I bought it today for $15. I used to play it with my 2 year-old daughter on my knee. Every time a missile would hit, she'd say "Bango" so that became the name of the game.
She turns 24 in January.
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Posted by hingram on 21 December 2017 - 03:29 PM
Posted by CV32 on 02 November 2017 - 11:54 AM
Fifty-three year old nuclear missile accident revealed (Rapid City Journal)
Posted by CV32 on 12 May 2017 - 01:00 PM
After Action Report (AAR) ...
This is a quick, clean and enjoyable scenario that will allow you to wipe out the Iraqi Navy in short order.
Operating in the northern of the Persian Gulf on 29 January 1991, I am tasked with clearing out those elements of the Iraqi Navy that have managed to deploy into the area.
Launching a SH-60B Seahawk from the Perry class frigate USS Curts, my intention was to quickly get an idea of the composition and location of enemy vessels, and, of course, to avoid giving away the location of my ship lest I get a Silkworm tossed in my direction for my troubles.
The SH-60B quickly established that there were small groups of fast attack craft (Osa and TNC45) to the west and north, and a cluster of amphibious ships and supporting vessels in the center. None were in immediate danger of counter-detection.
Curts also had an AH-1W SuperCobra aboard, already loaded with Hellfires and 70mm rockets, so - together with Harpoons launched from the frigate - would serve as my initial attack on the priority threat: the Iraqi FACs. The AH-1W would go after the Osas, while the Harpoons would go after the slightly more distant group.
I also launched an OH-58D Kiowa - also armed with Hellfires and Sidearm anti-radar missiles - from the frigate USS Nicholas further east. It would deal with survivors among the FACs.
Meanwhile, an A-6E loaded down with 500 lb Mk 82 bombs was launched from the carrier USS Ranger much further south. It ought to arrive around the same time as I was cleaning up the FACs.
Two of four Harpoons scored hits among the TNC45s, while the SuperCobra ravaged the Osas with Hellfires and rockets. The Kiowa blasted surviving FACs of both flavours with Hellfire and Sidearm.
A Mirage F1EQ was spotted orbiting north of Kuwait and I began to grumble a little about the lack of air cover, but it stayed away. Two coastal defence missile sites were also detected, but they posed no immediate threat.
When the A-6E arrived, I sent it after a pair of Polnocny class landing ships and an elderly T-43. It bracketed the two phibs with sticks of four 500 lb bombs each, and tossed two in the direction of the T-43. All went down quickly. During the effort, an old P-6 torpedo boat also appeared and it received the remaining two bombs to complete the mission.
Victory rapidly followed.
Thanks Enrique for the fun scenario.
Posted by westmarch on 15 April 2017 - 01:00 PM
having recently reacquired Harpoon (and a discarded windows laptop from my son to run it!) this site and especially this thread have rekindled my enthusiasm for the series.
Hopefully I will learn from your experience (although I fear my learning curve will resemble my earlier one).
Posted by Silent Hunter UK on 31 March 2017 - 09:40 AM
Which turned out not to be the case. They were F-15s with no air-to-ground capability. So things started getting rather boring for a while...
I'm going to take a brief detour here to discuss the relative combat strengths of US and FSU/Russia ships. I think it's fair to say that there are very few vessels in the 'Red Star' inventory - or indeed much of their technology in general - that could, all other things being equal, win a stand-up one vs. one fight against their closest Western equivalent. While the Russians have the stand-off range in terms of their cruise missiles, since the arrival of the Aegis system and arguably before, they have needed serious superiority in numbers to stand a chance against an equivalent NATO group.
However, of course, you don't seek a fair fight in warfare. You seek a fight in which you have that overwhelming superiority and in which you dictate the terms of the engagement. The only time the Russians have used a carrier group in combat, they used it to drop bombs on an enemy that had no viable way to fight back against them... and even then they weren't very good. I struggle to see any real viable use for the earlier Yak-38 for example except as a distraction...
Anyway, back to the game... my frigate group was continuing to close on the US LPD group, but it was still too far away to engage. I realised that my transports were a) holding my Neustrashimyy back and were vulnerable against the American ships. So I split the group, sending the transports east and having the former heading into action against the Blue forces...
At this point, I would make an exception to my comment about relative combat strengths. The Oliver Hazard Perry class is one that I have long dubbed the 'Overhead Projector'. This vessel's primary weapons for surface warfare are single-arm launcher and a 76mm gun. Against a Neustrashimyy, it would probably stand no chance.
Which is indeed what happened in game. Both the US frigate and LPD were sunk by gunfire with no damage suffered by my ship. It was a victory of some form... but the tables were about to turn against me.
Posted by Silent Hunter UK on 17 March 2017 - 12:42 PM
This missile ended up being three missiles, but fortunately my surface group was packing a modern frigate in the form of Neustrashimyy, whose 'Gauntlet' SAMs, despite having a range of only 6.5nm, dealt with all three missiles. As we learned in the Divide & Conquer PBX, US missiles are slow things and so there is plenty of time to fire again at them if you don't hit the first time.
Shortly after this threat was removed, I detected a helicopter on my radar for this group. It wasn't in my range, but I figured correctly that an actual ship was in the vicinity. This helicopter then fired at me with a missile that I'd never heard of; something called a AGM-122 Sidearm and was identified as an Apache Scout. A look at Wikipedia and FAS informs me that the former were anti-radar conversions of withdrawn AIM-9Cs used on helicopters, although all have been expended. The Apache Scout is a hypothetical Special Forces version of the AH-64 created purely for this game.
At any rate, the two AGM-122s were shot down before they could cause any damage. Shortly afterwards, a Seahawk came to the party and back over Iceland, a Hornet was spotted.
At 0429, a Flanker chased the Hornet, got into range and fired off all six of its radar guided missiles. Unfortunately, during their journey towards the US fighter, the aircraft lost radar lock and the missiles 'went stupid'. Shortly afterwards, the Flanker got shot down.
A bunch of large air contracts turned up near the Canada group, but these turned out to be F-15s, with no capacity to do any damage. In fact, three of them got too close to one of my transport ships... and were downed by Iglas!
This triumph lasted twenty minutes until 0538, when two missiles appeared heading for my carrier group north of Iceland...
Posted by eeustice on 11 August 2016 - 06:55 PM
In the 2 and 1/2 years I have been part of this group HC has come a long way.
You can now have 255 units in a group up from 128
Orbital missiles were not detected with radar. That now works. Orbital missiles were never able to be detected by radar in HC prior to that in HC
You increased the number of magazines each ship can have.
Fixed HC multiple times when I exceeded the limitation of HC.
2 major HC releases was made to Matrix.
Played our first paper Harpoon game in Milwaukee!
Had a Harpoon Geeks weekend last fall.
Lets not forget you had 2 sons born during the last 2 and 1/2 years!
Let's all not forget Mel (Tony's wife) puts up with us asking for help fixing HC issues while getting in some time of his own to make the improvements he wants to make.
We can't forget CV32 he keeps the HC Official database Current .
This a all pretty awesome for a bunch of guys who do it all for free.
I hope you guys know how much you guys are appreciated!
I forgot to mention all of the guys who have pitched in creating all the scenarios for us to play, and the utilities that are created to enhance the HC playing enjoyment!
Thanks to all!
Posted by broncepulido on 24 December 2015 - 06:11 AM
Latest files and installation routine here:
Posted by donaldseadog on 15 November 2015 - 02:49 AM
Plenty of interesting things happening here recently I see
I'm assuming you're playing with the standard game engine from the installation? Why I ask is that one of the many advances that Tony has given us in the various betas is the ability for us to write external library files that are mini external programs. Some of the features I've written in my 'toolbox.dll' could be further massaged to carry out some of your needs, but I think I'd need to streamline some aspects and house them in a new library.
surface groups can be automatically brought together and joined, then continue on one of the groups original course ( I currently do it only for air groups);
an air group (such as an ASW group) can be given a spiral type search pattern centred on a point being a known submarine contact - this point could be altered to be related to an uncertain fix or a distance bearing;
While toolbox doesn't do it I'm certain:
a group course could be built up using bearing/ distance instead of mouse clicks;
when filtering through enemy contacts the group ID could be used even when no exact fix is given and data could be presented to indicate the size of the contact uncertainty region and something like distance and bearing from your closets group.
This would need you to install say the latest beta upgrade (available from this forum) and I would have to improve the switching from the main game to the library controlled features (I might need guru help there)
I'll start toying with what I have and see how I go and let you know if it seems worth your while installing the beta upgrade.
Maybe some of it can actually just be new information pop ups running in the game?
Posted by kmart494 on 26 October 2015 - 08:27 PM
After finishing the program update, I spent some time fooling around with ways to display maps in Simplot. I was initially concerned about using bitmaps since they would have to be re-scaled to fit a changing background scale. I also thought about using polygons with game x,y coordinates, but that would need a separate program to generate the polys (probably using a background bitmap anyway). So, I experimented with the easiest solution--bitmaps. Using Paint Shop Pro I grabbed a screen shot of the Somali Pirates map from Harpoon Naval Review 2009.
I worked out how to resize the image with a change in zoom scale. (Actually the bitmap remains the same size, but it is drawn to different scale sizes on the screen. I'm not sure what effect this has on memory at this point, but it did at least work.)
It turns out that the above map did not allow the in game icons to display very well. The map was too bright and the icons too dark. Yuck! I needed to modify the map, so using a new layer in PSP I painted over the map.
That's more like it! You might have noticed the bases in Somalia are gone. I think they would work better as in-game units so they can interact with other units. I calculated their locations using the pixel x,y and scale (this map's original image is 3.5 pixels per nm).
After figuring out how to associate a map image to a scenario file, I loaded up a new scenario and placed the Somali bases using Simplot. The results are very promising. Even when the map is re-sized and re-centered, the bases remained in their relative location on the image.
I have yet to modify the save scenario routine to incorporate the image file name. That won't take long. One possible problem will be directory structure. So far, the image loads if it's in the same directory as the scenario text file. I think during a multi-player game the image would only have to be passed to players once, as long as the new turn text files are dropped into the same directory as the image. More testing on this!
Posted by rainman on 10 September 2015 - 01:42 AM
Brad is correct about the slippery slope, and I have made some very accurate scenarios that are really boring. Please remember that I said I'm just a fussy old man. A scenario here is a work of art, just as a painting or a song is. You are doing great work in keeping this old game alive, and I'll enjoy everything you do. So please don't take my comments too seriously.
Posted by kmart494 on 01 June 2015 - 07:56 PM
Program update: Unit visibility is now saved with the scenario files. Also, using the new F3 key will allow a ref to set how much of an enemy unit's information is visible to the other player. This, too, is saved with the scenario files so the ref does not have to change it every time. Items such as name, heading, speed, altitude/depth can be hidden even though a contact is made. Depending on the sensor, information other than location may take a turn or two to develop. Also, I have an option for the ref to use an alternate name for detected units (such as "Large Ship", or "4 x Small Aircraft") until the players can figure out what they are up against.
I have not uploaded this version yet. I am still working on limiting unit track data. As it is now, once an enemy unit is visible, you can see it's entire movement track. I want to limit that track to just the time of initial detection up to the current turn time. Otherwise, you will know instantly the location of firing units (of missiles and torpedoes, or launch locations of helicopters and aircraft).
Posted by kmart494 on 18 May 2015 - 07:47 PM
I created a simple plotter (SimPlot) program that automates the process of moving units on a simple x,y coordinate system. The objective is to get myself to play H4 paper rules more often by eliminating the problems of graph paper or Neptune's Cat attacks for tabletop games.
SimPlot will track time and motion of units. It will also provide range and bearing info to other units. Units can automatically follow other units that are selected as "targets." Unit movement tracks and times can be displayed in case you want to see where you have been.
How about a few screenies?
I was hoping to show the unit tracks, but it looks like Photobucket may have changed the image a bit. Anyway, the colors in the game are changeable so you can select whatever colors you like.
There is an option to display bearing and range data from a selected unit to all other units. This will make calculating detection easier.
Units can automatically follow other units by assigning them as "targets." Of course, you can still order a unit to follow a set heading.
There is a readme file within the zipped folder that has details of how to use the program. I hope that most of it is intuitive. still, I will answer any questions you may have about the program.
I forgot to mention that to get started you have to either create a new scenario (very easy--fill in the form, press OK, and then add units) or load an existing scenario. I included two simple scenarios to get you started.
Posted by broncepulido on 10 May 2015 - 06:00 PM
File Name: Exercise Dynamic Mongoose 2015. Historical Training Scenario.
File Submitter: broncepulido
File Submitted: 11 May 2015
File Category: GIUK
Exercise Dynamic Mongoose 2015. 4-14 May 2015. Historical Training Scenario.
A Harpoon Commander's Edition scenario for the EC2003 Battle for GIUK Gap Battleset and the HCDB-150502 1980-2015 era Platform Database or the HCDB2-170319 new standard 1980-2025 era Platform Database. This scenario is designed with the Advanced Scenario Editor and to be run with HCE 2015.008+ or later.
Image: Swedish submarine Gotland, British frigate Portland, Spanish AEGIS frigate Blas de Lezo and Dutch NH90 Caiman helicopter. US Navy photo taked off Bergen 4 May 2015 by Commander David Benham, as consequence in public domain. Retrieved from http://www.nato.int/...otos_119170.htm
This scenario is designed to be played from the Blue/NATO side or from the Red/NATO side. You should play a few times first the Blue side to avoid spoilers, and only later play the Red side.
After the eventful year of 2014 and the not less eventful first four months of 2015 and with the World beginning the so-called Second Cold War, the President of Russia Vladimir Putin (ex-KGB lieutenant colonel) was showing clearly his plan to recover the Russian Empire and later Soviet territories for reinstitute the greatness of his Russia, and to guarantee his passage on the History as saviour of the Rodina.
From May 2014 Putin provoked in succession the Crimea, Ukraine, Donetsk, Baltic States, October 2014 Swedish submarine incursion, G-20 Brisbane meeting naval crisis, November 2014 Faslane submarine incident, frigate Yaroslav Mudryy February "Channel Dash", April 2015 Finnish submarine incursion (for many observers causing the pre-mobilization of Finland reserve forces), and constant and multiple overflies with military warplanes entangled in potential incidents with commercial flights.
When the big anti-submarine exercise Dynamic Mongoose did begin in 4 May 2015 was interpreted by many journalists as an answer to the latest Russian actions and menacing postures, but it was actually a yearly exercise. But in the current world situation was legit to think otherwise, more with the intervention in the exercise of Swedish Navy elements, probably as consequence of the Russian-attributed Swedish submarine incident of October 2014, as Sweden is not a NATO member, but did participate as partner.
Of course this is a training exercise and actually shots, torpedoes and missiles aren't fired and nobody is hurt ...
Enrique Mas, 10 May 2015.