rstcommondb.res le. Similarly, you might use commondb_my_rst.res or the scenarios you create

using the rst db you edit yoursel.

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3) You are now ready to swap out databases. To do so, rename the existing commondb.res lein your game root directory in order to preserve it, in a manner consistent with the conventiondescribed above. Next, create a new older in your game root directory called Current_DB. Locatethe commondb_whatever-you-named-it_.res le (the one you are about to use, not the one you just

renamed) and Copy/Paste it into the Current_DB older. This helps you remember which commondbyou are using because the nal step is to also paste it to the game root directory and rename it tocommondb.res. You are now ready to run the scenarios created or the commondb you just installed.

16.7 M s/M sThis screen is sel-explanatory.

Only two elds would be Important to any DB-Designer:

1. The Data le eld, here you chose which db you want to edit,2. The DB Name eld, give your db a good and well dened name, so you won’t mix up DB versions

When you click on the other Fields you´ll enter the ollowing AnnexesUnder DB editor you may enter your name, this aects the view history entry under the Harpoon

submenu.

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16.8 e a s

16.8.1 a fgEach o these Flags has the potential to aect aircrat behavior in the Game Engine (GE), dependingon how they are treated in the source code. “Has the potential”, because not all the Flags listed areactually employed by the source code as o this writing.

When building or upgrading aircrat in your database, you will want to associate as many o the Flagsrom the table below as are applicable to refect the aircrat’s characteristics and capabilities.

FLAG DESCRIPTION

 All-Weather Capable This fag would indicate all weather capability or an aircrat, but isnot currently modeled in the GE. Nevertheless, or the same reasonsas above in the SB fag, it is recommended to include this fag whereappropriate.

Blip Enhance An electronic subteruge that magnies a small aircrat’s radar

signature, typically that o a helicopter, to make it appear much largeron enemy radar screens and to decoy radar homing missiles.

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FLAG DESCRIPTION

Carrier Capable Carrier capable aircrat are just that — capable o fight operations toand rom an aircrat carrier. This fag is also needed to enable helos

and VTOL aircrat to operate rom ships.DPS Digital Processing System(?): We are unsure o this one’s purpose, as

it does not appear to be implemented within the source code and thushas no current unction in game play.

ESM Electronic Surveillance Measures: Systems that detect electronicemissions o platorms and weapons, providing a vector to theemitter,analyzing it against a known database and thereby enablingidentication.

FLIR Forward Looking Inra-Red: A Passive Air-to-Ground detection systembased upon target’s heat signature.

Infight Reuelling This fag means that an aircrat is capable o receiving infightreueling rom a tanker aircrat.

IRST Inra-Red Search and Tracking: A passive Air-to-Air detection methodusing the target’s heat signature to nd it and track it.

LRMTS Laser Ranger and Marked Target Seeker: Normally used in markingtargets or bombing missions, this Flag is used by Harpoon Classicto indicate a plane’s ability to saely fy Nap o the Earth (or VLOW

altitude, as Harpoon Classic models it).MAD: Magnetic Anomaly Detection: Used to locate Submarines rom the air

by nding the disruption in the Earth’s Magnetic Field, caused by theboat’s metal hull.

Mid-Course Guidance Missiles with the mid-course guidance fag are capable o receivingcourse correction and new targeting inormation in mid-fight, therebyimproving their Hit Percentage (PH) over missiles lacking this eature.While the GE currently treats all aircrat as i they have this fag, itmay, in the uture, come to model the comm link that is needed romaircrat to missile, so we recommend adding it where appropriate aswell. Right now, only the missile that is mid-course guidance capable(not the aircrat itsel) actually requires the fag to be present.

Radar Mod 1 Radar Mod Flags 1 and 2: These fags are no longer implemented aso HC2005. However, in all earlier versions they were very importantin modeling relative stealth o aircrat. Under the old system no radarmod fag was stealthiest, less stealthy was Radar Mod 1, even less sowas Radar Mod 2, and any aircrat with Radar Mods 1 and 2 had theleast stealth with respect to detection by radar.

Radar Mod 2 See Radar Mod 1

RWR Radar Warning Receiver: Alerts the pilot that his aircrat is underattack rom a radar homing missile.

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FLAG DESCRIPTION

SB Sonobuoy: Signies an existing comm link or data transer romsonobuoy to aircrat. While not currently implemented in the GE

source code as such (Sonobuoys nevertheless do unction properly viaa dierent code mechanism), all platorms with SB comm links in reallie should be given this fag or reerence purposes and in case thisfag is implemented in the GE at some uture date.

TCS Television Camera System: another passive Air-to-Air detection systemusing a specialized TV Camera to locate and track other aircrat.

16.9 e i s

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16.10 e shp s

16.11 dmg PThis is a numerical value o the ship’s survivability in a combat situation. It’s directly related to lightdisplacement. The ormulas or calculating vessel DP is as ollows:

Displacement (in tonnes) Formula

0-500 T/20

501-5000 (T/30) + 9

5001-12,000 (T/50) + 76

12,000 and over (T/60) + 116

Once you have determined the damage points, multiply the value by any o the ollowing multipliersthat apply:

Fleet Auxiliary (supply ships, container ships, tankers, ammunition vessels, etc.) not•

including converted merchant vessels 0.75

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Surace-Eect Ship (SES), Hovercrat, or Merchant (including all ships specied as•

being build to civilian standards) 0.5Supertankers 0.25•

Soviet Construction 0.9•

Composites; Aluminum, GRP, Wood 0.75•

16.12 shp fg/c

FLAG DESCRIPTION

ESM Electronic Surveillance Measures: Systems that detect electronic emissionso platorms and weapons, providing a vector to the emitter, analyzing itagainst a known database and thereby enabling identication.

IR Inrared optical system.

Low Level Light System allowing better sight at night.

Rast (or Recovery Assist, Secure and Traverse) recovery system or Helicoptersused on the landing pad

Shock Resitant The ship was built to withstand explosive shocks. Common on MCM-vessels

Silencing System to reduce the noise emitted by a vessel. Makes it harder to detectby passive sonar

Stabilizer Ship stabilizers are ns mounted beneath the waterline and emerginglaterally. In contemporary vessels, they may be gyroscopically controlledactive ns, which have the capacity to change their angle o attack tocounteract roll caused by wind or waves acting on the ship. This aects theaccuracy o weaponsystems.

Stabilizer (Dual) More eective than single Stabilizers.

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16.13 e s s

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16.14 sm fg

FLAG DESCRIPTION

 Anechoic Coating Made o rubber or Sorbothane-like tiles containing thousands o tiny voids,applied to the outer hulls o military ships and submarines. Their unctionis twoold:

- To absorb the sonar sound waves o active sonar, reducing and distortingthe return signal thereby reducing its eective range- To attenuate the sounds emitted rom the vessel, typically its engines, toreduce the range at which it can be detected by passive sonar

DE WarheadResistant

Resistant to DE warheads.

Does Not Cavitate The noise created by cavitation is a particular problem or submarines,as it increases the chances o being detected by the enemy. Cavitationis a general term used to describe the behavior o voids or bubbles in aliquid. Cavitation is usually divided into two classes o behavior: inertial (ortransient) cavitation and non-inertial cavitation. Inertial cavitation is theprocess where a void or bubble in a liquid rapidly collapses, producing ashock wave. So, this fag makes the sub quieter.

ESM Electronic Surveillance Measures: Systems that detect electronicemissions o platorms and weapons, providing a vector to the emitter,

analyzing it against a known database and thereby enabling identication.IR Inrared optical system.

Low Level Light System that allows viewability at night.

Radar Mast A radar mast.

Snorkel A submarine snorkel is also a device that allows a submarine to operatesubmerged while still taking in air rom above the surace.

Shock Resistant The Ship was build to withstand explosion shocks

Titanium Hull stronger hull than those made o steel

Transient-FreeLaunch

The torpedo tubes creates no air squall while ring a torpedo, so thissystem is quieter and reduces the chance to detect the submarine ater atorpedo was red

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16.15 e l s

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16.16 e M s

ROF this value eects the number o round that can be red in a minute per mount.ROF x Tubes = Rounds per minute

 Auto 0 or 1 1 represents automatic systems like Vulcan PhalanxThe Arcs aects the direction a mount can re the 12 o clock direction represents the bow o a unit

Comment on the weapon selction: a mount can carry more than 1 weapon type!

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16.17 e s s

Range Range o an Senor in nmPD Probability o Dection Value between 0-100%. the higher the Value the higher the

16.17.1 P o dCZ Convergence Zone An eect benetting sonar detection – sound travels in mileslong arcs under thesurace o the ocean, producing a donut-shaped detection area (the annulus – see above) many milesrom the detecting unit. I a sonar is capable o working with CZs you can add 1, 2, 3... to representthe capabilty o the sonar. The rst Zone is around 30nm (20 or Medc), the Second 60(40nm, the third90(60) nm, away rom your unit, these Values have a random actor/modier, too!

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16.17.2 s tp

Main Type Sub-type Explanation

Radar Air Search Used or nding aircrat and

missiles

Surace Search Used or nding ships,submarine periscopes andsometimes very low-fyinghelicopters or missiles.

Height Finding An older radar used to providea cross reerence to theoriginal Air Search Radars thatonly could provide bearing.Together one would knowwhere the target was in 3dimensions.

Fire Control Found on mounts; included orreerence only

 Aegis Solid state, electronicallysweeping.

Sonar

Dipping

Hull Sonar mounted on the Hull

Hull/Towed combined Hull and towedsonar

Localiser/Ranging

Sonobuoy a relatively small expendablesonar system that is dropped/ ejected rom aircrat or shipsconducting anti-submarinewarare

Towed Towed Array Sonar

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16.17.3 s c/cp

FLAG DESCRIPTION

 AS (airborne) Air seach radar carried by a plane AS (360-degree) Air seach radar on the ground with 360 degree coverage

HF (3D) Height Finding (range/bearing/azimuth) radar

LDSD Look Down/Shoot Down radar mod. Without the LDSD fag, radar rangeis halved even one band below the emitting (so High vs Med would bepenalized), or more than one altitude band above emitter (Low vs Highwould have penalty, Low vs Med would not)

RO (airborne) Range Only Radar

SPIR Shipboard Passive Inrared Sensor

SS (airborne) Surace seach radar carried by a plane

SS (360-degree) Surace radar on the Ground with 360 degree coverage

16.18 e Wp s

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16.18.1 Wp tp

Main Type Sub-type Explanation

 ASWDepth Charge An underwater bomb. Very eective when

detonated in proximity to submarines.Examples are the Mk54, Mk11, and B-1.

Mortar

Stando Combined weapon like the ASRoc. Rocet + ASWTorpedo.

ECM

Cha/Flare

Cha

Type-D

ECM

Flare

IR

Laser

FLIR Forwardlooking inrared

Gun A ballistic projectile that may or may not beunguided.Found on ships and aircrat.

Missile Any guided weapon that has a sel-sustainingmotor and a guidance package

Nuke Airburst

surace

underwater

Ordenance

 Anti-runway

Bomb A dumb weapon that is dropped rom an aircratwith a steel casing and explosive ller.

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Main Type Sub-type Explanation

Cannon

Cluster bombDrop tank A tank used to carry extra uel aircrat.

Rocket A battleeld support weapon thatis mainly a short-range missile with noguidance. Mainly red rom aircrat and a ewships.

Torpedo “An underwater missile”. The primary weapono submarines,they are second only to missiles in their potency.

Mk48, Spearsh, USET-95 are all torpedoes.Single-wire guided

Double-wire guided

 Active/Passive seeker

Passive seeker

Straight-running

Wake ollowing, termactive

16.18.2 dmg P c As a general rule, all DP calculations are based on the weight o the warhead in kilograms. Not thetotally weight o the weapon, but the total weight o the warhead. Thereor a Mk84 2000lb bomb hasa DP value o 91. 2000lbs = 909.1 kg, hal o that being the HE o the warhead. That’s 454.5 kg or atotal o 91 DP. You round up the value. I you create a weapon carrying a payload (Asroc x) you put theannexnummber o the payload in the dp eld.

PH Probability o Hit – Value between 0-100%. the higher the Value the higher the Probability to hita target.

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16.19 tx dp s

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16.19.1 sp f

16.19.2 rg fm PmI you encounter errors in the PE, please consult the Matrix orums.

IMPORTANT: Taking a screenshot o the error message and saving it or our uture review will be your best bet or helping us track down the cause o the problem. I you encounter errors in the GE using a newly created commondb,

you will need to revert to a previously working version o commondb.res and invoke the Start_edit.bat fle in your game root directory (by double-clicking on it) to make it run properly. Invoking the Rest_cdb.bat fle will restore the most recent “ofcial” commondb to the root directory.

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index  

17.0 ix 

A

 Air and Anti-Air Weaponry 91 Airborne Threat Detection 69 Aircrat 67 Air to Air or Escort 68. See  Loadout Types Amr 69. Se e   Loadout Types Anti-Radar 68. See  Loadout Types AntiRunway  69. See  Loadout Types AntiSub 68. See  Loadout Types Attacking a Submarine 35 Attacking From an Airbase 28

B

Bases 70Damage & Repairs 70

Battleset Selection Window 71

C

Cargo 69. See  Loadout TypesCommand & Control Bar 41Command Summary 43

D

DenitionsInterace 16

Detection MethodsOther 66

E

EC2003 Scenario Background 79Encountering the Enemy 21

Environment 58F

Ferry 67. See  Loadout TypesFire Control Solutions 62Formation Editor 32

G

Getting a Fix  23Glossary 93

Groups, Units, & Classes 57Guided 68. See  Loadout Types

H

Harpoon Interace 15How to Play 40

IIntroduction to HarpoonÄ 

CommanderÅs Edition 12Iron Bomb 68. See  Loadout Types

Keyboard Commands 55Game Menu Commands 56Misc Menu Commands 56Orders Menu Commands 56Reports Menu Commands 56Settings Menu Commands 56

L

Launching a Missile Attack  38Launching Missiles 23Loadout Types 67

 Air to Air or Escort 68 Amr (Anti-Armor) 69 Anti-Radar 68

 AntiRunway 69 AntiSub 68Cargo 69Ferry 67Guided 68Iron Bomb 68LR Air to Air 68LR Anti-Radar 68LR AntiRunway 69LR AntiSub 69LR Guided 68

LR IronBomb 68LR Stando 67LR Unguided 68Nuclear or Strike or SIOP 67Patrol 67Precis and LR Precis 69SEAD 69Search 67Stando 67Tanker 67Unguided 68

LR Air to Air 68. See  Loadout TypesLR Anti-Radar 68. See  Loadout TypesLR AntiRunway 69. See  Loadout Types

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LR AntiSub 69. See  Loadout TypesLR Guided 68. S ee  Loadout TypesLR IronBomb 68. See  Loadout TypesLR Stando 67. See  Loadout Types

LR Unguided 68. See  Loadout TypesM

Main Window 40Map

Group Map 42Maps 41

Strategic Map 41Unit Map 42

Menus 41File Menu 43Misc Menu 54Orders Menu 44Reports Menu 54Settings Menu 52

Missed Contacts 17Mission Time & Orders 20

N

Nuclear or Strike or SIOP 67. See  LoadoutTypes

O

Operations Manual 83Operations Overview 57Original Harpoon Battlesets 74

GIUK Battleset 74MEDC Battleset 76NACV Battleset 75

P

Passive & Active Contacts 61Patrol 67. See  Loadout TypesPausing the Game 17Platorm Editor 121PlayerÅs Guide Ä 

Introduction 14Precis and LR Precis  69. See  Loadout TypesProduct Updates 11

Q

Quick Start 15

R

Radar 62 Air Search Radar 63Surace Search Radar 63

Report Window 42Review o Modern Weaponry 89

S

Scenario Backgrounds 73Scenario Editor 98Screen Layout 16SEAD 69. See  Loadout TypesSearch 67. See  Loadout TypesSearch and Detection Systems 90

Searching or the Enemy 33Sensors 61Setting Patrols 28Set-Up Windows 71Sides & Countries 57Sonar 64

Dipping Sonar 65Hull Sonar 65Passive Sonar 64Towed Sonar  65

Sonobuoys 65

SOSUS Contacts 17Stando 67. See  Loadout TypesStarting the Scenario 18Status Bar 43Sub-to-Surace Missile Attacks 20Sub-to-Surace Torpedo Attacks 26Superpower Politics & Maritime Strategies 84Surace-to-Sub Attacks 32Surace-to-Surace Attacks 38System Requirements

Minimum 11

Recommended 11T

Tanker 67. See  Loadout TypesTechnical Support 12Time Compression 20, 41Types o Contacts 61

U

Unguided 68. See  Loadout Types

Using Buttons 16Using the Menus 17Using Torpedoes 26

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credtis 

18.0 cADVANCED GAMING SYSTEMS

Larry Bond and Chris Carlson created theHarpoon system. This product is based ontheir 3rd Edition o the Rules. The Harpoon

Game System is © 1976-2007 by them. TheHarpoon trademark is held by them as well.and StaAssistant are TM by Advanced GamingSystems Inc.

There have been several teams who haveworked on the game since it rst shipped in1989. We have preserved credit where it isdue in the About menu in the game. You will beamazed at how many people have contributedover the years.

This version calls out a thank-you or thisspecic version – Harpoon Commander’sEdition HCE

Development Team HCEFletcher Comstock – Programmer

 Anthony Eischens – ConsultingLarry Gertner – Quality AssuranceCameron Currie, Russell Sharp – SysopsHCDB Content, Copyright (c)2007 Brad Leyte.Don Gilman – Project Manager

Media Credits HCEDarren Buckley, Scott Boles, Tony Eischens –Database Picture ContributionsChristopher Skelton, Casey Skelton – SoundDevelopementSean Choate – HCE specic artwork John Dye – Splash ScreenDon Gilman – Manual Updates

Rene Haar, Tony Eischens, Bruce Fenster, DaleHillier, Brad Leyte – Platorm/DB Editor notes

B.I. Hutchinson, or graciously letting us use thescenarios and background rom his EC2000 tothe EC2003 BattleSets

Beta Team HCEKip Allen, Scott Boles, Lance Coleborne,Fletcher Comstock, C. Charles Dunlap, John

Dye, Patrick Dye, Anthony Eischens, LarryGertner, Don Gilman, Rene Haar, Niel Kaneshiro,Ed Kettler, Brad Leyte,Gregory McCrea, JayMcMullen, Mike Mykytyn, Patrick O’Shea(Rabbit), T.E.Ponta, Russell Sharp

 As AGSI intended to ship HC2005 as an updateto their “Sel-published’ HC2002 and 2002 Goldproduct, there was a project called HC2005Gold. That project ran “o the road” andbecame HCE……

HC2005 Gold creditsJohn Dye, Splash Screen Artwork 

 Anthony Eischens, ProgrammerBret McKee, ProgrammerMike Mykytn, Bret McKee, JP Koester –ContributorsDidier Vanoverbeke, Orders Writer, Beta TesterErik Mugele, or his generosity hosting theHULL, HGSL and the Teuton FTP sitesB.I. Hutchinson, or graciously letting us use the

scenarios and background rom his EC2000 tothe EC2003 BattleSetsMike Mykytn, Tester, QA LeadSteve Eggleston, Kelly Craword, DewayneHarris, Larry Gertner, Greg McCrea, ThomasPonta, Pete Maidho, Ross Williams, HermanHum, Vince Robinson, JoeK, Todd Rossel – BetaTesers

 A special thanks to the vast world o Harpoonplayers who reused to let the game die.

V

 Viewing Your Aircrat 28 Visual Detection 65

W

Warare Systems 92Weapons 60WestPac 82What's New 15

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MATRIX GAMES

Executive ProducerDavid Heath

 Associate ProducerErik Rutins

Art DirectorMarc Schwanebeck – based Per Project

Box and Logo DesignMarc Schwanebeck  

Manual Editing and ContentMichael Eckenels

Manual Design and LayoutMarc Schwanebeck 

Public Relations & MarketingSean Drummy, Brant Guillory Production AssistantGregory Wilcox

AdministrationLiz Stoltz Distributor Sales ManagerRoss Jepson

Business Development ManagerKarlis Rutins, Lance Stoltz

Customer Support StaMike Vahan, Daniel Heath, Alex Fiedler Forum AdministrationPaul Vebber, Marc Schwanebeck, Erik Rutins ,David Heath Web-Database Design & Development

 Alex Fiedler 

Network and System AdministratorMike Vahan 

Network & PC SupportRon Duquesnel Quality Assurance Lead

Erik Rutins Very Special ThanksRon Tedesco, Debra Pugh, Renee Schoenelder,Marti Nagy, Bob Lippman, Thomas Heath,

 Yvonne Heath. 

Matrix NexGen Alexander Rutins, David Vebber, Megan Vebber, Andrew Heath, Nicholas Heath, Shane Heath,

 Austin Stoltz, Noah Stoltz, Cameron Eckenels,Hannah Eckenels, Heidi Fiedler and Erik Conkling.

Our StrengthWe thank God or giving us the ability andstrength to complete this project and ollow ourdream.

We also like to thank our amilies and riendsor giving us their non-stop love and supportduring this project.

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tHe Master of Modern naval strateGy..

Harpoon 3 Advanced Naval Warare is the result o decades o development and an sup-port, resulting in the most comprehensive, realistic, and accurate simulation o moderncombined air and naval operations available to the gaming public.

Harpoon 3 Advanced Naval Warare gives you the opportunity to manage some o themost advanced air and naval assets available in the world and puts you in the middle omany historical and ‘what i’ scenarios (including six multiplayer scenarios). In the sce-narios you’ll battle the Iranian Revolutionary Guard in the Persian Gul , re-live Operation

El Dorado Canyon and strike at the heart o Libya, guard the Greenland-Iceland-U.K. Gapto stop a Soviet naval invasion o the Atlantic, Or stalk unwary U.S. shipping in a Soviet Akula-class submarine.

There are plenty more scenarios to chose rom, with over 120 pre-designed missionsincluded (there are also over 200 community-designed scenarios available online). You’llhave the chance to play them rom either side, experiencing a wide variety o challenges,and most importantly Harpoon 3 Advanced Naval Warare now has true multiplayer withup to six players!

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MATRIX GAMES MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON CD OR DISKETTE OR THE GAMEDESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY

OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND THE GAME ARESOLD “AS IS”. THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH

 THE BUYER. IN NO EVENT WILL MATRIX GAMES BE LIABLE FOR DIRECT, INDIRECT,INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THEPROGRAM OR GAME, OR FOR LOST DATA RESULTING IN ANY WAY FROM USE OF

 THE PROGRAM OR GAME, IN ALL CASES EVEN IF MATRIX GAMES HAS BEEN ADVISEDOF THE POSSIBILITY OF SUCH DAMAGES (SOME STATES DO NOT ALLOW THEEXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTALOR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAYNOT APPLY TO YOU).

 THE ENCLOSED SOFTWARE PROGRAM AND THIS MANUAL ARE COPYRIGHTED. ALLRIGHTS ARE RESERVED. THE ORIGINAL PURCHASER MAY PRINT OR HAVE A PRINT/COPY SHOP MAKE A PRINTOUT AND/OR COPY OF THE MANUAL. MATRIX GAMESGRANTS THE ORIGINAL PURCHASER OF THIS SOFTWARE PACKAGE THE RIGHT

 TO USE ONE COPY OF THE SOFTWARE PROGRAM. YOU MAY NOT RENT OR LEASEIT, DISASSEMBLE, DECOMPILE, REVERSE ENGINEER, OR MODIFY THE SOFTWARE IN

ANY WAY. ALL EDITORS MAY BE USED TO CREATE SCENARIOS THAT MAY BE FREELYDISTRIBUTED. ALL SCENARIO AUTHORS HOLD THE ULTIMATE RIGHTS TO THEIRDESIGNED SCENARIOS AND MATRIX GAMES MAKES NO CLAIMS THEREOF. YOU MAYNOT COPY OR DISTRIBUTE COPIES IN ANY MEDIA FORM. ANY PERSONS DOING SOSHALL BE GUILTY OF COPYRIGHT VIOLATION AND SUBJECT TO THE APPROPRIATECIVIL OR CRIMINAL ACTION AT THE DISCRETION OF THE COPYRIGHT HOLDER.

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