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	<title>PBEM / MBX Wargaming</title>
	<description>RSS Export</description>
	<link>http://harpgamer.com/harpforum</link>
	<pubDate>Sun, 17 Mar 2013 20:49:40 +0000</pubDate>
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		<title>Splash One Mudhen</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/7373-splash-one-mudhen/</link>
		<description><![CDATA[I won't be doing this for a few months, but I'm planning to do a Harpoon 4 game over at <a href='http://www.myth-weavers.com/forumhome.php' class='bbc_url' title='External link' rel='nofollow external'>Myth-Weavers</a>.<br /><br />The scenario I intend to do- after a quick one from "High Tide"- will be an epic recreation of the assault on the <em class='bbc'>Varyag</em> and <em class='bbc'>Novorossiysk</em> groups from Barrett Tillman's <em class='bbc'>The Sixth Battle</em>.<br /><br />Anyone interested?]]></description>
		<pubDate>Sun, 17 Mar 2013 20:49:40 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/7373-splash-one-mudhen/</guid>
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		<title>New to the Forum - Looking for PBEM aids</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/20449-new-to-the-forum-looking-for-pbem-aids/</link>
		<description><![CDATA[<p>Hello everyone.&#160; I am new to the forum and am wondering what aids there are for playing Harpoon/CaS/FG&DN by email.&#160; Back in the old days, I had programmed using Quick BASIC a game assist program to keep track of various platforms.&#160; It did quite a bit, allowing the game moderator to input the orders from the players and then generate search result reports for the players.&#160; It kept track of location, heading, speed, depth or altitude, sensor status, damage and also tracked the turns when missiles or torpedoes would strike.&#160;</p>
<p>&#160;</p>
<p>Sadly, I am no longer in possession of the program diskettes nor the energy or brain power to recreate it.&#160; Surely something similar could be done using Excel or some other program.</p>
<p>&#160;</p>
<p>Does anyone use anything like this?</p>
]]></description>
		<pubDate>Thu, 07 Feb 2013 21:04:45 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/20449-new-to-the-forum-looking-for-pbem-aids/</guid>
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		<title>Persian Incursion</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14916-persian-incursion/</link>
		<description>Is this worth the $84 (£52) I would need to spend to get it?</description>
		<pubDate>Sat, 10 Nov 2012 22:32:01 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14916-persian-incursion/</guid>
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		<title>Choreographing the Dance of the Vampires</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/18605-choreographing-the-dance-of-the-vampires/</link>
		<description><![CDATA[Well worth a look, including after action reports and game plots ...<br /><br /><blockquote class='ipsBlockquote' ><p>Choreographing the Dance of the Vampires<br />Red Storm Rising’s Game Plots<br />Contributed by Matthew Kirschenbaum<br />Associate Professor of English and Associate Director, MITH at University of Maryland<br />February 24, 2012</p></blockquote><br />Full article here:<br /><br /><a href='http://mediacommons.futureofthebook.org/tne/pieces/choreographing-dance-vampires' class='bbc_url' title='External link' rel='nofollow external'>Dance of the Vampires</a>]]></description>
		<pubDate>Thu, 09 Aug 2012 08:57:29 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/18605-choreographing-the-dance-of-the-vampires/</guid>
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		<title>TacOps AAR</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/16482-tacops-aar/</link>
		<description>I just completed a TacOps game with Coyote over at Armchair General - expect an AAR over the next couple of weeks.</description>
		<pubDate>Sun, 25 Mar 2012 21:16:21 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/16482-tacops-aar/</guid>
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		<title>Another PBEM tool</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/16727-another-pbem-tool/</link>
		<description><![CDATA[CyberBoard, a free tool for aiding PBEM games.  I haven't tried it out as yet but thought I'd share anyway in case someone else has words to say about this one.<br /><br /><a href='http://cyberboard.brainiac.com/screensh.html' class='bbc_url' title='External link' rel='nofollow external'>http://cyberboard.brainiac.com/screensh.html</a>]]></description>
		<pubDate>Mon, 30 Jan 2012 14:17:25 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/16727-another-pbem-tool/</guid>
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		<title>Ten years since Global Thunder</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/12420-ten-years-since-global-thunder/</link>
		<description><![CDATA[How time flies ...<br /><br />Ten years since that massive MBX Global Thunder.<br /><br />Link to the ENN news page that covered some of the major events of the wargame: <a href='http://electronicnewsnetwork.com/enn/globalthunder/' class='bbc_url' title='External link' rel='nofollow external'>ENN coverage</a>]]></description>
		<pubDate>Wed, 09 Nov 2011 08:17:48 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/12420-ten-years-since-global-thunder/</guid>
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		<title>The mystery dogfight</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14607-the-mystery-dogfight/</link>
		<description><![CDATA[As this was conducted as research for my upcoming RP, <em class='bbc'>Carrier</em>, I'm not going to reveal what the precise aircraft types were. All I'll say was that BLUFOR consisted of four 4.5th gen heavy fighters and two strategic aircraft, while REDFOR consisted of six 4th gen light fighters.<br /><br />REDFOR had bounced BLUFOR after hacking into the country's air defence system, but BLUFOR spotted the attack in time to take evasive action and pickle drop tanks, so neither side started with an advantage.<br /><br />In two turns, both strategic aircraft were down with only one REDFOR fighter, although the crews managed to escape. BLUFOR took its revenge on REDFOR, killing a total of three fighters and damaging three more, the last while bugging out (I assumed that BLUFOR lobbed everything at the last guy as he left and deemed it an automatic hit).<br /><br />Not a good day for BLUFOR - a bit of a national embarrassment actually...]]></description>
		<pubDate>Wed, 19 Oct 2011 21:23:37 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14607-the-mystery-dogfight/</guid>
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		<title>War Gaming in the Information Age</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/15587-war-gaming-in-the-information-age/</link>
		<description><![CDATA[From Naval War College Review, Spring 2001 issue<br /><br /><a href='http://www.usnwc.edu/getattachment/db8161f6-f600-4f49-ac05-efc56f8d0876/War-Gaming-in-the-Information-Age--Theory-and-Purp' class='bbc_url' title='External link' rel='nofollow external'>War Gaming in the Information Age</a> (PDF)]]></description>
		<pubDate>Sun, 16 Oct 2011 02:42:26 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/15587-war-gaming-in-the-information-age/</guid>
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		<title>Global Shipping Game</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/15494-global-shipping-game/</link>
		<description><![CDATA[Excerpt from the Executive Summary:<br /><br /><blockquote class='ipsBlockquote' ><p>During the period 8-9 December 2010, the United States Naval War College (NWC) in Newport, Rhode Island hosted the Global Shipping Game (GSG). The GSG was developed and executed at the direction of the Chief of Naval Operations (CNO). The purpose of the GSG was to explore strategic-level implications as a result of future changes in global shipping patterns.<br /><br />The CNO directed the NWC to develop a game that would explore changes in economic and trade patterns within the context of two future scenarios: expansion of the Panama Canal in 2020 and increased access of commercial shipping through the Arctic by 2035.<br /><br />After reviewing the research literature, the GSG was honed to explore two overarching research questions based on the CNO’s areas of interest: What are the broad, strategic security implications for the United States posed by projected changes in shipping patterns as a result of the Panama Canal expansion? What are the broad, strategic security implications for the United States posed by projected changes in shipping patterns as a result of the opening of the Arctic?<br /><br />In addition to the two primary research questions, the GSG also examined the following two subsidiary questions:<br /><br />What, if any, are the impacts to U.S. security interests for failing to ratify the United Nations Convention on Law of the Sea (UNCLOS) Treaty based on projected changes in shipping patterns as a result of either the Panama Canal expansion or the opening of the Arctic?<br /><br />What challenges, if any, will expansion of the Panama Canal or the opening of the Arctic present to U.S. naval forces engaged in ensuring the free flow of goods at sea while maintaining forward global presence?</p></blockquote><br /><a href='http://www.usnwc.edu/getattachment/Research---Gaming/War-Gaming/Documents/Publications/Game-Reports/GSG-Report_28Jan11_final.pdf' class='bbc_url' title='External link' rel='nofollow external'>Global Shipping Game report</a> (PDF)]]></description>
		<pubDate>Sat, 08 Oct 2011 20:31:55 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/15494-global-shipping-game/</guid>
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		<title>NATO Division Commander - Leadership under Fire</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/10086-nato-division-commander-leadership-under-fire/</link>
		<description><![CDATA[However unlikely...does anyone here own this title and have the interest to take part as a player in a double-blind pbem?<br /><br /><a href='http://www.boardgamegeek.com/boardgame/7112/nato-division-commander' class='bbc_url' title='External link' rel='nofollow external'>NATO Division Commander</a><br /><br />The monster game of modern warfare, NATO Division Commander is a SPI classic that is probably more studied than played. Described in the rules as a "battalion level simulation of conflict in contemporary Europe", NATO Division Commander gradually introduces players to its complex mechanics through a series of scenarios of increasing difficulty. When mastered, the game is a War College-level education on the conduct of World War III small unit tactics between NATO and Soviet forces.<br /><br />Adding to its uniqueness, NATO Division Commander contains two identical mapboards and rules for Controller play, producing a refereed, double-blind, fog-of-war effect that was lacking in many of the other wargames of the era. Since finding three people (or even two) in any geographic area patient enough to work through the rules is a challenge, the game includes solitaire scenarios as well. With 1200 counters, multiple rule books, and a pile of playing aids, NATO Division Commander was, and still is, the behemoth of World War III simulations.<br /><br /><br />C'mon you know you wanna...   <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/cool.png' class='bbc_emoticon' alt='B)' /></span>]]></description>
		<pubDate>Wed, 14 Sep 2011 10:33:26 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/10086-nato-division-commander-leadership-under-fire/</guid>
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		<title>Which scenario would you prefer?</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14500-which-scenario-would-you-prefer/</link>
		<description><![CDATA[This is a follow on poll from the previous, more general poll found <a href='http://harpgamer.com/harpforum/index.php?showtopic=13873' class='bbc_url' title=''>here</a>.<br /><br />Please reply to the poll only if you have an intention (however slight) of being involved in the wargame, should it happen.<br /><br />A couple (Red Beach and Kola Strike) are drawn from <em class='bbc'>High Tide</em>, and I've tossed in a couple of new ideas just in case folks might want to pursue something a little off the beaten path.<br /><br />For convenience sake, a bit of a primer on what those H4/HT choices entail ...<br /><br /><strong class='bbc'>Red Beach, circa 16 May 1988</strong><br /><br />This is somewhat of a follow on to the scenario David and Goliath, which is being gamed right now under management of HG member Silent Hunter UK. STANAVFORLANT survivors from that scenario would go on to join the new battle, going into Hammerfest (Norway) to replenish just as the Soviets launch an amphibious assault at that location. NATO would call upon the remnants of STANAVFORLANT, a local defense contingent (including coastal batteries!) and limited air support to turn back a Soviet invasion that includes a Sverdlov class gun cruiser, escorts and phibs. The defense may hinge to some extent upon placement of a Norwegian Type 207 sub and a small contingent of fast attack missile craft. Depending on what route is chosen for the invasion, one of these two will probably be out of position. One potential point of attraction for this scenario is the ground combat phase, ie. an opposed amphibious landing. NATO forces would comprise an untrained Home Guard infantry company, a competent regular army infantry company, bolstered by coastal gun batteries and maybe even RBS17 Hellfire launchers, facing a reinforced Soviet naval infantry battalion and an occupation garrison.<br /><br /><strong class='bbc'>Kola Strike</strong><br /><br />There are two flavours of this scenario, one taking place in June 1980 and the other in June 1988. Either way, the scenario models a two carrier US Navy attack on the Kola Peninsula, and more particularly, five key shore bases and facilities of the Red Banner Northern Fleet. Whether the 1980 or 1988 scenario is chosen will determine in particular the order of battle (as well as the weapons available).<br /><br />In 1980, for the US Navy:<br />A force centred on the USS Nimitz and USS John F Kennedy carrying air wings with F-14A, A-7E, A-6E, etc.<br /><br />And the Soviet defense:<br />SA-3 SAMs, various AAA, Su-15 Flagon, MiG-23MLD Flogger K and Tu-128 Fiddler B fighters.<br /><br />In 1988, for the US Navy:<br />A force centred on the USS Forrestal and USS Theodore Roosevelt, carrying air wings with F-14A, F/A-18A, A-7E and A-6E, etc; as well as two Improved LA class submarines with TLAMs.<br /><br />And the Soviet defense:<br />SA-11 SAMs, various AAA, Su-27 Flanker and Su-15 Flagon fighters with potential for MiG-31 Foxhound and/or MiG-25 Foxbat to also appear.<br /><br />Points are scored by NATO destroying a certain amount of Soviet infrastructure (measured in DP). The Soviets win by a successful defense that keeps the damage to a minimum.]]></description>
		<pubDate>Wed, 20 Jul 2011 23:40:59 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14500-which-scenario-would-you-prefer/</guid>
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		<title>Coral Sea, The First Carrier Battle, 1942.</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14610-coral-sea-the-first-carrier-battle-1942/</link>
		<description><![CDATA[This boxed game is supposed to be an intro to the Second world War at Sea series from Avalanche Press.  I ordered it last week and was waiting for me upon my arrival home after being away for a few days.  Nice components...eg counters tactical map, and two ajoining operation map segments.  Series Rule book appears to be a decently prepared photo copy as well as the game specific rules/scenarios.<br />
<br />
Scenarios include two of the shorter "Battle" Scenarios - "Night Action" and "Convoy Defense".  The Operational Scenarios call for a "Battle of the Coral Sea 1-10 May 1942" scenario of 60 Turns (Each Turn is 4 Hours), and the full blown "Coral Sea Extended Campaign, 1-30 May 1942.<br />
<br />
Although I did not notice a "planning map" like that found in "Plan Orange" these games cry out for double bind, umpired game.  If anyone is interested...]]></description>
		<pubDate>Fri, 15 Jul 2011 01:42:01 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14610-coral-sea-the-first-carrier-battle-1942/</guid>
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		<title>New Miniatures...</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14551-new-miniatures/</link>
		<description><![CDATA[<a href='http://www.shapeways.com/shops/objects?section=Seaships' class='bbc_url' title='External link' rel='nofollow external'>Shapeways</a><br /><br />New interest is being generated in modern miniatures.  Some are being created in both 1:2400 and 1:6000, in particular 1:6000 Modern Chinese PLAN.  I have a set of 1:6000 PLAN Type 052 DD, Type 054A FF and Type 071 Amphib with hovercraft.  I'll try to post pics once I receive them and get them painted up.<br /><br />We'll see.<br /><br />There is also a 1:6000 Naval yahoo group for those interested.  Designer is open to Dreadnaughts as well.<br /><br /><a href='http://games.groups.yahoo.com/group/1_6000_Scale_Naval_Wargaming/?yguid=144454463' class='bbc_url' title='External link' rel='nofollow external'>1:6000 Naval</a>]]></description>
		<pubDate>Sat, 09 Jul 2011 00:51:43 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14551-new-miniatures/</guid>
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		<title>US Navy Plan Orange Scenario 1</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/14494-us-navy-plan-orange-scenario-1/</link>
		<description><![CDATA[Broke out Battle Scenario 1 today - Last Ships Out of Manila, 14 March 1930.<br />
<br />
The scenario proposes that "the Japanese invasion of Luzon caught the US Asiatic Fleet off guard.  With most of the ships lost and the Japanese Army ashore in north and central Luzon, it wouldn't be long before Manila fell.  In the early morning hours of 14 March the remnants of the US Fleet set sail for the sothern Philippines to await the arrival of the US relief force.  The convoy was intercepted by a small but powerful group of Japanese warships.  The end was certain, it was only unclear whether any of the American ships would escape.<br />
<br />
Time Frame: Night (2 Hex Spotting Range)<br />
<br />
Starting Weather Condition: 1 (Clear)<br />
<br />
Japanese Forces:<br />
BC04a Kirishima<br />
CL03 Kuma<br />
CL07 Kiso<br />
CL08 Nagara<br />
CL09 Isuzu<br />
10x Momi Class Destroyers<br />
<br />
American Forces<br />
CL09USS Richmond (record one hull hit - makes her previously damaged in battle and very fragile in this scenario)<br />
5x Clemson Class Destroyers (Four Stackers)<br />
PG-19 USS Sacramento<br />
2x Fast Transports<br />
<br />
Entry Points for both forces, and the exit point for the US force are rolled randomly.  US enters from the South and has to exit to the Southeast...looking good.  The Japanese enter from the Northeast.<br />
<br />
Initiative: Japanese have the initiative.<br />
<br />
Just Following Orders: US ships must make a beeline for their exit point.<br />
<br />
Save Yourselves!: Once a Japanses ship is spotted, the US Fleet may separate in order to escape.  Once the US does this, the Japanese may also.  <br />
<br />
Victory Conditions: American player win if he exits the board without suffering damage or loss OR by collecting more victory points than the Japanese player.  Any other result is a Japanese victory.<br />
<br />
US tries to push forward a screening force made up of the five Clemson DD's, while the Richmond provides close escort along with the gunboat to the two transports.  The Japanese Momi Class DD attempt the same screening mission with the Light Cruisers and the Battle Cruiser attempt to swing around the destroyer screen and engage the juicy transports.<br />
<br />
As it gamed out the first round saw the destroyer squadrons inflict proportional damage to each other, The US destroyers lost their guns (tertiary gun rating) while one Momi DD loses its gun, and two more are sunk.<br />
<br />
Round 2 saw four US Destroyers sunk by gunfire, while US torpedoes found targets, sinking two Japanese destroyers.  USS Richmond sinks the final two Momi DD's.<br />
<br />
Round 3 culminated with the Japanese main body arriving within range.  The last Clemson DD is sunk.  Richmond is sunk after being engaged by two light cruisers, Isuzu and Kiso.  During that engagement, Isuzu i sroughly handled losing 2/3 of its Hull Factors (one more hit and its gone).  The remaining two light cruisers and the battle cruiser make short work of the transports and gunboat.<br />
<br />
Victory Points: US earn 10x 5pts (Momi DD's) + 2 hits on the Isuzu = 52pts.  Japanese earn 19 pts (Richmond)  5x 8pts (Clemson DD's) = 59 pts for the win.]]></description>
		<pubDate>Mon, 04 Jul 2011 16:58:41 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/14494-us-navy-plan-orange-scenario-1/</guid>
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		<title>What type of MBX wargames do you like?</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/13806-what-type-of-mbx-wargames-do-you-like/</link>
		<description>A poll for guaging what types of multi-player MBX wargames folks prefer or are interested in.</description>
		<pubDate>Tue, 28 Jun 2011 01:29:54 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/13806-what-type-of-mbx-wargames-do-you-like/</guid>
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		<title>What scenario piques your interest?</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/13873-what-scenario-piques-your-interest/</link>
		<description><![CDATA[Though the sample size is small, the largely polarized results of the previous poll leads me to another poll.<br />
<br />
One that further explores the one area where folks seem to have a greater variety of interest.<br />
<br />
Many of these choices are directly from the Harpoon4 High Tide list.<br />
<br />
If nothing in the above list suits your fancy, please by all means post your own suggestion.]]></description>
		<pubDate>Wed, 18 May 2011 18:30:01 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/13873-what-scenario-piques-your-interest/</guid>
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		<title>Tactical Recovery of Aircraft and Personnel</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/1252-tactical-recovery-of-aircraft-and-personnel/</link>
		<description><![CDATA[Brief AAR Scenario Z TRAP<br /><br />AAR Scenario Z (TRAP) Scenario and Map by Nadir Elfarra.<br /><br />The game is a relatively old Avalon Hill wargame called MBT (Main Battle Tank).  The was a follow on game called IDF which had the same rule set.  A vassal mod has recently been released and the designer has been entertaining a re-release in the near future.  Ground scale is 100m per hex.  Time is the nebulous 1-5min per turn.  Counters depict are individual vehicles/helicopters/aircraft/squads/half squads/weapons teams<br /><br /><a href='http://talk.consimworld.com/WebX?233@421.Hp6yclRKJ8z.3635525@.ee6e112/701!enclosure=.1dd16bbd' class='bbc_url' title='External link' rel='nofollow external'>Scenario here.</a><br /><br /><a href='http://www.freewebs.com/heavymetaldrake/groundwarfare.htm' class='bbc_url' title='External link' rel='nofollow external'>First Clash Map </a> <br /><br />Modifications: The USMC ground force was changed to 3x Rifle Squad, 1x MG Team, and 1x Team (Assault – SMAW) Opfor Anti Aircraft Platoons were mix. End product was 2x BRDM/AAA vehicles and 1x Lt Truck with 2x SA-7 Teams. <br /><br />Opfor Anti-Air Platoons arrived onboard in the North and in the West. <br /><br />The game opened up with each Opfor Lt Truck and single rifle squad punching out ahead of the platoon main bodies to arrive at the spot where the chute was reported (Hex V20). The pilot did have a chance to E&E across the bridge and into an orchard vic hex R22. I feel that the fact that the pilot was able to end up south of the bridge, help greatly as the Opfor fixated on the chute hex and was intent to search outward from there. <br /><br />The Anti-Air Platoons also entered the board and headed toward center map as to hopefully have an impact in chasing away the expected American aircraft. This notion was quickly wiped away in Turn 2 when the 2x AH-1W and 1x AV-8B arrived on scene and made their presence felt early and often. <br /><br />The anti aircraft platoon arriving from the west map edge was annihilated by the two cobras Snake-Eye and Psycho. The lead squad, on a truck, headed south from Blickheim, and a truck loaded with 2x SA-7 Teams were caught by a cluster-bomb unit dropped by the AV-8B (Ratso). <br /><br />The lead truck-mounted unit from the platoon in Kuppenheim made it to the area where the chute was sighted and quickly began searching the wooded area in the immediate area, vicinity of hexes V21-W21-X21, while the 2x BRDM/AAA combos were attrited in their movement south. One of the AAA pieces finally made it to the search area where it was subsequently killed by a hellfire strike, leaving behind his partner to a mobility kill in W12. <br /><br />Forces arriving in the area from Niederbuehl in the east never made an impact in the battle, basically too far to move within the time of the game. Had the final pilot position end up toward them it may have been different. Same can be said for the dismounted element of the northern platoon. <br /><br />In the final crescendo, the pucker factor increased markedly as Ratso the AV-8B who was planned to make a devastating strike on a number of enemy grunt units moving too close to the hidden pilot – immediately before the ground force insertion in the next air phase, entered the board, turned to line up on the “U” hex “column” and was subsequently engaged and shot down by the BRDM/AAA hybrid during its ingress. <br /><br />Snake-Eye and Psycho did there best to pick up the slack firing rockets and 20mm bursts into the gaggle getting some hits and suppressions on a number of them. <br /><br />The next Air Phase, Elvis and Stinky, the CH-53E’s inserted to hexes P23 and Q24. This alerted the remaining enemy in the immediate area south of the bridge to focus on the insert site and orchard to their west. One enemy got within 2 hexes causing the pilot to panic move right into the advancing USMC platoon reinforced. <br /><br />The Cobras provided continuous suppressive fires while the dismounts accounted for themselves and their cargo, before loading the pigs for their extract flight off the south edge of the map. <br /><br />Opfor losses were 4x Squads, 4x SA-7 Teams, 3x Trucks (0 pts), and 3 AAA Vehicles. Opfor did down the Harrier for 20pts. The pilot was worth 50pts. <br /><br />Per Nadir’s scoring model, it ended 89:20 in favor of the US. <br /><br />Suggestions to possibly make it more interesting: <br /><br />1. Have an AA platoon already establishing in the area, hey they already downed the first pilot. <br /><br />2. Possible give opfor a motorized look giving them the ability to get into the fight. <br /><br />3. Alter the US gunship/aircraft enter turn to 3. The Cobras and Harrier really rocked the world of those AAA assets, both the BRDM hybrids and the truck transported SA-7’s most all caught on the move. This would make for a much-much tighter game. <br /><br />This scenario is relatively short, and bloody. This run-through ended either in the 2nd Air Phase of the 7th or 1st Air Phase of the 8th Turn. It would be a lot of fun as a quick infantry/air dominant MBT scenario for two players or maybe even an umpired one.]]></description>
		<pubDate>Fri, 06 May 2011 16:43:47 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/1252-tactical-recovery-of-aircraft-and-personnel/</guid>
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		<title>The Last Day: a proposed MBX</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8520-the-last-day-a-proposed-mbx/</link>
		<description><![CDATA[Seems there are quite a few of these large scale wargames on the rampage these days, e.g. <em class='bbc'>War in 2012, Spring Tiger, Mach 2 Vampires</em>, and the upcoming <em class='bbc'>Splash One Mudhen</em>.<br /><br />I have myself toyed with the idea of running an MBX ever since my involvement with that monster wargame <em class='bbc'>Global Thunder</em>. But the scale of those efforts have been truly massive, daunting, and while I have great respect for the folks who have taken on the job and pulled it off, I don't think I would like to take on something quite that large.<br /><br />I have two efforts in mind, one a bit larger than the other. I also see the merit in running a smaller scale wargame prior to the larger effort, as HG member Silent Hunter has intended with <em class='bbc'>Mach 2 Vampires</em> and <em class='bbc'>Splash One Mudhen</em>. So I'm going to borrow from that concept and launch a smaller wargame first.<br /><br />This one will not be based on any <em class='bbc'>Harpoon</em> version, computer or paper based, though it will borrow where necessary from the excellent information they provide about weapon systems and capabilities. Nor will it be based on any other commercial or military simulation. You won't need a copy of any game to play. And, I expect it will be quite different from anything you've probably ever done in the wargaming arena.<br /><br />So, what will this MBX be about?<br /><br />If you are over the age of 25, chances are you grew up with it.<br /><br />Maybe it never weighed heavily on your mind except as a passing thought or something dramatized by a news report or a movie. Maybe you thought about it a lot, though I expect that would not have been healthy. <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/tongue.png' class='bbc_emoticon' alt=':P' /></span><br /><br />Maybe you or a family member were far closer to being involved in some aspect of it than you would have liked. But it was their (your) job. A duty. One that no one would never wish to have to carry out.<br /><br />What the heck am I talking about?<br /><br />Global thermonuclear war.<br /><br />Yep, this MBX will be about global thermonuclear war. Scary? Yup. Too scary to contemplate? Maybe. You might not be comfortable entertaining the idea. No one would fault you for that.<br /><br />Is it even possible to win a global thermonuclear war? Of course not. Not in any sense of reality. But this is a game. And we're going to give it a shot.<br /><br />I need eight (8) players. The wargame will take place here at HarpGamer, in a dedicated forum not visible to others.<br /><br />It will not be particularly demanding of your time, and everything you need will be supplied to you. A large element of the game will be about decision making. What course of action to take, or not to take, and how your decisions influence the decisions to be made by others.<br /><br />Please ask questions and/or register your interest in this thread. Please don't take on the task of getting involved if you don't think you can follow through. Don't sign up if you're already heavily involved in another game, and your involvement here would risk your involvement there. That would not be fair to folks running other wargames.<br /><br />This MBX is called <em class='bbc'>The Last Day</em>. It starts in the year 1975.]]></description>
		<pubDate>Wed, 04 May 2011 17:08:14 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8520-the-last-day-a-proposed-mbx/</guid>
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		<title>Fistful of Tows 3 is out...</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/13034-fistful-of-tows-3-is-out/</link>
		<description><![CDATA[This miniatures game is a well supported franchise.  I've had and enjoyed FFT2 for some years now.  FFT is a fast playing rule set.  FFT's one "model" equals 1 platoon.  Basing is decided by the user.  1 inch = 100m, or simply 1cm = 100m.  Turn is about 12min per turn.  A pdf is currently available at the wargamevault and spiral bound and hard cover versions coming to Lulu.]]></description>
		<pubDate>Sun, 06 Mar 2011 18:46:25 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/13034-fistful-of-tows-3-is-out/</guid>
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		<title>TOAW III game?</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/12593-toaw-iii-game/</link>
		<description><![CDATA[Who would be interested in a multi-player TOAW III game run at Myth-Weavers? It won't be for a while (for a start I've yet to get the game), but I'm looking at a Third World War in Europe style game.<br /><br />This would probably go between <em class='bbc'>David & Goliath</em> and <em class='bbc'>The Sixth Battle</em>; it'd be a shorter scenario of fixed turn length.]]></description>
		<pubDate>Sat, 12 Feb 2011 01:22:56 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/12593-toaw-iii-game/</guid>
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		<title>Operation Triton</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/11376-operation-triton/</link>
		<description><![CDATA[For new PBEM game, need commanders for command the following forces:<br />
Katasia Orbat<br />
Ground Forces<br />
Oriental HQ (1 commander):<br />
elements 21º Infantry Bde (Formed 1988 UsArmy Mech bde) (1 commander optional)<br />
elements 231º Frontier Btl (Formed Inf Btl) (1 commander optional)<br />
Naval Forces<br />
Navy<br />
Mediterranean Fleet (1 commander)<br />
1st Patrol Flotilla (1 commander optional)<br />
2x LCS (1 in use, 1 commander optional)<br />
2nd Patrol Flotilla (1 commander optional)<br />
4x Visby class corvette (2 commander optional)<br />
3rd Sub Flotilla (1 commander optional)<br />
1x S80a Sub (in use)<br />
Air Force<br />
Oriental HQ (1 commander)<br />
Melilla Airport (GEML) (1 optional)<br />
12xF-18C<br />
Nador Airport (GMMW) (1 optional)<br />
6xAH-1G<br />
6xA-10A<br />
Tetouan Airport (GMTN) (1 optional)<br />
12xF-18C<br />
6xF-111G<br />
6xF-14D<br />
<br />
Orders and SITREP comming soon<br />
This scenery has in running using mixed Harpoon/Combat simulator, now only has move by Harpoon]]></description>
		<pubDate>Wed, 22 Dec 2010 01:16:43 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/11376-operation-triton/</guid>
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		<title><![CDATA[Bill Jennings' "War in 2010" MBX]]></title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/161-bill-jennings-war-in-2010-mbx/</link>
		<description><![CDATA[Bill Jennings' "War in 2010" MBX is picking up steam, and looks set to be a very interesting wargame indeed. Anyone else around here (besides me) crazy enough to be involved ?  <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':)' /></span>]]></description>
		<pubDate>Thu, 23 Sep 2010 20:22:26 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/161-bill-jennings-war-in-2010-mbx/</guid>
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		<title>World at War: Operation Garbo</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/10972-world-at-war-operation-garbo/</link>
		<description><![CDATA[World at War: Operation Garbo arrived yesterday.  It is an expansion module for World at War: Blood and Bridges, and whose setting is LNLP's fictictious World War III in the Spring of 1985.  This module focuses on a Soviet invasion of Sweden.<br />
<br />
The box comes with two map boards, 176 5/8" counters representing Swedish and Soviet units, six scenarios within a scenario booklet which includes some module spefic rules, and two Player-Aid Cards.<br />
<br />
One map is somewhat more wooded than the other, which is described to better represent "typical" northern Sweden.<br />
<br />
As the module has begun to arrive and be inspected, some concerns have been voiced, in particular a "Moving Fire" capability for the Swedish S-Tank and a highest offical rating yet, in this series, for the Swedish infantry - both points reflect the view of the module designer, a swede, and are IMO debatable.<br />
<br />
Some module specific rules include a special defense capability for the STRV-103 S Tank due its ability to lower itself to an even lower profile, leaders (something new in this series), limited amphibious operations, and mounted firepower.<br />
<br />
Scenarios include Swedish reactions to a Soviet attack while suffering from command and control disruptions, a limited counterattack, a delay, a massive counterattack, a small battle (after the Swedish Chief of Staff's helo gets shot down and he links up with some ragtag units), and finally a Soviet attempt to expand a Gotland beach head in the face of increasing Swedish resistance.<br />
<br />
I look forward to getting this onto a table sometime soon.]]></description>
		<pubDate>Tue, 14 Sep 2010 01:17:04 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/10972-world-at-war-operation-garbo/</guid>
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		<title>Anyone small Harpoon4 scenarios starting?</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/10275-anyone-small-harpoon4-scenarios-starting/</link>
		<description><![CDATA[I'm a newbie to Harpoon 4 and was looking a small newbie friendly scenario.<br />
<br />
Anything like this starting up or anyone interested in moderating one?]]></description>
		<pubDate>Fri, 23 Jul 2010 07:17:10 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/10275-anyone-small-harpoon4-scenarios-starting/</guid>
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		<title>Midway: a proposed MBX</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8808-midway-a-proposed-mbx/</link>
		<description><![CDATA[Well, against my better judgment, if folks are not interested in or otherwise willing to commit to my first, smaller scale wargame idea (detailed in <a href='http://harpgamer.com/harpforum/index.php?showtopic=8520' class='bbc_url' title=''>this thread</a>), then I will put forward my other idea for consideration.<br /><br />I am thinking of wargaming the June 1942 Battle of Midway, using the Command at Sea (CaS) rules and other MBX type umpiring efforts. It would also exploit the capabilities of the wonderfully useful <a href='http://www.stratsims.com/CIC_MP01.asp' class='bbc_url' title='External link' rel='nofollow external'>CIC Warfare Plotter</a> (shameless plug!).<br /><br />Though I have been toying with this idea for the better part of a year now, it would take a while to get it worked up, and would not likely be available before mid or late 2010.<br /><br />Right now, I'd just like to hear if there are folks interested in taking part in such a venture.]]></description>
		<pubDate>Wed, 26 May 2010 02:50:21 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8808-midway-a-proposed-mbx/</guid>
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		<title>The MBX/CPX List</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8774-the-mbxcpx-list/</link>
		<description><![CDATA[A listing of MBXs and CPXs, past, present and future.<br /><br /><strong class='bbc'>Completed</strong><br /><br /><em class='bbc'>One Morning in the Hof Gap</em> (3 August 1996)<br /><br />Ruleset: TacOps via IRC<br /><br />Scenario: US battalion versus OPFOR battalion<br /><br />Result: Ran out of time. Game inconclusive.<br /><br />AAR: <a href='http://www.tacopshq.com/HQ/text/CPX/cpxaars/aar1.txt' class='bbc_url' title='External link' rel='nofollow external'>Here</a><br /><br /><em class='bbc'>Canadian Collision</em> (11 August 1996)<br /><br />Ruleset: TacOps via IRC<br /><br />Scenario: OPFOR, two T-80U battalions, have to escort a convoy. Canadian forces, a tank regiment have to seize an airbase. Both are going to bump into each other. An interpretation of a scenario from c.1840- the Kriegsspiel days; the very early days of war gaming, where two forces have two entirely unrelated objectives and just happen to be in the same place.<br /><br />Result: Canadian victory when the game was called. While losses were similar numbers, OPFOR was broken and now outnumbered 4 to 1.<br /><br />Comments: The game was earlier played with Kriegsspiel-era units and was a manoeuvre battle. The modern version was a bloody tank duel. Which really says something about the nature of war and how it's changed. An interesting scenario as well.<br /><br />AAR: <a href='http://www.tacopshq.com/HQ/text/CPX/cpxaars/aar2.txt' class='bbc_url' title='External link' rel='nofollow external'>Here</a>.<br /><br /><em class='bbc'>Crisis in Khuruchabja</em> (17 August 1997)<br /><br />Ruleset: TacOps via IRC<br /><br />Scenario: A reinforced BTR regiment versus a reinforced US LAI battalion. The USMC had to evacuate a CNN team and UN election observers, then retreat itself, to prevent their capture by a group of Islamic Communists (the USRFKP).<br /><br />Result: The CNN team died via their own stupidity. The USRFKP vehicles got effectively wiped out by artillery. Their infantry largely survived. The US Marines got the UN observers out.<br /><br />Comments: The largest CPX yet, although the scenario became unbalanced due to modifications in the OOBs. A lot of issues, but first goes tend to produce them.<br /><br /><em class='bbc'>Prokhorovka II</em><br /><br />Scenario: So Germany wants its eastern territories back... A German armoured battalion is tasked with seizing road and rail junctions against a Soviet force of two tank battalions. With plenty of reinforcements for both sides.<br /><br />This was based on the Battle of Prokhorovka in 1943, the biggest tank battle in history and a Soviet victory that ended the Nazi hopes of conquering the USSR.<br /><br />Result: A very bloody battle that ended in Soviet victory.<br /><br />Comments: An interesting analysis of tank warfare and the battle of numbers vs. technology.<br /><br /><em class='bbc'>Enforcing the Brezhnev Doctrine</em><br /><br />Ruleset: TacOps<br /><br />Scenario: A combined Soviet air and land assault against a capital of a "rebellious" state defended by numerous light forces. Based loosely on the Soviet invasions of Czechoslovakia and Afghanistan.<br /><br />Result: The Soviets won, but took heavy losses (especially among their aircraft) and used artillery in a heavy manner. A definite PR loss.<br /><br />Comments: Helicopters are powerful, but easily destroyed. A lesson both the US and Soviets learned to their cost.<br /><br /><em class='bbc'>"Chimera's TacOps MBX"</em> (1997)<br /><br />Ruleset: TacOps<br /><br />Scenario: Two brigades from fictional countries, each picked by a side, fought against each other.<br /><br />Result: Unclear, but very much a trend-setter including in reporting style.<br /><br /><em class='bbc'>Troubles in the Near Abroad</em> (13 December 1997)<br /><br />Ruleset: TacOps via IRC<br /><br />Scenario: Three battalion Russian force and seven battalion Uzbek force (with US equipment) fight to remove a broken down SS-20 TEL (transporter erector launcher) from the middle of a town.<br /><br />Result: Russian victory; they got the missile out of the town, although their forces still there were wiped out. Uzbeks also took heavy casualties in the assault; the TEL had already left.<br /><br />Comments: An interesting example of something different. A demonstration of the problems with piecemeal assaults and using tanks in towns without infantry support.<br /><br />AAR: <a href='http://www.tacopshq.com/HQ/text/CPX/cpxaars/uzbekaar.txt' class='bbc_url' title='External link' rel='nofollow external'>Here</a><br /><br /><em class='bbc'>Battle of Brunei</em> (1998)<br /><br />Ruleset: Email-based, adjudicated by Harpoon 3 computer game and TacOps to a large extent.<br /><br />Scenario: A combined arms affair based on a Tom Clancy short story, involving a 2008 Malaysian invasion of Brunei and the US Marines intervening. An MBX that concluded with a TacOps CPX on September 26, 1998. Involving international politics, a cast of lurkers playing other nations, espionage aplenty and MRBMs.<br /><br />Much of the raw data (which I'd like to read) is no longer available on the Internet.<br /><br />Result: US Major Victory; they would have liberated Brunei within 48 hours of the Marine landing, but due to the death of the Crown Prince, would have faced a lengthy stay in the country.<br /><br />Comments: A truly epic game, exceeded in scope only by Global Thunder, but with a better narrative. A game that generated several megabytes of emails and some truly audacious tactics; including sailing Malaysian frigates near merchant ships knowing that US Harpoons would probably hit the larger merchies (they did and it caused a nasty PR incident with the US commanders getting charged with war crimes); ripping bandages off a wounded person's face and threatening a nuclear strike to a conventional ballistic missile attack.<br /><br />AARs: <a href='http://www.tacopshq.com/MBX/Brunei/mbxaar.html' class='bbc_url' title='External link' rel='nofollow external'>Full exercise official AAR</a>; <a href='http://www.tacopshq.com/MBX/Brunei/cpxaar.txt' class='bbc_url' title='External link' rel='nofollow external'>CPX</a>; <a href='http://www.tacopshq.com/HQ/text/CPX/cpxaars/rtmbxp.txt' class='bbc_url' title='External link' rel='nofollow external'>Several players</a><br /><br /><em class='bbc'>Global Thunder</em> (January 2001 to October 2003)<br /><br />Ruleset: Very similar to Battle of Brunei, although using Harpoon 4 paper rules.<br /><br />Scenario: A three-stage (only two completed) combined-arms scenario on a global scale set in 2009/2010 where the US had to deal with 11 potential threats and figure out who was REDFOR. It turned out to be a resurgent Russia. A World Leaders game involving the other threats created some interesting side-pieces, including a Second Falklands War.<br /><br />Result: REDFOR victory for Stage 1. It appears that BLUFOR were winning Stage 2.<br /><br />Comments: A pity we don't have an AAR for the second stage.<br /><br />AAR: <a href='http://www.tacopshq.com/MBX/Globalthunder/Text/evaluation-1.html' class='bbc_url' title='External link' rel='nofollow external'>Stage 1</a><br /><br /><em class='bbc'>Team Trackless</em> (19 February 2000)<br /><br />Ruleset: TacOps<br /><br />Scenario: Two CPXs on a scenario loosely based on the events in Mogadishu, Somalia depicted in <em class='bbc'>Black Hawk Down</em>. In the first, BLUFOR (the US) had a tracked mechanised force. In the second, they had a wheeled APC force. This was at a time there was a lot of debate about a new wheeled APC that eventually became the Stryker.  OPFOR was the same both times, a light infantry force with three AA guns.<br /><br />Result: In the first scenario, OPFOR mauled the US forces despite very heavy casualties (85%) and got lots of footage of them doing it, although their CO got killed by his own stupidity. In the second, BLUFOR won hands down.<br /><br />Comments: BLUFOR learned from its mistakes in the first go, skewing the result somewhat. However, the conclusion was clear that LAVs need to avoid close combat. Useful for lessons learned from Somalia, although I'm not sure how this ran in Iraq and Afghanistan.<br /><br />AAR: <a href='http://www.strategypage.com/tt/Aarb19.htm' class='bbc_url' title='External link' rel='nofollow external'>Umpire</a>, <a href='http://www.strategypage.com/tt/aarb27.htm' class='bbc_url' title='External link' rel='nofollow external'>Players</a><br /><br /><br /><em class='bbc'>TF 1-64 CPX</em> (7 October 2006)<br /><br />Ruleset: TacOps<br /><br />Scenario: US Army Heavy Brigade Combat Team conducts delaying action against a BMP regiment.<br /><br />Result: Game terminated at turn 18 due to ongoing problems with server.<br /><br /><em class='bbc'>SadrCity MBX</em> <br /><br />Scenario: Iran is smuggling a suitcase nuke through Sadr City, Baghdad.<br /><br />Result: Terminated early.<br /><br />AAR: <a href='http://sites.google.com/site/bongotastic/after-action-reports/sadrcity-mbx' class='bbc_url' title='External link' rel='nofollow external'>Here</a><br /><br /><em class='bbc'>Surge Into The Barents</em> (2009)<br /><br />Ruleset: Forum-based Harpoon 4<br /><br />Scenario: Adaptation of a scenario from the <em class='bbc'>High Tide</em> book, where four NATO SSNs have to get through a Soviet anti-submarine force and a minefield to attack two boomers.<br /><br />Result: The Umpire ultimately had to end the game for real-life reasons, but before that two NATO submarines were sunk, resulting in a loss for NATO. Soviet victory conditions required both boomers to survive and it is unclear if this would have occurred.<br /><br />AARs:<br /><br /><strong class='bbc'>In Progress</strong><br /><br /><a href='http://homepage.mac.com/bjennings/2012/start.html' class='bbc_url' title='External link' rel='nofollow external'><em class='bbc'>The War in 2012</em></a> (2006 to present)<br /><br />Ruleset: Harpoon 4<br /><br />Scenario: A two-part MBX involving conflicts in the Middle East (Iran and Islamic Alliance v US and Gulf Cooperation Council)<br /><br />Status: Ongoing, currently in first part. Subject to a lot of delays due to RL reasons.<br /><br /><em class='bbc'>Mach Two Vampires: David & Goliath</em><br /><br />Ruleset: Forum-based Harpoon 4<br /><br />Scenario: An adaptation of the High Tide scenario, where a small force of NATO frigates must defend a SOSUS station against a Soviet attack.<br /><br />Status: Ongoing<br /><br /><em class='bbc'>Spring Tiger</em><br /><br />Ruleset: Harpoon 3.9.4 computer game<br /><br />Scenario: China vs. Taiwan.<br /><br />Status: Currently on hold due to lack to activity.<br /><br /><em class='bbc'>VISTULA Training MBX</em><br /><br />Ruleset: TacOps<br /><br />Scenario: <br /><br /><br /><em class='bbc'>Operation Triton (2009 to present)</em><br /><br />Ruleset: Harpoon 4 and GCS + GCS home rules + Combat Flight Simulators<br /><br />Scenario: A today one-side MBX involving conflicts in Morocco North Coast (Pro Western Republic Old Spanish Morocco Protectorate v Muslim Ayatola Alliance (Algeria + Libya + Tunisia)<br /><br />Status: Ongoing, currently in first part. Subject to a delays due to Umpire computer problems.<br /><br />Website: <a href='http://www.4thperrus.com/foros/index.php?board=37.0' class='bbc_url' title='External link' rel='nofollow external'>OpTriton</a><br /><br /><strong class='bbc'>Upcoming</strong><br /><br /><em class='bbc'>Cakes from heaven (2010)</em> <br />Language: Spanish and English<br /><br />Type: Harpoon introductory AAR scenery MOD based forum<br /><br />Ruleset: Harpoon 4<br /><br />Scenario: A contemporary-set one-side CPX involving European naval convoy vs Muslim Ayatollah Alliance (Algeria + Libya + Tunisia)<br /><br />Status: In Early/Recruit Stages<br /><br />Website: <a href='http://www.4thperrus.com/foros/index.php?topic=12902.0' class='bbc_url' title='External link' rel='nofollow external'>Recruiting post</a><br /><br /><em class='bbc'>Frontier Protectors (2010)</em><br /><br />Languaje: Spanish and English<br /><br />Type: Strategic and Naval component of Operation Triton MBX<br /><br />Ruleset: Harpoon 4<br /><br />Scenario: Addition for Strategic side of OpTr and boosting of naval component in H4<br /><br />Status: In Early/Recruit Stages<br /><br />Website: <a href='http://www.4thperrus.com/foros/index.php?topic=12846.0' class='bbc_url' title='External link' rel='nofollow external'>Recruit post</a><br /><br />For forum registraction contact administrator via email to <a href='mailto:info@4thperrus.com' class='bbc_url' title='External link' rel='nofollow external'>info@4thperrus.com</a><br />[/quote]<br /><br /><em class='bbc'>Mach Two Vampires: Splash One Mudhen</em> (ETA late 2010/early 2011)<br /><br />Ruleset: Harpoon 4 or 5<br /><br />Scenario: 1993. Nelson Mandela is dead, killed when an explosives-laden plane was crashed by remote control into the South African Parliament building. With the peace process dead, the neighbouring states backed by the new Eurasian Union launch a military assault. Determined to protect South Africa's mineral wealth, the US intervenes. The only carrier group currently in the area is that of <em class='bbc'>Langley</em>, which must fight against superior enemy numbers.<br /><br />This scenario is a re-creation of the attack on the <em class='bbc'>Novorossiysk</em> and <em class='bbc'>Varyag</em> groups by <em class='bbc'>Langley</em>'s air wing in the Barrett Tillman classic <em class='bbc'>The Sixth Battle</em><br /><br />Status: In very early planning stages<br /><br /><em class='bbc'>We Dive at Dawn</em> (late 2011/2012)<br /><br />Ruleset: Combat at Sea<br /><br />Scenario: An adaptation of a 1943 British submarine movie called <em class='bbc'>We Dive at Dawn</em>, in which a British submarine must sneak into the Baltic to sink a German battleship undergoing sea trials.<br /><br />Status: In extremely early planning]]></description>
		<pubDate>Sat, 08 May 2010 14:05:24 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8774-the-mbxcpx-list/</guid>
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		<title>Triton Operation MBX</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/9455-triton-operation-mbx/</link>
		<description><![CDATA[After three months of inactivity and make some minor changes, the triton operation becomes active, you can find the progress report D+0300 of this new shift <a href='https://docs.google.com/fileview?id=0B0xd2VgFanfQZDJjNmEyY2UtODY0My00ODQzLWFmNzQtODQ0MjhlOTA4ZDMz&hl=en' class='bbc_url' title='External link' rel='nofollow external'>here</a>:]]></description>
		<pubDate>Mon, 03 May 2010 21:33:29 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/9455-triton-operation-mbx/</guid>
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		<title>TacOps CPX Opportunity April 24</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/9049-tacops-cpx-opportunity-april-24/</link>
		<description><![CDATA[[This is being run by Ralf Pichocki and was announced this morning on the TacOps mailing list.  I post it here for information.  I plan to participate.  If interested I'll put you into contact with Ralf.]<br />
<br />
<br />
As there is seemingly some interest to do even a small  CPX, I'd like to<br />
open recruiting fir Saturday, 24th of April 1600 UTC.<br />
<br />
 <br />
<br />
I will prepare a small company sized scenario for a maximum of three active<br />
players per side. Minimum is one player per side, but if there are more<br />
applicants than places, we could have a non playing CO on each side. So, all<br />
in all, two to eight players are needed.<br />
<br />
 <br />
<br />
Planning before the game is useful, but not absolutely mandatory. I will try<br />
to define more or less "fair" winning conditions beforehand.<br />
<br />
 <br />
<br />
Any one interested? Which side?]]></description>
		<pubDate>Mon, 03 May 2010 01:48:29 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/9049-tacops-cpx-opportunity-april-24/</guid>
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		<title>Aegean Strike Scenario 2</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8806-aegean-strike-scenario-2/</link>
		<description><![CDATA[Aegean Strike Scenario 2: World War III Southwestern Front was set up last night.  Gaming will take place on Wednesday nights.  It is a 20 turn scenario, the last one was thirty.  Soviets essentially have to sieze the Bosphorous Straits, while NATO has to prevent that.  The main NATO belligerents appear to be the Greeks and Turks.  The US has one carrier, pitiful ground units, and significant post game start reinforcements by USAF units flown into Italy.  I think that I will lobby for the Turks this time around.  A couple of army corps, a plethora of assorted aircraft, and side order of naval forces.  As the American last game in Gulf Strike, mine was a primarily an air and sea affair.  Also in Aegean Strike the soviet has THIRTY spetznaz units to manage.  US player in GS had half that at most and it can become tricky.<br />
<br />
I will try to provide more consistent and timely updates on this one.]]></description>
		<pubDate>Mon, 26 Apr 2010 23:28:17 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8806-aegean-strike-scenario-2/</guid>
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		<title>Naval Thunder - Battleship Row</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/9219-naval-thunder-battleship-row/</link>
		<description><![CDATA[I've mentioned in Shore Leave that I would be using Avalanche Press's USN Plan Orange to do the operational part of their scenarios and use Naval Thunder Battleship Row to game out the tactical parts with a little more granularity.<br />
<br />
A Naval Thunder turn is about 4 minutes and each inch represents 500 yards.<br />
<br />
A quick step through this afternoon pitted IJN battleship Nagato vs USS Nevada (BB-36).  Nagato's 16.1"/45's out range Nevada's 14"/45's so that at an arbitrary 35" (17,500yds) Nagato is firing at Medium Range (a +1 to hit) whereas Nevada is firing at Long Range (no mod).  Nagato also has eight single tube 5"/40's that although can come to bear in this engagement were ineffective due to distance.<br />
<br />
I'll fill you all in later, but after needless to say Nevada took it on the chin in this 1:1 face off.]]></description>
		<pubDate>Wed, 14 Apr 2010 20:30:49 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/9219-naval-thunder-battleship-row/</guid>
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		<title>TacOps Live Scenario Test</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8943-tacops-live-scenario-test/</link>
		<description><![CDATA[Anyone with TacOps wanting to test a scenario over the TacOps TC/IP function one night this week, let me know.  It would be a Custom US Army scenario that I have orders and OOB's for on Map540c (See More Maps folder in TacOps Extras within the TacOps directory).  It could be you vs me, or bring a buddy and I'll umpire it.  Your inner Creighton Abrams may be calling.]]></description>
		<pubDate>Wed, 14 Apr 2010 14:55:57 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8943-tacops-live-scenario-test/</guid>
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		<title>Frointer  Protectors</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/9152-frointer-protectors/</link>
		<description><![CDATA[Saludos Caballeros<br />
<br />
Devido a que estoy disponible para nuevas campañas aeronavales, he decidido crear un nuevo escenario que sera integrado en la campaña en la operacion triton, dicho escenario es un escenario AAW/ASW/ASuW, en dicho caso, se permitira cualquier unidad tipo FFGs, LCSs, FACs o SSKs de cualquier marina de la OTAN, en un numero de 1 unidad en caso de los FFGs, LCSs o SSKs 2x en el caso de las FACs, Hay un maximo de 2 SSKs en este escenario.<br />
<br />
Todos los buques tendran unos sistemas de armas genericos, exectuando SSMs y torpedos, que seran de un solo tipo, tambien hay que tener en cuenta los helicopteros seran tambien de un solo tipo.<br />
<br />
Si alguien desea participar, puede ponerse en contacto conmigo por este post, o por mensaje de correo a mi direccion de e-mail, indicando lo siguiente:<br />
-Tipo de unidad bajo su mando, incluyendo en la marina en la que serve<br />
-un e-mail de contacto<br />
<br />
Devido a que este escenario sera de caracter internacional, las comunicaciones podran ser tanto en ingles, como en español, en el caso de los hispanohablantes,  pero debera darse  en ingles, aunque sea traducido, aunque se lleve a cabo por el google translator. <br />
<br />
El escenario tendra lugar en la costa norte africana, en el mar de alboran. La campaña solo tendra un bando.  Podeis iros apuntando a partir de hoy. El dia limite es el 30 de abril.<br />
<br />
Mas noticias pronto.<br />
---------------<br />
Greetings Knights <br />
<br />
Due to that I am available for new campaigns aeronaval, I decided to create a new scenario that will be integrated into the campaign in the operation triton, this scenario is a scenario AAW / ASW / ASuW, in this case, we allow FFGs any unit type, LCSS, FACs or SSKs of any marine NATO in a number of 1 <br />
unit in case of FFGs, LCSS or 2x in SSKs case of FACs, there is a maximum of 2 SSKs in this stage. <br />
<br />
All ships will have few weapons systems generic, exectuando SSMs and torpedoes, which will of a single type, we must also take into account the helicopters will also be of a single type. <br />
<br />
If someone wants to participate, please contact me via this post, or message mail to my e-mail address, indicating what following: <br />
-Type unit under his command, including the which serve marine <br />
-An e-mail contact <br />
<br />
Due to this scenario will be in character international communications can be both in English and Spanish, in the case of speaking, but must be in English, <br />
even translated, even if carried out by the google translator. <br />
<br />
The scenario will take place on the north coast Africa, in the Alboran Sea. The campaign only will have a side. You can go away from pointing today. The deadline is April 30. More news soon.]]></description>
		<pubDate>Sat, 10 Apr 2010 16:51:20 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/9152-frointer-protectors/</guid>
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		<title>Guaging interest in MBX style wargames</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8857-guaging-interest-in-mbx-style-wargames/</link>
		<description><![CDATA[Thought it might be useful to guage folks' interest in MBX style wargames generally ...]]></description>
		<pubDate>Tue, 16 Mar 2010 17:39:49 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8857-guaging-interest-in-mbx-style-wargames/</guid>
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		<title>Gulf Strike - Scenario 2</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/7568-gulf-strike-scenario-2/</link>
		<description><![CDATA[A three person off-shoot of my current gaming group has begun an attempt to tackle Gulf Strike Scenario 2 which depicts a mid 1980's invasion of Iran.  One player is the Soviets, one the Iranians, and me, the other, is the Americans.<br /><br />After close to 30 years (1983), I have finally had an opportunity to set this up and play through a couple of turns <span class='bbc_underline'>with live opponents</span>.  We have completed five turns before pausing last night about midnight.  The Soviets are advancing, from both sides of the Caspian Sea, toward Tehran agains slowly deteriorating Iranian resistance.<br /><br />US Special Forces have made some effective raids and strike coordination operations against soviet support units in northern Iran.  <br /><br />After a couple of turns, the critical vulnerability of Soviet supply lines it becomes so clearly obvious to all involved.  The trick now is getting sufficent effects on those targets.  For the soviet player, how much force do you take from your vanguard to defend your transportation and supply units.  If you lose the ability to supply your forces, then overwehlming forces at the front will amount for naught.  I've co-opted the shoot the archer not the arrows to become shoot the trucks not the supply depots.  The number of truck units are finite while supply depots are not.<br /><br />Soviet air and naval forces are taking every opportunity to mine various allied friendly points and the Strait of Hormuz.  CV-63 Kittyhawk was able to shake the tattletale soviet cruiser at the start of the game, but goes down in Turn 5 to combined submarine and multiple backfire raids.  The sub was sunk, one "regiment" of Backfires took hits and aborted by Tomcats on CAP, one aborted when intercepted by USAF F-15's out of UAE/Oman.  The third regiment got though and a horrible ECM roll caused the loss of any US carrier (Enterprise) for at least two more turns.    This puts serious concern for the US's precarious supply line from Diego Garcia to the Gulf.  There is a handful of Soviet naval units, including a CVH, loitering of the coast of Yemen, only a US sub and DD, and a UK sub are screening them from the SLOC from Diego Garcia to the Gulf.  For now they appear to be staying put.<br /><br />B-52 strikes are "the bomb".]]></description>
		<pubDate>Mon, 08 Mar 2010 10:15:18 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/7568-gulf-strike-scenario-2/</guid>
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		<title>Rough Wake Up</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8621-rough-wake-up/</link>
		<description><![CDATA[Rough Wake Up<br />
<br />
<br />
Rough Wake Up <br />
<br />
This scenario is another written by Arrigio Velicogna found in an earlier Line of Fire, and again within the Compendium. It can play linked to another of his scenarios – The Bridge at Passau - and possibly a third scenario, depending upon the outcomes of the first two. <br />
<br />
The West Germans set up with 3/1 Aufk forward, using the wooded hills to screen the width of the map with the HQ and LeoII in the center, and the two Luchs platoons on the wings. The Infantry of 4/1 Aufk set up as the backstop, nestled into the towns of Hugelsdorf and Grunental, with the TPZ1’s toward the rear in hide positions. <br />
<br />
As mentioned earlier today, the special set up rule, on a d6+5 result of 11, put the lead BRDM platoon 11 hexes forward of the entry point. The T-72’s of 2nd Tank Battalion (identical to 1st Tanks) are strung out along the road behind the lead element. HQ 2nd Tanks is about center of the formation where is struggles to control the long column. <br />
<br />
The random initial placement leaves roughly a company of T-72 adjacent to HQ and LeoII of 3/1 Aufk in (G7)! Some start. <br />
<br />
4/1 Aufk is the designated unit to begin the ambush reducing a T-72 platoon at close range while a Luchs fails to put any effects on the lead BRDM2. <br />
<br />
2nd Tanks is the second formation activated so they charge past 3/1 Aufk and end up with the lead elements taking effective infantry, and Milan ATGM opfire from elements of 4/1 Aufk in Hugelsdorf. So many Milans were expended in those initial exchanges that resupply had to be rushed forward by grenadiers through the narrow streets of Hugelsdorf. <br />
<br />
Favorable chit pulls by the Germans allowed for a quick and orderly resupply before the Soviets could pile on. In the meantime, while the Luchs of 3/1 Aufk attempted to break contact and infiltrate back toward friedly lines, and the HQ/Leo II stack covered them with effective AP fires taking out another T-72 platoon, the forward elements of 2nd Tanks pounded the defenders of Hugelsdorf with HE fire. The second 3/1 Aufk activation had the Luchs platoons back to the southern edges of the map, the HQ/LeoII slashed into the rear of the 2nd Tanks formation where it eventually in Turn 3 went down guns blazing. <br />
<br />
When the bulk of 2nd Tanks reached the road intersection at G11, and in a barrage of Milan missiles, they bolted to the western approaches to the objective of the A17 exit point – settling in to a wooded assault position vicinity C12/C13. <br />
<br />
The infantry element of 4/1 Aufk was able to move to alternate positions to cover the exit point before the Soviets began running the final gauntlet between that covered position and the exit hex. A lucking Milan shot cause a wreck marker in what became an effective choke point vicinity A14/A15. This caused a number of the 2nd Tanks units to not make it to the exit hex in one turn, thus allowing for additional victims to the Milan nest in Hugelsdorf. <br />
<br />
The final turn (5) saw the elements of 4/1 Aufk pack up their trash and successfully exit the southern edge of the map. One disrupted T-72 platoon was unable to exit within the time allotted and was eliminated. <br />
<br />
As it turned out, HQ and support weapons not being counted, the West German reconnaissance forces won this battle 12VP to 5. Of the West German units the 3/1 HQ (reduced) and 2x Luchs platoons, as well as the 4/1 HQ, 2x infantry, 2x TPZ1 and 1x Milan will appear in The Bridge at Passau.]]></description>
		<pubDate>Sun, 07 Mar 2010 00:02:38 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8621-rough-wake-up/</guid>
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		<title>High Tide: Kola Strike</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/4790-high-tide-kola-strike/</link>
		<description>Anyone interested in playing the Kola strike scenario from High Tide?</description>
		<pubDate>Fri, 05 Mar 2010 16:52:12 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/4790-high-tide-kola-strike/</guid>
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		<title><![CDATA[Defender's of the Fatherland - Scenario 1 WaW Compendium]]></title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8556-defenders-of-the-fatherland-scenario-1-waw-compendium/</link>
		<description><![CDATA[Defenders of the Fatherland<br />
<br />
<br />
This is a solitaire battle report of Arrigo Velicogna's scenario Defenders of the Fatherland from the Battles Within Battles expansion. <br />
<br />
The scenario takes place in the upper right most corner of the Blood & Bridges map. A West German reserve M-48 tank company, and a light infantry grunts with milan ATGM, company are tasked with buying time for reqard units to prepare to halt the Soviets at the Rhine. The T-80's, BMP-2's and assorted cats and dogs of the Soviet 93rd Reconaissance Battalion is tasked with getting to the Rhine by exiting at least 6 units of the west map edge with six turns and control a cross road at Hex AA7. Both the West Germans and Russians both have two artillary barrages, while the WG also have an attached 81mm mortar platoon. <br />
<br />
The specific play area is B&B Map east of Column X and north of Row 11. <br />
<br />
I chose to try to meet the Soviet advance with the tank company forward, concealed in Faulbach, while the light infantry would be further back amongst the wooded areas north and south of the MSR leading from Faulbach to the western map edge with longer fields of fire for their potent milan anti-tank missiles. It was about here that the WG plan was fatally flawed for this run through. <br />
<br />
Turn 1: The light vehicles of the recon battalion enter the board on a relatively broad front. The BRDM2 platoon on the road to Faulbach are is engaged by a tank platoon in Faulbach which causes reduction. The other BRDM2 and BRDM2-AT platoons took a covered approach in an attempt a bypass of Faulbach to the southern wooded hills. <br />
<br />
The T-80 Tank company comes on board using moving-fire in order to support the two platoons of mechanized infantry as they moved up in an attempt to conduct a dismounted assault on Faulbach. <br />
<br />
After a short and violent exchange with the T-80's, the M48's decide they have had enough and began a fighting withdrawal that lasted the next four turns. <br />
<br />
Turn 2: While the two platoons of dismounts secure Faulbach with their inherent BMP2 providing support, the company of empty BMP2s skirt south of Faulbach. The T-80 company also now attempts to flank Faulbach to the south. The Soviet main effort is now determined by the grenadiers to be along the southern map edge, threating to bypass the light infantry company weighted to defend the high speed avenue of approach. <br />
<br />
Turns 3-4: It is here where the poor movement capability of the M48 tanks, and the black cadillac's of the light infantry leave them relatively exposed. A northenmost Milan team does account well for itself with essentially enfilade fire at the maneuvering Soviets. One infantry platoon with their inherent Anti-tank capabilities took a toll of some lighter Soviet units as they past south of the southernmost woods. <br />
<br />
By Turn 5, the WG positions were bypassed. The crossroads was taken and held as more than enough Soviet units cross the tributary river/canal and exits the map edge at Hex Column X. <br />
<br />
Losses: 1x T-80, 1x BMP-2, 1x BRDM-AT, 1x M48. <br />
<br />
Reduced: 1x BRDM-2, 1x Sov Infantry, 2x BMP-2, 1x M48, and 93rd Recon Bn HQ. <br />
<br />
Lessons Learned: M48 Tank platoons, as has been pointed out previously are extremely slow. <br />
<br />
Leg infantry can quickly be bypassed if there is enough room for maneuver. <br />
<br />
Good note that the counters are "scuff-proof" as at the start of one turn I tossed all the formation chits in a drink cup, luckily there was very little seltzer left in the bottom, all dried quickly and well.  <br />
<br />
One note, it has been a couple of months since I broke out B&B and in some areas the map graphic is separating from the actual map board along some of the edges. I'll have to find a way to re-attach it without causing anymore damage.]]></description>
		<pubDate>Sun, 21 Feb 2010 16:31:41 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8556-defenders-of-the-fatherland-scenario-1-waw-compendium/</guid>
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		<title>My current gaming plate</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/8522-my-current-gaming-plate/</link>
		<description><![CDATA[Pursuant to Brad's new MBX proposal, my current gaming plate is full:<br />
<br />
Gulf Strike Scenario 2 will be winding down over the next few weeks with my weeking gaming gang.<br />
<br />
Stephen's Mach2 Vampires is beginning to get interesting.<br />
<br />
Currently leading a flight of IDF Phantom II on an October 1973  airfield bombing run, being escorted by a pair of Mirage III's in a pbem involving 4-5 guys and the Clash of Arms Airpower rules.  The defense is a handful of MiG-21's (I believe - haven't spotted the enemy yet and I'm only at 1000') and some hidden AAA assets.<br />
<br />
Not to mention, my personal gaming interests, currently a homebrewed quick modern land rules set, and LocknLoad's World at War.]]></description>
		<pubDate>Thu, 18 Feb 2010 16:06:43 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/8522-my-current-gaming-plate/</guid>
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		<title>GDW Assault - Thorpe Bridge</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/2311-gdw-assault-thorpe-bridge/</link>
		<description><![CDATA[From the never ending battles over Thorpe Bridge, the following report is of a short skirmish using the GDW Assault (circa 1983) rules (as I describe as a manual TacOps).<br /><br />For those not familiar, the overall scenario was derived from a USMC Tacical Decision Game "problem found in the Marine Corps Gazette.  The actual problem can still be found on the MCA's website.  <a href='http://www.mca-marines.org/gazette/PDF/9904.pdf' class='bbc_url' title='External link' rel='nofollow external'>MCA TDG 99-4</a>.  Thorpe Bridge can be located on the center right of the TDG map.<br /><br />My hand drawn map of the environs around Thorpe Bridge is here.  Hexes are 250m each.  The bridge is centermass but partially obscured by flash on scotch tape..., damn scotch.  <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':)' /></span>  <br /><span rel='lightbox'><span rel='lightbox'><img class='bbc_img' src='http://i11.photobucket.com/albums/a200/pmaidhof/IMG_2051.jpg' alt='Posted Image' class='bbc_img' /></span></span><br /><br />Since Assault was US Army-NATO centric Marines never made an appearance if you discount the Royal Dutch Marines in a module called Chieftan.  I homebrewed my LAV-25's and AAV's after comparing like vehicles from the rule's author's later game called Sands of War, TacOps, and other sources.  I came up with a frontal armor of 5, Flank armor of 4, and Movement Allowance of 4, so 5-4-4.  The gun perfomance was that of the M2 Bradley's 25mm chain gun which appears in the game.<br /><br />The opposing force is an OPFOR Regimental Reconnaissance Company of two platoons of BMP-2 and two platoons of BRDM-2.  They approach in combat formation along Highway 9, from the north.  The USMC LAR Company consists of three LAV-25 platoons and a section of LAV-25 (Company HQ), and enters along Highway 9 from the south.<br /><br />Turns are 5 minutes long and are essentially Move - Spot - Fire - Move - Spot.  During the phasing players movement turns, the non-phasing may conduct opportunity fire provided they have assumed a "Cover"ed position their last movement turn.<br /><br />The first turn saw both forces enter the map, each proceding toward Thorpe Bridge.<br /><br />Turn 2 had the USMC move in its first movement phase and then spot one stack of OPFOR consisting of single platoons of both BMP's and BRDM-2 at a range of 2,750m.  OPFOR has not yet spotted the LAVs.  The second Movement Phase had two platoons enter into cover, while the third platoon and HQ moved to the west, up onto the lip of the high ground on Leon Ridge.<br /><br />During OPFOR's first movement, it gets to a range of 1,750m when the two platoons in cover open up, destroying the two steps of both the BMP and BRDM-2  platoons (each platoon consists of 2 steps, HQ or sections have only one step).  The remainng OPFOR recon spot the firing LAV's, and in the ensuing Fire Phase the BMP platoon fires ATGMs and Small Caliber AP (SCAP) rounds missing with both (targets were in cover).  The BRDM-2 fires wildly with its pea shooter, also missing.<br /><br />Since the Fire Phase is for both sides and considered simultaneous, the LAVs that moved to the hill now see the firing OPFOR and fires up the two platoons of BMPs and BRDMs respectively, at a range of 2,250m.<br /><br />I look forward to finding the time to now have the remainder of the OPFOR Regiment arrive, pushing south along with some Marines from the south.  Who knows.  All in all, rated enjoyable.]]></description>
		<pubDate>Fri, 25 Sep 2009 01:26:59 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/2311-gdw-assault-thorpe-bridge/</guid>
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		<title>PBeM games</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/6156-pbem-games/</link>
		<description><![CDATA[MY first post at this forum.  <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/biggrin.png' class='bbc_emoticon' alt=':D' /></span> Been playing H4 for 3 months now...solo. Absolutely love the game, but would like to have a live opponent. Does anybody know if there are any PBeM games to join? <br />
<br />
thanks]]></description>
		<pubDate>Sat, 05 Sep 2009 17:28:29 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/6156-pbem-games/</guid>
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		<title>GDW Air Strike</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/5862-gdw-air-strike/</link>
		<description><![CDATA[Despite small and off the top of my head after a few hours, this one is for Brains.<br />
<br />
It was a rough dipiction of the first mission flown by the author of Angles of Attack as a part of VA-145 on the first night of Desert Storm.<br />
<br />
I prepared 2x A-6E TRAM to attack the docks in Umm Qasr.  They were both armed with a BAP-100 x6 Cluster Bomb under stations 1,5.  An AGM-88 HARM and an AJM-C under stations 2,4.  Here the weather was pleasant as opposed to the IR defeating nighttime mist/precipitation thesy faced.  For this run through, the port facility was protected by a FCR directed KS-19 battery.  There was an EWR-A further back inland.<br />
<br />
The 2x A-6E came in at T-Level preventing detection until very late "in the game".  In the last three turns before bombs away, the air defense battery sharted firing away with Plotted "Area Fire" to no avail.  Plotted Area Fire must be secretly plotted early in the turn, disclosed late in the turn and then effect aircraft which fly through that hex and the six hex around it, and one altitude level above and below.  The A/C were able to evade this attack, but since AAA pre-empts AtG attacks, the KS-19 battery fired "Plotted Point Fire" causing critical damage to one of the Intruders.  Since the critically damaged A/C may not attack and must drop it ordnance, the lone A-6 conducted its laydown attack with 12x high drag CBU's causing 8pts of damage, a 2D.  I did not game the egress.<br />
<br />
It was a pretty simple run through.  I was surprised at the KS-19's success.  The combination of a straight-in attack and being linked to an FCR cancelled out the defensive benefit of Deceptive Decoy System-B so no modifiers, and it had to roll a zero on a d10...and did.<br />
<br />
Relatively quick, and fun game.]]></description>
		<pubDate>Wed, 19 Aug 2009 16:09:33 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/5862-gdw-air-strike/</guid>
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		<title>Surge Into the Barents Fourms are open</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/5503-surge-into-the-barents-fourms-are-open/</link>
		<description><![CDATA[Surge Into the Barents Fourms are open.<br />
<br />
Hmm, one of our heroes here was sunk?   <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/biggrin.png' class='bbc_emoticon' alt=':D' /></span>]]></description>
		<pubDate>Wed, 12 Aug 2009 19:21:30 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/5503-surge-into-the-barents-fourms-are-open/</guid>
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		<title>GDW Air Superiority</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/5669-gdw-air-superiority/</link>
		<description><![CDATA[Flew Scenario S-1 Border Clash in a USMC F-4S versus a WP MiG23MF.  It was guns only and the MiG used the Evasive Movement Table...to no avail.  On Turn 6, I was able to dive onto him ending up on his 0 degree line point blank firing a 2 second burst from my external SUU-23 Vulcan 20mm gun pod scoring a cripple result thus 16 points.<br />
<br />
Always a good feeling getting your first "kill".   <span rel='lightbox'><img class='bbc_img' src='http://harpgamer.com/harpforum/public/style_emoticons/default/wink.png' class='bbc_emoticon' alt=';)' /></span>]]></description>
		<pubDate>Wed, 05 Aug 2009 02:15:25 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/5669-gdw-air-superiority/</guid>
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		<title>Georgian Airstrike</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/3097-georgian-airstrike/</link>
		<description><![CDATA[First of all - No disrespect to the belligerents and/or victims of this current war between Georgia and Russia.  Just using the situation to frame a viable scenario.<br />
<br />
Georgian Su-25 responding to ground units observing a Russian armored column advancing on their defensive positions.<br />
<br />
Russian armored column of 2x tank platoons and a mechanized infantry platoon.  At a rearward position, covering a bridge crossing, is a solitary SA-11 launch vehicle.<br />
<br />
Su-25 enters the south edge of the map at T Level and moves up along the eastern side of the map.  Turns 3-4, Su-25 effectively jams the SA-11 TTR with its AJM-A EW Pod.  <br />
<br />
Turn 5 it is not jammed and the SA-11 locks onto the Su-25.  The Su-25 comes over a wooded area and spots the armored column.  Unfortunately, at 1 hex it is now too close to effectively dive bomb the target so the pilot lets loose with his Rocket Pod, securing a suppression result rolling on the 1:2 column of the Air-To-Ground Attack Table on Turn 6.  <br />
<br />
As the pilot crosses the target making his way to the west map edge, he employs his internal DDS-A dropping a single chaff unit each FP, while a volley of two SA-11 Gadfly missiles launch and track the Frogfoot.<br />
<br />
Chaff effectively decoys one of the SAMs, but the second tracks home and secures a “direct hit”, causing a “crippled” result on the Aircraft Damage Table.  As the Su-25 left the west map edge I rolled for progressive damage – there was none, so the scenario was declared over with the Russian attack somewhat disrupted and the crippled aircraft making it home.]]></description>
		<pubDate>Mon, 03 Aug 2009 11:47:09 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/3097-georgian-airstrike/</guid>
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		<title>PBEM sites</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/2925-pbem-sites/</link>
		<description>Does anyone know any good PBEM sites?</description>
		<pubDate>Sat, 01 Aug 2009 18:18:19 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/2925-pbem-sites/</guid>
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		<title><![CDATA[PBEM "Surge into the Barents"]]></title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/3687-pbem-surge-into-the-barents/</link>
		<description><![CDATA[Gentlemen, <br />An Umpired PBEM Harpoon game is being offered to anyone that is interested. The scenario being played is a slightly modified version of Surge into the Barents published in <em class='bbc'>High Tide</em> page 59.  If you’ve had enough with the computer stuff, tired of a burning retina, and bug fixes, and want a real mental exercise than playing Harpoon4 in way it’s designed to be played is for you. <br />The requirements to play is: one must have a copy of either Harpoon4 or 4.1 Rules, graph paper – that’s right, I said graph paper, you’re going to do your own plotting men.  Protractor, ruler, calculator, and pencil with an eraser are also required.  No, there is no fancy graphics, but if you want a naval combat experience then be prepared to do a little work.  Also, Larry Bond has taken interest in this PBEM contest and has asked me if I could write up an article regarding this scenario in a future Naval SITREP. I would appreciate your help with this project by contributing AARs after this contest is over.  Boys, if you’ve been thinking, when will I every play those High Tide scenarios? Well here’s one for you. <br />	If you think you have the right stuff then check out the command opportunities below and pick three command choices, in order of priority.   I’ll do my best to match your choice, but be aware its first come first serve basis.   If there is anyone that has an ASW expertise I would encourage you to come along side me as an Umpire Assistance. Scenario details, procedures, respective platform form(s) will be sent to your email once all positions are filled.  Command choices must be sent to my email. Don’t send your choice through the forum. Thanks.  <br /><br />Contact information:<br />Ross Jefferson, Scenario Umpire<br />Jeffro2000@gmail.com<br /><br />12 Positions needed for:<br /><br />NATO Forces:<br />q	USS Providence  SSN-719 (Los Angeles Class Flight II/VLS) commander<br />q	USS Pittsburgh SSN-720 (Los Angeles Class Flight II/VLS) commander<br />q	USS Boston SSN-703 (Los Angeles Class) commander<br />q	HMS Turbulent S110 (Trafalgar Class) commander<br /><br />Soviet Forces:<br />q	ASW Surface Action Group commander:<br />               SAG consists of: Kronstadt (Kresta II class CG), Dostoynyy,and  Leningradski (Krivak I class FFG)<br /><br />q	Grisha Squadron commander:<br />	Squadron consists of: MPK-113, 114, 127, 133 (Grisha III class FFL)<br /><br />q	B-471 (Kilo Class SS) commander<br />q	B-319 (Tango Class SS) commander<br />q	K-247 (Victor III Class SSN) commander  <br />q	K-51 (Delta IV class SSBN) commander<br />q	TK-208 (Typhoon class SSBN) commander<br />q	Air Group Commander<br />                Consisting of: 2 Tu-142M Bear F, 4 Mi-14PL Haze A, 6 IL-38 May]]></description>
		<pubDate>Fri, 31 Jul 2009 20:05:51 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/3687-pbem-surge-into-the-barents/</guid>
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		<title>Decisive Action v2.7</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/1650-decisive-action-v27/</link>
		<description><![CDATA[Decisive Action Decisive Action is a modern Division and Corps level simulation that depicts combat with maneuver brigades and battalions along with supporting artillery, airstrikes, electronic warfare, engineer, helicopters, and even pysops units. Units are depicted with official NATO symbology, and US Army official map control measures delineate the battlefield.<br /><br />New life may have been blown into the languishing gem with the very recent release of v2.7.  The sim is available from <a href='http://www.hpssims.com' class='bbc_url' title='External link' rel='nofollow external'>HPS Sims</a>.  <br /><br />I have had an on again off again love affair with this sim.  The civilian version is a deviation from a product used at the US Army Command and Staff College.  It suffers from sporatic support, but once again the recent patch release will cause me to spend more hours with this program.<br /><br />Recent (clipped) changes include:<br /><br />1)  Logistics:  Truck convoys are set from the outset; no more making<br />them on the fly.  There's no (zippo, nada, none) automated logistics;<br />you must transfer everything by hand.  New special button for that<br />function.    I don't remember if consuming different quantities of<br />points for movement and combat is new in this version; though the<br />points themselves are all one big heap.<br /><br />2) UAVs only operate at a designated movement node, but can have a<br />much bigger radius.<br /><br />3) ATO tool for airpower - no longer through the Fires popup.  In<br />theory, you can now put in 24 hours' worth of strikes and let them<br />unfold.  Guess what the Air Force element here never does?  (With good<br />reason in some cases.)<br /><br />4) Multiplayer completely revamped - can take a large number of<br />workstations, but requires access to a shared drive.<br /><br />5) Attack By Fire position for helicopters - fly out, shoot from this<br />movement node.  Note that they won't shoot *without* one.  (Or having<br />their range ring cross a TAI.)<br /><br />6)  Counterfire radars:  Optional!  If Counterfire is set to Detailed,<br />then a CFZ or CFFZ must be in the forward arc of an active friendly<br />radar in order to produce triggers for counterfire.<br /><br />7)  Loads of power for the Host in multiplayer.  But less than 2.5<br />(free access to the editor) which caused...   major issues.<br /><br />8) Assuming you guys got 2.71, it will run for 400 turns.<br /><br />N) A hell of a lot of bug fixes.]]></description>
		<pubDate>Wed, 29 Jul 2009 14:20:26 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/1650-decisive-action-v27/</guid>
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		<title>Two Players Required</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/5040-two-players-required/</link>
		<description><![CDATA[Hello<br />
<br />
Two players are required for a small PBEM game using the CIC warfare plotter.<br />
<br />
Cheers Jon.]]></description>
		<pubDate>Mon, 29 Jun 2009 14:14:46 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/5040-two-players-required/</guid>
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		<title>About retreat in Decisive Action</title>
		<link>http://harpgamer.com/harpforum/index.php?/topic/4986-about-retreat-in-decisive-action/</link>
		<description><![CDATA[There are some retreat parameters in DA, and the Maximum Loss is 30%. Now I want to let my unit don't retreat or retreat until Max Loss is more than 30%, Does anyone tell me how to do that?]]></description>
		<pubDate>Sat, 20 Jun 2009 12:10:55 +0000</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?/topic/4986-about-retreat-in-decisive-action/</guid>
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