<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[Scenario Design &amp; Discussion Latest Topics]]></title><link>https://harpgamer.com/harpforum/forum/12-scenario-design-amp-discussion/</link><description><![CDATA[Scenario Design &amp; Discussion Latest Topics]]></description><language>en</language><item><title>Modern Scenario RAN Vs PLAN using ChatGPT and Google Earth</title><link>https://harpgamer.com/harpforum/topic/33938-modern-scenario-ran-vs-plan-using-chatgpt-and-google-earth/</link><description><![CDATA[<p>
	I created a modern <strong>RAN vs. PLAN scenario</strong> using online tools, designed for <strong>solo play as the Royal Australian Navy</strong>. It can easily be adapted for <strong>co-op or competitive multiplayer</strong>. This is my first attempt, so feedback is welcome!
</p>

<p>
	<strong>ChatGPT</strong> acts as an intelligent, responsive opponent—managing PLAN movements, sensor results, and combat outcomes without the need for tables or extra players. It understands Harpoon mechanics and modern military doctrine, resolving detection, weapon effects, and electronic warfare while preserving fog of war and narrative tension. It also generates mission briefings, radio chatter, and tactical commentary to enhance immersion. No setup or software required—just a chat window.
</p>

<p>
	<strong>Google Earth</strong> brings the map to life with real-world terrain, coastlines, and choke points like the Timor Sea. It helps visualize unit positions, sensor coverage, and geography intuitively. You can plot courses, mark contacts, measure distances, and create overlays using KML files—perfect for planning, tracking turns, or sharing the scenario with others.
</p>

<p>
	How to Play the scenario:
</p>

<h3>
	STEP 1: <strong>Prepare the Game Save File (PLAN Naval Incursion into the Timor Sea - Start State<font face="monospace, monospace">.TXT</font>)</strong>
</h3>

<p>
	This is your master game record. It includes:
</p>

<ul>
	<li>
		<p>
			Unit positions (with lat/lon, altitude/depth in meters)
		</p>
	</li>
	<li>
		<p>
			Loadouts and statuses
		</p>
	</li>
	<li>
		<p>
			Mission orders and turn history
		</p>
	</li>
	<li>
		<p>
			Fog-of-war elements (e.g., "Contact Bravo: Unknown group at 9.05°S, 126.45°E")
		</p>
	</li>
</ul>

<p>
	<strong>How to create it</strong><span>:</span>
</p>

<ul>
	<li>
		<p>
			Copy/paste all the text from the Start State into ChatGPT (its that easy).
		</p>
	</li>
</ul>

<p>
	 
</p>

<h3>
	STEP 2: <strong>Load the KML into Google Earth</strong>
</h3>

<ul>
	<li>
		<p>
			Open <strong>Google Earth Pro</strong> (desktop recommended)
		</p>
	</li>
	<li>
		<p>
			Go to <strong>File &gt; Open</strong>
		</p>
	</li>
	<li>
		<p>
			Select - Scenario Start_ PLAN Naval Incursion into the Timor Sea (June 2025).kml
		</p>
	</li>
	<li>
		<p>
			You’ll now see all your units, contacts, and patrol zones visualized
		</p>
	</li>
</ul>

<h3>
	STEP 3: <strong>Play Each Turn</strong>
</h3>

<ol>
	<li>
		<p>
			Use ChatGPT or manual rules to resolve detection, movement, and engagements
		</p>
	</li>
	<li>
		<p>
			Update the <code>.txt</code> save file with new positions, contacts, and damage
		</p>
	</li>
	<li>
		<p>
			Generate a <strong>new <code>.kml</code> file for each turn</strong> (e.g., <code>shadow_strait_turn2.kml</code>)
		</p>
	</li>
	<li>
		<p>
			Load the new KML into Google Earth to visualize the updated tactical picture
		</p>
	</li>
</ol>

<p>
	Enjoy
</p>
<p>
<a class="ipsAttachLink" href="https://harpgamer.com/harpforum/applications/core/interface/file/attachment.php?id=3531&amp;key=3fdee22e559f124113dc1bbc8a076d04" data-fileExt='txt' data-fileid='3531' data-filekey='3fdee22e559f124113dc1bbc8a076d04'>PLAN Naval Incursion into the Timor Sea (June 2025) - Start State.txt</a> 
<a class="ipsAttachLink" href="https://harpgamer.com/harpforum/applications/core/interface/file/attachment.php?id=3532&amp;key=232c6eae0dd2941dc08347df269e2023" data-fileExt='kml' data-fileid='3532' data-filekey='232c6eae0dd2941dc08347df269e2023'>Scenario Start_ PLAN Naval Incursion into the Timor Sea (June 2025).kml</a></p>]]></description><guid isPermaLink="false">33938</guid><pubDate>Sun, 08 Jun 2025 23:16:12 +0000</pubDate></item><item><title>Simplot unit tracking number / ID numbers</title><link>https://harpgamer.com/harpforum/topic/31910-simplot-unit-tracking-number-id-numbers/</link><description><![CDATA[<p>
	Hi all,<br />
	<br />
	I'm trying to help the umpire in a scenario he is adjudicating on simplot. I have a bit of knowledge in manipulating JSON so I though ti'd try to lend him a hand creating units with their weapons and sensors prefilled. <br />
	<br />
	I'm having a problem understanding how the tracking number is iterated, when I create a new unit it doesn't show up on the map, due I believe to the lack of the proper tracking number.
</p>
]]></description><guid isPermaLink="false">31910</guid><pubDate>Fri, 17 Dec 2021 23:51:12 +0000</pubDate></item><item><title>SIMPLOT FORMATION EDITOR</title><link>https://harpgamer.com/harpforum/topic/31895-simplot-formation-editor/</link><description><![CDATA[<p>
	Firstly many thanks for developing this - it is really useful and takes alot of work out of movement.  I tried a couple of tests I could not change the formation reference point between compass bearing and direction of travel. Ideally relative position needs to be fixed from the guide so that whatever direction the formation is travelling the formation stays the same. I appreciate that re-aligning the screen takes time 
</p>

<p>
	Txs
</p>
]]></description><guid isPermaLink="false">31895</guid><pubDate>Mon, 13 Dec 2021 19:37:41 +0000</pubDate></item><item><title>SimPlot Question</title><link>https://harpgamer.com/harpforum/topic/31611-simplot-question/</link><description><![CDATA[<p>
	Hi all,
</p>

<p>
	   How do you get the different sea depths into your maps when designing a scenario using SIMPLOT ?
</p>

<p>
	Cheers
</p>

<p>
	ColonelFlag
</p>
]]></description><guid isPermaLink="false">31611</guid><pubDate>Wed, 01 Sep 2021 02:43:48 +0000</pubDate></item><item><title>Learning Scenario with Harpoon V</title><link>https://harpgamer.com/harpforum/topic/30572-learning-scenario-with-harpoon-v/</link><description><![CDATA[
<p>
	I'm loving the Harpoon V rules but find that I need to enter them slowly in order to get the hang of one portion of the rules before entering into another set (figure out SSM and SAMs before venturing to aircraft, subs, etc).  To learn the basics I set up a very simple scenario that has great replayability and has been good fun each time I've played it.
</p>

<p>
	<strong>Scenario set up</strong> - March 22, 1988, 0600 local, 200nm SW of Tromso, Norway.  Sunrise 0304, sunset 2230.  Sea state 4, wind from 000, no clouds, visibility 60%.  The Soviets have invaded West Germany and war is on.  Unfortunately the start of hostilities found numerous merchant ships, NATO and Soviet at sea.  The Norwegians aren't prepared and can provide no help shepherding the NATO ships back to port.  NATO has one OH Perry class ship in the area and 5 NATO merchants at sea.  The Soviets have 4 Nanuchkas at sea and 2 Soviet merchants.
</p>

<p>
	<strong>Forces</strong> - NATO - an OH Perry class ship and 5 merchants (I used the US Comorant class ship as a 'generic' merchant).  Soviet - 4 Nanuchkas and 2 merchants (I used the same US Comorant ship as a 'generic' Soviet merchant).
</p>

<p>
	<strong>Map</strong> - a 250nm by 250nm map with Tromso near the NE corner of the map.  The map is large enough to show Tromso in the NE, Narvik in the SE, and the sea north of Tromso (for the Soviet exit).
</p>

<p>
	<strong>Initial Set Up</strong> - the fun of the scenario is that all forces are distributed randomly.  I used a simple RAND formula in Excel to figure out the 250x250 coordinate where each ship began.  Using this random generation created very different strategies and sets of decision for both sides each time the scenario was played.  Initially each merchant is randomly assigned a direction and its movement is plotted on that course until contacted.  The OH Perry and Nanuchkas are free to plot their movement however they like.
</p>

<p>
	<strong>Initial Rules</strong> - the Merchants aren't aware the war has started.  The OH Perry or Nanuchkas must contact each merchant and convince them that they are in danger and that they must return to port.  Each 30 minutes there is a 75% chance that a merchant will receive the message.  There is a 50% chance that the merchant will believe the message as genuine (this goes up 10% each subsequent contact).  If the merchant believes the message as genuine there is a 75% chance that they will follow any instructions given (to return to port, turn off nav radar, etc.).  Once a merchant has rolled to follow instructions they will do so for the rest of the game.  If the OH Perry, its helo, or a Nanuchka come within visual of a merchant, the merchant will automatically follow instructions.
</p>

<p>
	<strong>Orders</strong> - The OH Perry is ordered to get the merchants to either Tromso or Narvik as quickly as possible and protect them.  The Nanuchkas are ordered to seek out the NATO merchants and destroy them.  Safety of the Soviet merchants getting around northern Norway is secondary.
</p>

<p>
	<strong>Victory Conditions - NATO</strong> - Each undamaged merchant returned to safety (at Tromso or Narvik) is worth 10 points.  Each damaged merchant returned to safety is worth 5 points.  Each Soviet merchant sunk is worth 3 points, each Soviet merchant damaged is worth 1 point.  No points are scored for sinking or damaging the Nanuchkas.
</p>

<p>
	<strong>Victory Conditions - Soviet</strong> - Each NATO merchant sunk is worth 10 points and each one damaged is worth 5 points.  Each Soviet merchant returned to safety (around northern Norway) is worth 3 points and if damaged 1 point.  No points are scored for sinking or damaging the OH Perry.
</p>

<p>
	<strong>Victory Conditions - General</strong> - If a merchant goes off the map (instead of returning safely) then the opposing side is awarded 5 victory points.
</p>

<p>
	<strong>Game End </strong>- the game ends when all merchants are safely returned or sunk.
</p>

<p>
	 
</p>

<p>
	<strong>Observations</strong> - Invariably with the random set up there will be a merchant fairly close to an enemy combatant and it will get picked off pretty quickly.  Beyond that the Soviets have to decide whether to concentrate their forces in case they encounter the OH Perry or stay far apart to maximize their search.  Early on the Soviets will normally have some luck detecting the nav radar of a merchant.  Beyond that the deck is stacked against the Soviets because it's difficult for them to find the NATO units.  The OH Perry has to decide whether to try to convoy the merchants or it can or simply tell them to return to port and then hunt down the Nanuchkas one by one (or avoid them).  In all scenarios the Seahawks are the difference makers.  Their ability to find the Nanuchkas without giving away the OH Perry location is key.  The OH Perry has to be careful.  Dealing with one Nanuchka isn't too bad.  Two at a time is tough and if the Soviets concentrate 3 against the OH Perry then it's probably light's out for the OH Perry.  I've played the scenario 4 times and each side has won twice.
</p>

<p>
	<strong>Variants</strong> - Because the Seahawk is such a big part of the NATO success try increasing the sea state to 5 where there is a chance that the Seahawk may crash on takeoff/landing.  Another variant is to increase the sea state to 6 where the Seahawk can't be used.
</p>

<p>
	 
</p>

<p>
	<strong>Overall </strong>- I'm still learning the rules and probably got a few of them wrong but it's been fun.  The next iteration is to throw in a sub for each side so I can learn those rules.  Aircraft is probably after that.
</p>

<p>
	 
</p>

<p>
	ENJOY!!
</p>
]]></description><guid isPermaLink="false">30572</guid><pubDate>Wed, 26 Aug 2020 12:12:49 +0000</pubDate></item><item><title>Indian Ocean Escort using SimPlot</title><link>https://harpgamer.com/harpforum/topic/25659-indian-ocean-escort-using-simplot/</link><description><![CDATA[<p>I am playing the Indian Ocean Escort scenario from HNR'03 using SimPlot.  I am going to use many screenshots to help illustrate how SimPlot can be used to play H4.  I apologize in advance if this topic eventually takes too long to load.  <img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt=":D" data-src="https://harpgamer.com/harpforum/uploads/emoticons/default_biggrin.png"></p>
<p> </p>
<p>I will limit my posts and screenies to just relevant points in the game.  I will make one post per relevant turn.</p>
<p> </p>
<p>Below is the starting position of all units (0600).  Because this area is heavy with civilian air and sea traffic, there will be additional neutral units that come and go within the game screen (which is between South Africa and Madagascar).  Civilian ships will use Nav Points R007 and R008 as shipping lane turning points.</p>
<p> </p>
<p><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="turn0600.png" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/Indian%20Ocean%20Escort/turn0600.png"></p>
<p> </p>
<p>At 0600 + 2D6 a Russian Tu-95RT will enter from the North.  It can only stay around for two hours,  In the mean time, K-503 (Charlie II) will remain at periscope depth to await information from the Bear.</p>
<p> </p>
<p>The 4 ship NATO task force (Iroquois and Halifax classes with two auxiliaries) will transit to Nav Point 2 then turn due North.  The threat level is considered to be minimal.  However, because of the heavy traffic, all ships will have their navigation radars on.  (I am making the assumption that all Navy ships have International Nav Radar sets and the task force was ordered to use them to avoid collisions.)  Other radars will be off just in case someone gets snoopy.</p>
]]></description><guid isPermaLink="false">25659</guid><pubDate>Mon, 23 Nov 2015 00:41:10 +0000</pubDate></item><item><title>South Atlantic War II-#16</title><link>https://harpgamer.com/harpforum/topic/412-south-atlantic-war-ii-16/</link><description><![CDATA[
<p>South Atlantic War II - #16 - Protecting the Buildup</p>
<p> </p>
<p>Started this puppy last night.  It is 1400 Local.  Clear.  British ships are 10nm north of Peeble Island and headed on a course of 270 degrees at 12kts.  Coventry (Type 42) is leading Broadsword (Type 22) by 1000 yards.</p>
<p> </p>
<p>At 1406 Brits receive air raid warning.  At 1410 A-4's enter anm south of Peeble Island.  They are flying at 600kts and VLow.  Brits, in their 42-22 missile trap have detected the 4x A-4's, Broadsword (Type 22) virually immediatedly upon the Argentine aircraft entering the board, and is preparing SAM shots.</p>
<p> </p>
<p>More to follow,</p>
]]></description><guid isPermaLink="false">412</guid><pubDate>Mon, 17 Oct 2005 13:44:31 +0000</pubDate></item><item><title>Chile vs Peru using SimPlot</title><link>https://harpgamer.com/harpforum/topic/24890-chile-vs-peru-using-simplot/</link><description><![CDATA[<p>The following is a small scenario inspired by the Second War of the Pacific article in Harpoon Naval Review 2000.  This was just to test using SimPlot to map out a paper rules game.</p>
<p> </p>
<p>The scenario takes place during a hypothetical war between Peru and Chile in 1995.  Peru has sent a frigate to patrol off the coast of northern Chile, since their intel says all the fighters and ships at the Iquique Airbase and Naval Base are deployed elsewhere.  The ex-British <em>Daring</em> class ship <em>Palacios</em> will operate alone due to a lack of opposition.</p>
<p> </p>
<p>However, the Chilean Air Force has one F-5E left at the base due to maintenance problems.  The airbase has picked up an ESM contact that is believed to be an enemy warship.  The jet has been repaired and armed with 5 Mk-82 bombs and ordered to identify the contact.  If it's a Peruvian ship, then attack it at will.</p>
<p> </p>
<p>Below is the situation at 1300.  There are several fishing boats around, and a commuter plane has just departed the Iquique Airport (it's both civilian and military).  The ESM is also displayed.  Also, the Bearing/Range feature is turned on that will give the bearing and range relative to the selected unit.</p>
<p> </p>
<p><a href="http://s79.photobucket.com/user/LSdriver/media/SimPlot/chili_peru1.jpg.html" title="External link" rel="external nofollow"><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="chili_peru1.jpg" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/chili_peru1.jpg"></a></p>
<p> </p>
<p>The next screenie is from the red player (Peru) perspective.  It shows a new air contact departing the airport, the commuter plane (still unidentified), and two out of three fishing boats visually identified.  Even with single player games, Simplot will allow you to see all units, or just a player side (with any units designated as visible to that player).</p>
<p> </p>
<p><a href="http://s79.photobucket.com/user/LSdriver/media/SimPlot/chili_peru3.jpg.html" title="External link" rel="external nofollow"><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="chili_peru3.jpg" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/chili_peru3.jpg"></a></p>
<p> </p>
<p>(Showing all units)  The new air contact is actually a Chilean F-5E.  He is vectored to parallel the ESM bearing in the hopes of identifying the contact.  He does get close enough to ID the warship, then turns to set up for a dive bomb attack.  Although <em>Palacios</em> does not visually ID the jet, it's speed and maneuvers suggest an enemy aircraft.  The ship accelerates to maximum speed and turns toward the fishing boats hoping the jet won't attack so close to them.</p>
<p> </p>
<p><a href="http://s79.photobucket.com/user/LSdriver/media/SimPlot/chili_peru6.jpg.html" title="External link" rel="external nofollow"><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="chili_peru6.jpg" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/chili_peru6.jpg"></a></p>
<p> </p>
<p>(Zoomed in showing both sides and Bearing/Range)  During the 1306 engagement turn first movement phase, the F-5 is within ship gun range.  I rolled for shots from the 114mm and 40mm mounts before I realized that I wanted the ship to do "evasive maneuvers" before the bomb run.  The guns missed anyway, but I suppose they shouldn't fire if the ship is trying to evade an aircraft.</p>
<p> </p>
<p><a href="http://s79.photobucket.com/user/LSdriver/media/SimPlot/chili_peru7.jpg.html" title="External link" rel="external nofollow"><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="chili_peru7.jpg" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/chili_peru7.jpg"></a></p>
<p> </p>
<p>(Zoomed back to normal showing both sides)  The F-5 ends the second movement phase overflying the ship, and so this is where the attack occurs.  With all 5 bombs dropped as a stick, I had a 50% chance of one bomb hitting.  The dice roll was not even close so the <em>Palacios</em> will get a chance to head home and kick the intel guys in the rear.  <img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt=":D" data-src="https://harpgamer.com/harpforum/uploads/emoticons/default_biggrin.png"></p>
<p> </p>
<p><a href="http://s79.photobucket.com/user/LSdriver/media/SimPlot/chili_peru8.jpg.html" title="External link" rel="external nofollow"><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" alt="chili_peru8.jpg" data-src="http://i79.photobucket.com/albums/j126/LSdriver/SimPlot/chili_peru8.jpg"></a></p>
<p> </p>
<p>I enjoyed this little scenario.  I added the original scenario file as a download in case anyone wants to play with it.  Note: the current version of SimPlot does not support ESM lines.  That is a feature I am working on right now.</p>
<p> </p>
<p>Kevin</p>
<p> </p>
<p><a href="https://harpgamer.com/harpforum/applications/core/interface/file/attachment.php?id=1845" data-fileid="1845" rel="">Chile v Peru Scenario.txt</a></p>
]]></description><guid isPermaLink="false">24890</guid><pubDate>Mon, 15 Jun 2015 01:53:03 +0000</pubDate></item><item><title>AAR - Japanese Training Squadron vs PLAN Submarine</title><link>https://harpgamer.com/harpforum/topic/23440-aar-japanese-training-squadron-vs-plan-submarine/</link><description><![CDATA[<p>You are the Commander, Training Squadron of Blue Force.</p>
<p>TS departed the last port of the ocean training cruise, and go to home port.</p>
<p>But, Blue and Red nation skirmished accidentally in the Alfa islands yesterday.</p>
<p>The prospective course of TS is now in a tense atmosphere, so the joint staff office detached one P-3C MPA to your force.</p>
<p> </p>
<p>2350 in local time. P-3C contacted a very small surface target in the front of your force. It's like a submarine's snorkel.</p>
<p>Here is the choke point, so that contact must be identify and observed. </p>
<p>But P-3C had to depart here in 20 minutes because of fuel.</p>
<p> </p>
<p>You command your ships, a helicopter, and MPA, keep contact and identify it.</p>
<p>You CAN'T do preemptive strike, definitely.</p>
<p> </p>
<p>Your force:</p>
<p> Training vessel Kashima(TV-3508)</p>
<p> Training vessel Setoyuki(TV-3518, ex-DD-131)</p>
<p> Destroyer Matsuyuki(DD-130)</p>
<p> Patrol Helicopter 1 SH-60J</p>
<p> Patrol Aircraft 1 P-3C(with in 20 minutes)</p>
<p> </p>
<p>(Red force: 1 Yuan class Submarine)</p>
<p> </p>
<p>to be continued...</p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://harpgamer.com/harpforum/uploads/monthly_07_2014/post-3153-0-48329500-1404657619.gif" data-fileid="1736" rel=""><img src="https://test.harpgamer.com/harpforum/applications/core/interface/js/spacer.png" data-fileid="1736" class="ipsImage ipsImage_thumbnailed" alt="post-3153-0-48329500-1404657619_thumb.gif" data-src="https://harpgamer.com/harpforum/uploads/monthly_07_2014/post-3153-0-48329500-1404657619_thumb.gif" width="67" data-ratio="149.25"></a></p>
]]></description><guid isPermaLink="false">23440</guid><pubDate>Sun, 06 Jul 2014 14:40:34 +0000</pubDate></item><item><title>How to quantify Bi or Multistatic Sonar?</title><link>https://harpgamer.com/harpforum/topic/23292-how-to-quantify-bi-or-multistatic-sonar/</link><description><![CDATA[
<p>How do you do? I'm glad to join this community ,and meet the players of Harpoon4.</p>
<p> </p>
<p>I'm from Japan, and Japanese Defense Navy will commission the new class Destroyer, we call 25DD(25 means Japanese financial year based on emperor).</p>
<p> </p>
<p>She will have Multistatic sonar capability, but Harpoon4.1 is not covered this new ASW technology.</p>
<p> </p>
<p>What do you think about how to evaluate that?</p>
]]></description><guid isPermaLink="false">23292</guid><pubDate>Thu, 05 Jun 2014 11:16:12 +0000</pubDate></item><item><title>2 x Mirage 5 verse Perry</title><link>https://harpgamer.com/harpforum/topic/20879-2-x-mirage-5-verse-perry/</link><description><![CDATA[
<p style="font-size:12px;font-family:'Times New Roman';">Two Mirages’ are tasked with engaging a Perry class frigate.  </p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">In the war room based not far from the coast, the two Mirage pilots go over their plan to attack their Perry class target.  Each Mirage has an option to carry one of two weapons, and the pilots have decided to carry one of each in a co-ordinated attack.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">Piper 1 will carry an AS-37 missile, which is an anti radiation missile that will home in on the Perrys radar while she has it active.  Under this blanket of radar darkness, Piper 2 will launch its AS-30 from a range of 5 miles.  The pilots consider the most likely case that the Perry turns her radar off and is unable to direct air defences against the AS-30, which inflicts major damage on the Perry including numerous critical hits.  Best case, the Perry leaves her radar on to direct anti-air defences, and the AS-37 hits as well.  Neither pilot wishes to consider the worst case scenario.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">The Mirages surface search radars are only good out to a distance of 8.0 miles.  So they are “vectored” onto the target while cruising at medium altitude.  At a distance of 30 miles out both Mirages “hit the deck” and go to low altitude and full military power of 670kts.  Piper 1 launches its AS-37 anti radiation missile from a range of 30 miles, and continues to fly towards the Perry in an effort to provide 2 targets and some protection to Piper 2 which is carrying the other guided missile which has a relatively short range of 5.0nm.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">The opposition Perry is a very sophisticated vessel.  Her air search radar picked up both bogies at a range of over 100 miles and has been tracking them since, even after both Mirages dropped to Low altitude.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">The Perry detects the anti radiation launch and has to decide whether to keep her radar on or “go blind”.  If the Perry goes blind, her main air defence system (Phalanx) is inoperable while her secondary air defence system (76mm) might actually have a higher chance of success if the radar is off.  If he keeps his radar active, he can see what is happening around him but provides the AS-37 with an opportunity to impact his vessel.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">The Captain of the Perry decides to trust the technology around him, and keep his radar active.  This means the Mirages potentially have 2 missiles which could hit the Perry, however the captain is backing his air defences will keep him safe from harm.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">The AS-37 anti-radiation missile arrives at the Perry and is the first combat resolution required.  While at a range of 3.5nm the Perry fires her 76mm anti-air gun, and because the AS-37 is non-manoeuvring it becomes an easy “kill” for the large calibre weapon.  Splash one anti-radiation missile.  Having cleared this hurdle, the Perry is in very good shape to see off Piper 2.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">In fact, the Perry is able to go on the offensive.  When both Mirages are at a range of 16.0 miles she fires 3 SM1MR missiles at the incoming bogies.  2 missiles are designated for Piper 1 with the remaining missile assigned to Piper 2.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">Without any countermeasures, each Mirage has a 60% chance of being hit by the anti-air missile.  Missile 1 &amp; 2 both hit Piper 1, bringing it down.  Missile 3 hits Piper 2, also ending its mission.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">Despite being attacked by an anti-radiation missile, by keeping its radar active the Perry was able to shoot down the incoming missile and engage and defeat 2 opposition aircraft before they could get into range to launch their primary anti-ship missile.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';"><strong>Follow up points</strong></p>
<br><p style="font-size:12px;font-family:'Times New Roman';">I selected Mirage 5’s (French) because it’s a plane I was familiar with as a kid.  Its only now, with all the data and information in Harpoon that I’m able to start to work out its strengths and weaknesses as I see them from my non-military background.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">I selected the Perry as a target, because it seems to be a “common” USA ship and so was numerically likely to be in the firing line.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">I started the scenario by looking at what the Mirage options were, and I thought I could get the Perry to turns its radar off and see if Piper 2 could get a hit with its own missile without opposition.  Of course, it didn’t turn out this way but I don’t see what other options the Mirage pilots had.  The SM1MR weapon system really turned the tide in the Perrys favour by allowing her to go on the offensive.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">Once the anti-radiation missile was on its way, I put myself in the shoes of the Perry captain, what would he do?  It felt strange to turn its radar off, even though initially I thought that’s what I would have to do.  What convinced me to keep the radar on though was the Phalanx system and its 80% chance of killing off the anti-radiation missile.  If the 76mm missed, there was still an excellent chance the Perry would not “take a hit”.  So I kept radars on.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">Moving down the options available to the Perry, I came across the SM1MR and its 25.0 mile range, far in excess of the 5.0 mile range the Mirage anti ship missile had, and it was scenario over.</p>
<br><p style="font-size:12px;font-family:'Times New Roman';"> </p>
<br><p style="font-size:12px;font-family:'Times New Roman';">For kicks, I assumed the last Mirage still had its AS-30 anti-ship missile and was able to release it at the Perry from 5 miles.  And again, the 76mm was able to knock down the inbound missile.  6.4.1.1 air defense gun hit chance modifiers say non-manouevering aircraft above vlow and slower than 1,000kts have their hit chance doubled, so this works against the AS-30.  Making matters worse, it doesn’t qualify for any defensive benefits.  Its too slow, too high (ie not sea skimming) and not stealthy to get any defensive benefits and is shot down easily by the Perrys secondary defence system (The Phalanx seems much more capable than the 76mm gun but was never called into action).</p>
]]></description><guid isPermaLink="false">20879</guid><pubDate>Tue, 09 Apr 2013 10:13:57 +0000</pubDate></item><item><title>Small Malevolous Bastards Scenario Campain</title><link>https://harpgamer.com/harpforum/topic/15591-small-malevolous-bastards-scenario-campain/</link><description><![CDATA[<p>I need your opinion for that scenery  <img src="https://harpgamer.com/harpforum/uploads/emoticons/default_ph34r.png" alt=":ph34r:" loading="lazy"></p>
<p>-----------------</p>
<p>The campaign Small Malevolous Bastards (SMB) in English, was a naval campaign tactic wargame based on the Harpoon 4.1. </p>
<p> </p>
<p>Design:</p>
<p>The first stage design was based on the mapping program Google Earth, put the concept stage to four small island countries on four political alignment, but can use them traditional naval maps and tacticals boards</p>
<p> </p>
<p>The campaign had focused on a small Pacific region in the four states that lived equally. These states are in a cold war declared by the possession of the islands in the archipelago of Tonga. These islands are discovered large oil and gas reservoir, but these islands have a crisis and called for international aid. The archipelagos of Fiji, Wallis and Futuna, Niue and Samoa islands laid their resources for the reconstruction of the islands of Tonga, but the regimes of the countries cooperating diametrically opposed to each other, as they can explode into a conflict over ideology policy.</p>
<p> </p>
<p>Their forms of "assistance" of the archipelago, even if living in a large coalition  recovery group, do not allow a clear agreement, each country has a way of thinking to the "recovery of the country, this leads to discussion, assaults, replicas and sabotage between different members which of course does not help the local population suffering from the excesses of these problems.</p>
<p> </p>
<p>As the riots and clashes reached an unsustainable level, the four detachments retire to their territories, beginning a policy of harassment, boycotts and blockades misunderstandings and diplomatic level. All this results in an arms race began between the four archipelagos real to achieve supremacy in the region.</p>
<p> </p>
<p>Forces in the region:</p>
<p>The Republic of Fiji (Blueforces) proccidental a democratic republic, is equipped with American equipment.</p>
<p>The Federation of Wallis and Futuna (Redforces): A Russian court pro-Stalinist republic. It is equipped with Russian weapons.</p>
<p>The People's Republic of Samoa (Yellowforces): A Maoist state court. His army is equipped with Chinese equipment.</p>
<p>The Monarchy of Niue (GreenForce): A non-aligned state. His army is equipped with Indu equipment.</p>
<p> </p>
<p>The four states are far more than 200 nautical miles from each other and the state of Tonga. They are divided into four areas of influence, but more aya, you can not claim more space for any state in the region. The international naval traffic through the region generally, in transit to other major ports.</p>
<p> </p>
<p>Participants:</p>
<p>4 players, each with control of each of the countries.</p>
<p> </p>
<p>Forces available:</p>
<p>The ORBATs (Order of Battle), or orders of battle are detailed below:</p>
<p>Common equipment: </p>
<p> </p>
<p>NGB: NATIONAL GUARD BASE</p>
<p> </p>
<p>Infrastructure: HQ and operations complex (3x large buildings reinforced), Quartering of the base and barracks (large buildings 6x, 12x medium buildings), 5x vehicle car park areas, central buildings maintenance 3x, 4x, workshops, storage tanks 3x ammunition, Perimeter Security Level 2, a military police company</p>
<p> </p>
<p>AD: Air Defense</p>
<p>Defense area:</p>
<p>(Provided by the air defense of the airbase)</p>
<p>Point Defense:</p>
<p>BlueForce:</p>
<p>Avenger Platoon 1x (6x launchers), 4-6 x Stinger MANPADS launchers</p>
<p>RedForce:</p>
<p>Pantsir-S1 Battery 1x [sA-22 Greyhound] (6x launchers), 4-6x launchers 9M342 Igla-S [sa-24 Grinch] MANPADS</p>
<p>YellowForce:</p>
<p>Peloton PGZ95 1x (8x pitchers PGZ95 vehicle control radar 1x CLC-2), 4-6x launchers Hongying 6 (NF-6) MANPADS</p>
<p>GreenForce:</p>
<p>Peloton 1x 2S6M1 Tunguska [sA-19 ​​Grison] (6x launchers), 4-6x 9K38 Igla launchers [sA-16 Gimlet] MANPADS</p>
<p> </p>
<p>Troops:</p>
<p>1x HQ and Capital Region Training Center</p>
<p>Light Infantry Brigade 1x (3x light infantry battalions and 1x Support Battalion), various support units</p>
<p> </p>
<p>AB: Air Base:</p>
<p>Landing (1): 9.843 "(3.000 m)</p>
<p>Infrastructure: Tower Contro 1x, 1x medium-range radar ATC generic, 1x base operations (reinforced), 2x administrative buildings, hangars 3x, 6x HAS (2 units), 3 x ramps (ramp space 900.000 sq ft) , 2x equipment maintenance buildings, 4x fuel storage tanks (100.000 USG), 2x ammunition storage tanks, perimeter security level 2, 1x security detachment of the air force base</p>
<p> </p>
<p>ABAD: Air Base Air Defense</p>
<p>Blueforce:</p>
<p>Defense Area:</p>
<p>Battery 1x NASAMSII (9x launchers, 3x 3D radar AN/MPQ-64 Sentinel)</p>
<p>Point Defense:</p>
<p>Jerne Batteries 3x (4x Blindfire radar pitchers), 4-6x Stinger MANPADS launchers</p>
<p>Redforce:</p>
<p>Defense Area:</p>
<p>Buk-M2 Battery 1x [sA-17 Grizzly] (6x launchers, 1x SNOW DRIFT surveillance radar)</p>
<p>Point Defense:</p>
<p>Pantsir-S1 Battery 1x [sA-22 Greyhound] (6x launchers), 4-6x launchers 9M342 Igla-S [sa-24 Grinch] MANPADS</p>
<p>Yellowforce:</p>
<p>Defense Area:</p>
<p>Battery 1x HQ-16 (9x launchers, radars 3x CLC-2)</p>
<p>Point Defense:</p>
<p>Peloton PGZ95 1x (8x pitchers PGZ95 vehicle control radar 1x CLC-2), 4-6x launchers Hongying 6 (NF-6) MANPADS</p>
<p>GreenForce:</p>
<p>Defense Area:</p>
<p>Akash 1x Battery (4x launchers, 1x Rajendra radar)</p>
<p>Point Defense:</p>
<p>Peloton 1x 2S6M1 Tunguska [sA-19 ​​Grison] (6x launchers), 4-6x 9K38 Igla launchers [sA-16 Gimlet] MANPADS</p>
<p> </p>
<p>Troops:</p>
<p>Naval Helicopter Squadron 1x</p>
<p>Attack Squadron Light 1x</p>
<p>Blueforce:</p>
<p>2x SH-60B and 4x  MQ-8B</p>
<p>6x Mako / HEAT</p>
<p>Redforce:</p>
<p>2x Ka-27K and  4xKa-27PV</p>
<p>Yak-130 6x</p>
<p>Yellowforce:</p>
<p>1xKa-28PL and 5x Z-9</p>
<p>6x Hongdu L-15</p>
<p>GreenForce:</p>
<p>3x Westland Sea King and 3xHAL Dhruv </p>
<p>HAL Tejas 6x</p>
<p> </p>
<p>NB: Naval Base:</p>
<p>Infrastructure:</p>
<p>1x Center base operations (reinforced), radar generic surface 1x, 1x administrative building, maintenance buildings 3x, 2x heavy cranes, cranes medium 4x, 8x berths, 2x ammunition storage depots, 3x fuel storage tanks, perimeter Security Level 2, 2x Company based naval defense</p>
<p> </p>
<p>Naval Air Base Defense:</p>
<p>Blueforce:</p>
<p>Area Defense:</p>
<p>(Provided by the air defense of the airbase)</p>
<p>Point Defense:</p>
<p>Peloton 1x Avenger (6x launchers), 4-6x Stinger MANPADS launchers</p>
<p>Redforce:</p>
<p>Area Defense:</p>
<p>(Provided by the air defense of the airbase)</p>
<p>Point Defense:</p>
<p>Pantsir-S1 Battery 1x [sA-22 Greyhound] (6x launchers), 4-6x launchers 9M342 Igla-S [sa-24 Grinch] MANPADS</p>
<p>Yellowforce:</p>
<p>Area Defense:</p>
<p>(Provided by the air defense of the airbase)</p>
<p>Point Defense:</p>
<p>Peloton PGZ95 1x (8x pitchers PGZ95 vehicle control radar 1x CLC-2), 4-6x launchers Hongying 6 (NF-6) MANPADS</p>
<p>GreenForce:</p>
<p>Area Defense:</p>
<p>(Provided by the air defense of the airbase)</p>
<p>Point Defense:</p>
<p>Peloton 1x 2S6M1 Tunguska [sA-19 ​​Grison] (6x launchers), 4-6x 9K38 Igla launchers [sA-16 Gimlet] MANPADS</p>
<p>Troops:</p>
<p>Blueforce:</p>
<p>LCS 3x FFL</p>
<p>Streetfighter 4x PC</p>
<p>Cyclone 3x PS</p>
<p>Jason 2x LST (transport main invasion force)</p>
<p>Redforce:</p>
<p>FFL Steregushchy 2x</p>
<p>Scorpion 3x PCF</p>
<p>14310 Type 3x Svetljak</p>
<p>Ropucha II 2x 775M Project LST (transport main invasion force)</p>
<p>Yellowforce:</p>
<p>1x Type 054A FFG</p>
<p>Houbei 5x PC Type 022</p>
<p>Shanghai-III 6x PG</p>
<p>Type 072-III 2x LST (transport main invasion force)</p>
<p>GreenForce:</p>
<p>3xKora  FFL</p>
<p>3xVeer  FFL</p>
<p>4x Nocobar Car PC</p>
<p>Shardul 2x LST (transport main invasion force)</p>
<p>Common:</p>
<p>4xMerchant AK Generic  (for transport of troops / supplies)</p>
<p>2xAO Oiler  Generic (for transportation of supplies</p>
<p> </p>
<p>Victory conditions:</p>
<p>Strategic Victory: control over 75% of the archipelago of Tonga, including the main island.</p>
<p>Victoria Operating: control over 50% of the archipelago of Tonga, including the main island.</p>
<p>Victoria Tactics: control over 25% of the archipelago of Tonga, including the main island.</p>
<p> </p>
<p>Duration:</p>
<p>7 days of simulated time, the shifts start at 0800L (Local) hours a day, 01 day and end at 2400L (Local) on 07. Shifts can last between 30 minutes, but these can be expanded up to 8 hours each according to the speed required.</p>
<p> </p>
<p>Weather and sea conditions:</p>
<p>Provided to each participant at the beginning of the stage and subsequently every 8 hours.</p>
<p> </p>
<p>Initial deployment:</p>
<p>All naval forces are deployed in the main naval base. Naval helicopters can be deployed on ships or in the main air base.</p>
<p> </p>
<p>Special Rules:</p>
<p>Mission Modules:</p>
<p>The LCS and Streetfighter FFL PC with mission modules, such moculos of Mission (MM) should be placed before the start of the stage. Players can change mission modules. To change MMs, the ship must be docked at the Naval Base, and take D6 / 2 hours to change it. Modules can be changed according to mission have cranes available, the mission modules heavy for type A, while B and C can only be exchanged for large and middle cranes. If several ships change mission modules deveras cranes spread between those ships as it sees fit. You can not change mission modules if these cranes are damaged or destroyed.</p>
<p> </p>
<p>Capture of islands:</p>
<p>You need the landing of a battalion-sized force, it has to be supplied and no other opposing force, unless the enemy force that defeated unserved or surrender, if it is considered that is maintained by the defending force .</p>
<p> </p>
<p>Victory Points:</p>
<p>All players start with a force equal pre purchased. All Victory Points (VPs) will be given to each side according to 0000L of every day, except the first. Purchases are deducted from the total available for each equico VPs. You can make purchases at any time of day, the new units appear 3 hours after purchase, updates take three hours to complete, but no limits on the number of updates that can sue. All naval bases contain several dikes to update up to four ships at the same time.</p>
<p> </p>
<p>VPs:</p>
<p>Equipment destroyed / damaged:</p>
<p>DDGs: 10/5VPs</p>
<p>FFG: 4/2VPs</p>
<p>FFL: 2/1VPs</p>
<p>PCs: 1/0VPs</p>
<p>LSTs: 8/4Vps</p>
<p>Helicopter: 1/0VPs</p>
<p>Light combat aircraft: 2/0VPs</p>
<p>Infantry Company: 4/2VPs</p>
<p>Infantry Platoon: 2/1Vps</p>
<p> </p>
<p>Islands: Captured / Held</p>
<p>Large: 5/3Vps</p>
<p>Small: 3/1Vps</p>
<p> </p>
<p>Sunken Merchant Tranportes Civil Sunk/99% -65% / 64% -35% / 34% -1% Damage:</p>
<p>Transportation 4/3/2/1</p>
<p>Oil 4/3/2/1</p>
<p>Ro-Ro 4/3/2/1</p>
<p>Vessel Passage 4/3/2/1</p>
<p> </p>
<p>Equipment Purchase:</p>
<p>DDGs: 12VPs</p>
<p>FFG: 5 VPs</p>
<p>FFL: 3 VPs</p>
<p>PCs: 2 VPs</p>
<p>LSTs: 10 VPs</p>
<p>MSC: 2 VPs</p>
<p>MSO: 3 VPs</p>
<p>Tugs: 2 VPs</p>
<p>Helicopter: 2 VPs (ASW)</p>
<p>Light combat aircraft: 3 Vps</p>
<p>2x UAVs and Control Station: 3 VPs</p>
<p>2x VTUAVs and Control Station: 3 VPs</p>
<p>Infantry company: 5 VPs (inf Co)</p>
<p>Infantry platoon: 3 VPs (Specialist and Battalion HQ)</p>
<p>Infantry Squad: 1 VPs (Specialist)</p>
<p>FARPs: 5 VPs</p>
<p>Transport: 5 VPs</p>
<p>Oiler: 5 VPs</p>
<p>Coast Artillery Battery-ship: 3 VPs</p>
<p>Coast-ship missile batteries: 4 VPs</p>
<p>AAA Battery Short Range: 2 VPs</p>
<p>Short Range SAM battery: 3 VPs</p>
<p> </p>
<p>Improvements:</p>
<p>AAA Arms Merchant: 2VPs (20mm to 30mm cannon guns + Fire Control)</p>
<p>SAM Arms Merchant: 3VPs (Madpans and short-range SAMs + Fire Control)</p>
<p>ASuW Arms for Merchant: 4VPs (40mm to 76mm cannon guns + Fire Control)</p>
<p> </p>
<p>All these data are being modified susceptible or add new information, any ideas would be welcome. That scenery was only on draft stage, some data has omitted or incomplete, If you like, I can filled them.</p>
]]></description><guid isPermaLink="false">15591</guid><pubDate>Sun, 16 Oct 2011 21:51:55 +0000</pubDate></item><item><title>Spruance verse multi OPFOR</title><link>https://harpgamer.com/harpforum/topic/15273-spruance-verse-multi-opfor/</link><description><![CDATA[
<p>So far in my Harpoon paper career, I’ve only played out single unit verse single unit engagements.  Partly because I wanted to see how specific adversaries matched up, partly because I was/am still learning the rules, but mostly because tracking more than 2 units relative positions and ability to detect and maintain a contact for each unit with varying depths, heights, speeds and active or passive sensors constantly changing can be more than a full time job.</p>
<p> </p>
<p>But now, I’m doing something different.  I’m expanding.  I’m looking at a multi unit engagement.</p>
<p> </p>
<p>I’m thinking modern day.  I’m thinking one NATO-type unit verse many OPFOR units.</p>
<p> </p>
<p>I’ve settled on a USA v Iraqi engagement.  In the Gulf of Oman.</p>
<p> </p>
<p>For the good guys while I love the look of a Ticonderoga with so many armaments and advanced countermeasures, I’m going to choose the less capable <strong>Spruance </strong>class Destroyer.  Also, i didnt have the game specs for the LAMP helecopter on the Spruance so i substituted in a Sea King instead, since thats something i did have at hand.</p>
<p> </p>
<p>It will be up against an Iraqi force of </p>
<p> </p>
<p>1)      <strong>Houdong </strong>(PT G), small patrol boat common in the area, not technologically advanced but carrying some sting.  (Actually, this simple PT turned out to have more toys than I thought – 2G ECM and ESM).</p>
<p> </p>
<p>2)      <strong>Saam </strong>(FF), the pride of the Iraqi fleet (?).  A Frigate to stand toe-to-toe with the Spruance, and </p>
<p> </p>
<p>3)      <strong>Targh </strong>(SS), an Iraqi diesel electric submarine, some mystery beneath the waves and something the Spruance might not be expecting.</p>
<p> </p>
<p> </p>
<p>I am not using any Mediterranean or middle east Harpoon pack.  This scenario is 100% fiction and made up in my head.  The scenario and rules of engagement will have the Spruance approached by all 3 Iraqi units at the same time.  The Spruance must attempt to keep them outside a 7.0nm exclusion zone (again, I don’t know if 7nm is considered close or far for an exclusion zone, or even if they are used in the real world).  If a unit enters the exclusion zone then the Spruance may take reasonable action (for example despatch the Helicopter or fire a volley across a bow).  The Spruance cannot shoot to kill so to speak, until fired on with intent by the Iraqi forces first.  Does that sound too vague?  (Yes!)  Maybe this is closer to the real world than I thought!</p>
<p> </p>
<p>I had hoped to come up with a set of victory conditions, but settled for aiming for something realistic re the outcome and would make my mind up at the end.</p>
<p> </p>
<p>My initial expectations are the Houdong patrol boat approaches aggressively to provoke a response from the Spruance, the Saam Frigate enters the fight after Iraqi is fired on first (protecting its little brother Houdong) and the Targh submarine is available as a means of last resort.</p>
<p> </p>
<p><strong>Weather</strong></p>
<p>Clear day.  Sea state 2.  Maximum depth Intermediate I (100m).</p>
<p> </p>
<p><strong>Initial Setup</strong>Spruance travelling due north at 15kts in a recognised shipping lane with a known exclusion zone of 7nm around it to deter close range attacks. </p>
<p> </p>
<p>Houdong (PT) approaching from the East, range of 13nm at 30 kts.  Coming in fast and aggressive to provoke a response and draw resources (Spruance’s Helicopter).</p>
<p> </p>
<p>Saam (FF) approaching from the North, range of 13nm at 15 kts.  Approaching head on, slow and steady.  Waiting to retaliate if the Spruance can be baited into tackling the PB.</p>
<p> </p>
<p>Targh (SS) also approaching from the East (sneaky! Creeping in behind and under the Patrol Boat), range of 13nm at 20 kts &amp; Intermediate I depth (below the layer).  A submarine is an unexpected surprise, coming in to provide late muscle if required.  </p>
<p> </p>
<p><strong>Detection situation</strong></p>
<p>This is why I’ve steered clear of multi unit engagements.  I’ve just calculated initial radar ranges, radar LOS, ESM and sonar between the units (14 separate calculations) to get a picture of whom can see who and when.  I hope no one changes speed, because all 14 calcs will need to be re-worked!</p>
<p> </p>
<p><strong>Action Stations!</strong></p>
<p><strong>0:00 </strong></p>
<p>Spruance travelling N 15kts.   ESM detection starts at 13nm (90%) for PB &amp; FF (contact, contact.  Bearing and emitter type known).  </p>
<p> </p>
<p>Houdong PB travelling W at 30kts.  ESM detection starts at 16nm (90%, contact bearing and emitter type).</p>
<p> </p>
<p>Saam (FF) travelling S at 15kts.  ESM detection starts at 16nm (90%, no contact).</p>
<p> </p>
<p>Targh (SS) travelling W at 20kts.  No chance of detection.</p>
<p> </p>
<p>The Spruance is travelling at 15kts heading north in the Gulf of Oman.  It picked up ESM detections at 13 nautical miles for the Frigate to the north and Patrol Boat to the East, so it knew bearing and emitter types.  Readied a Sea King helicopter (because I didn’t have the LAMPs helicopter stats at hand).  </p>
<p> </p>
<p>Both the Frigate and Patrol boat had detected the Spruance at 16nm and were moving in to force a confrontation.  The Frigate was moving at 15kts heading south while the Patrol Boat was taking an aggressive posture, steaming in at 30kts making straight for the Spruance.  In the background, lurking, is the Targh submarine coming in at 10kts behind the patrol boat.</p>
<p> </p>
<p> </p>
<p><strong>3 minutes</strong></p>
<p>The Spruance continued to monitor the ESM on both contacts, but nothing was showing on radar yet.</p>
<p> </p>
<p>The Iraqi Frigate and Patrol boat both picked up the Spruance on their radars at a range of 11.5nm.  The Targh continued to move in silently but registered no contacts.</p>
<p> </p>
<p> </p>
<p><strong>6 minutes</strong></p>
<p>At a range of 10nm the Spruance picked up the inbound Frigate and Patrol Boat on radar (range was now known due to additional radar information).  Range had closed to 10nm and both contacts were approaching the 7nm exclusion zone rapidly.  The Spruance radios to both Iraqi ships to change course to avoid the exclusion zone.  The Sea King is tasked to fly out 7nm ahead of the Spruance and hold position to mark the beginning of the exclusion zone in front of the Spruance.  </p>
<p> </p>
<p>Both Iraqi ships continue to move in.  I had intended the Patrol Boat to be the aggressor by having it move in fast, however I hadn’t counted on the closing speed of the Spruance and Frigate also being 30 kts.  So I had the Sea King fly forward towards the larger, likely more dangerous target to mark the exclusion zone.</p>
<p> </p>
<p> </p>
<p><strong>9 minutes</strong></p>
<p>The Spruance radios a second, final warning over the radio which is ignored.  The Sea King is within 1.5nm of the Frigate and makes a positive visual ID.</p>
<p> </p>
<p>Both Iraqi ships continue to move in and the range to both is now 8.5nm.</p>
<p> </p>
<p> </p>
<p><strong>12 minutes</strong></p>
<p>The Spruance and Iraqi ships are now at 7.0nm and look like entering into the exclusion zone.  3 radio warnings have been given and the Sea King has made itself known to the Frigate with no affect on course.  The Sea King is 2nm from the Iraqi Frigate.  </p>
<p> </p>
<p> </p>
<p><strong>15 minutes</strong></p>
<p>The Spruance fires a single 127mm round warning shot across the bow of the oncoming Frigate.  The Sea King reports no change to the Frigates course but notes a speed change down to 5kts.  Meanwhile the Patrol boat continues to speed in at a menacing 30kts.  Range to the Frigate is 6.5nm so it is clearly inside the exclusion zone while the Patrol boat is 5.5nm distant and closing faster than the Frigate.  I decided to keep the Helecopter near the Frigate believing the Frigate would likely be co-ordinating with the smaller patrol boat.  Also, i couldnt have the helectoper flying from one target to the next depending on who was closer at the time.</p>
<p> </p>
<p>At this point I put myself in the Captain of the Spruance’s shoes.  Firing on any Iraqi boat first because they had entered the exclusion zone and potentially starting a conflict (even a minor skirmish with live fire) is a big call.  At the same time he had allowed two known enemy units to close on his position and despite radio calls, a helicopter and a shot across the bow of the Frigate, he had allowed both ships to enter the 7nm exclusion zone.  Regardless of what happens next, he is going to have to explain to higher-ups how he allowed such a situation to occur.  I'd imagine allowing enemy carft inside the exclusion zones would required some sort of "please explain".  Looking back, more effort should have been made before the Iraqi forces breached the zone, but due to the radar los being limited to 10nm not allot of time was available.</p>
<p> </p>
<p> </p>
<p><strong>18 minutes</strong></p>
<p>With the Frigate 5.5nm from the Spruance, the Spruance orders the Sea King to fire both its Penguin missiles on the Frigate, which it does.  The Frigate has no ECM so the chance of the penguins hitting home is quite high (80%).  Amazingly, the Frigates anti-air guns work miracles.  With only a 10% chance of hitting, the 20mm guns hit one Penguin at long range and another at short range.  However both penguins qualified for the 3-second rule and the Frigate is subject to two airbursts rather than direct hits.</p>
<p> </p>
<p>8 critical hits are scored resulting in the Frigates ESM being knocked out, as well as 4 of its weapon systems.  </p>
<p> </p>
<p>At the same time the Spruance fires 2 Sea Sparrows from its aft launcher towards the fast approaching Patrol Boat.  The Patrol Boat protects itself with twin 30mm fire, both miss.  With a 53% chance of hitting, a single Sea Sparrow slams into the Patrol boat and despite only doing 6 points of damage, its enough to sink the Patrol boat immediately.</p>
<p> </p>
<p>While not taking part in any action yet, the Submarine is 9nm to the East of the Spruance and has not been detected.</p>
<p> </p>
<p> </p>
<p><strong>21 minutes</strong></p>
<p>The Sea King having fired both its Penguins is ordered to stand off and observe the Frigate from a distance of 2nm.</p>
<p> </p>
<p>The Spruance is unable to fire Sea Sparrows at the Frigate due to their aft facing.  So two 127mm rounds are fired at the Frigate, both missing.</p>
<p> </p>
<p>The Frigate returns fire with two C802 missiles which both hit home, the Spruance struggling to defend itself due to aft facing Sea Sparrows not being able to be used to shoot down the incoming missiles.  Also, the Iraqi Frigate has third generation missiles to fire against the Spruance’s second generation electronic counter measures, which are defeated.  28 points of damage is done to the Spruance but no critical hits occur.</p>
<p> </p>
<p> </p>
<p><strong>24 minutes</strong>The Spruance turns to face East, allowing its aft facing sea sparrows a chance to fire on the wounded Frigate.  8 sea sparrows are unleashed, 6 hit home, causing untold damage to the frigate.  Two 127mm rounds are also fired, one hitting, sinking the Frigate.</p>
<p> </p>
<p>The Iraqi frigate is able to fire another two C802 at the Spruance however both miss.</p>
<p> </p>
<p>Unknown to the Spruance the Targh is lurking 8nm away and the submarine is about to start hunting.</p>
<p> </p>
<p> </p>
<p><strong>Observations so far</strong></p>
<p>For each unit in the engagement you need to know what weapons it has, which arc they cover, and if they are offensive only or defensive (&amp; if so against what kind of incoming).  Its no use heading towards an enemy unit and then finding your main asset (in this case Sea Sparrows) fire in an aft arc.  I had protection behind the Spruance, while the enemy was in front!</p>
<p> </p>
<p>The Spruance is listed as having forward and aft 127mm guns.  I think its 2 barrel’s, so if both forward 127mm are fired I assume two to hit rolls (or do you just double damage if you hit with a single roll)?</p>
<p> </p>
<p>Being a small boat can be useful, moreso than raw radar range.  Radar LOS limits radar range.  It appeared in this scenario that the smaller boats had the advantage over the medium sized Spruance because they were able to detect its ESM and on radar first.  The Spruance had longer ranged radar but was more than cancelled out by Radar LOS and smaller foes.</p>
<p> </p>
<p>I’m glad there were few speed changes.  Re-working detection ranges (especially active or passive sonars) takes allot of time.  Not so much with radar or ESM which can be done at the outset of a scenario.</p>
<p> </p>
<p>The Spruance is damaged, but not too badly.  There is still an enemy diesel submarine out there looking for it.</p>
<p> </p>
<p>Throughout i've realised i've made some rules mistakes, but thats ok.  I write everything down as i go, stepping out rules, decisions, speeds, to hit calculations, sonar calculations etc etc so if i stop at any time i can pick up the game and know what the situation is and what step i am up to.  This write up has simply been a "summary" of the action</p>
<p> </p>
<p>Its taken a few hours to get to this point.  I've got some notes i need to go through to specifically look up some rules and make my own cheat sheets to make calculations easier/quicker.  </p>
<p> </p>
<p>Sub verse Spruance should be done early next week.</p>
]]></description><guid isPermaLink="false">15273</guid><pubDate>Fri, 16 Sep 2011 21:49:29 +0000</pubDate></item><item><title>Victor III v Perry Class</title><link>https://harpgamer.com/harpforum/topic/15225-victor-iii-v-perry-class/</link><description><![CDATA[
<p>One of Russias first nuclear submarines, a Victor III, is 23.0 nautical miles behind an American Perry class surface ship.  The range of 23 miles is the outer range that the stationary Victor can detect the Perry which is travelling at 20 knots.  The chance is 25% and detection is made.</p>
<p> </p>
<p>The Victor dives below the layer and increases speed to 30kts.  While travelling at this speed the Victor is blind to the Perrys movements.  The Victor decides to travel at 30kts for 1 hour before slowing to 5kts, coming above the layer and checking the position hoping to find himself about 13 miles behind the Perry if her speed and course remains unchanged.</p>
<p> </p>
<p>The Perry continues on its speed and course for 57 minutes, when she slows to 15 kts and changes course to be heading back towards the Victor.  At this time the range is 13.0nm however the situation the Victor was expecting to find is much different, with the Perry now heading towards him …</p>
<p> </p>
<p>The detection game begins again at 13nm, and combatants unknowingly closing on each other.</p>
<p> </p>
<p>0:00 Range 13.0nm.  Perry unable to detect.  Victor passive sonar (25%) fails.</p>
<p> </p>
<p>0:03 Range 12.0nm.  Perry unable to detect.  Victor (25%) fails.</p>
<p> </p>
<p>0:06 Range 11.0nm  Perry unable to detect.  Victor (50%) fails.</p>
<p> </p>
<p>0:09 Range 10.0nm  Perry unable to detect.  Victor (50%) fails.</p>
<p> </p>
<p>0:12 Range 9.0nm  Perry unable to detect.  Victor (50%) fails.</p>
<p> </p>
<p>0:15 Range 8.0nm  Perry unable to detect.  Victor (50%) fails.</p>
<p> </p>
<p>0:18 Range 7.0nm  Perry unable to detect.  Victor (50%) Success for bearing and type (surface contact).  Classification (35%) no data.</p>
<p> </p>
<p>0:21  Range 6.0nm.  Perry (random movement called for) slows and starts to deploy towed sonar (assume experimental towed passive sonar on the Perry).  It takes 21 minutes to deploy.  Perry slows to 5kts while deploying sonar.</p>
<p> </p>
<p> Victor continues at 5kts trying to get better resolution.  </p>
<p> </p>
<p> During detection the Perry still has no chance of detecting the Victor (max range is 2.25nm).  The Victor has a 25% chance due to slower speed of Perry, with a +15% for maintaining detection (looses contact).</p>
<p> </p>
<p> 0:28 Range 5.5nm.  Victor fails detection.</p>
<p> </p>
<p>0:31 Range 5.0nm.  Victor has 50% + 15% to gain contact, success.  Classification 35% (no data).</p>
<p> </p>
<p>0:34 Range 4.5nm.  Victor 65% maintain contact, fails.  </p>
<p> </p>
<p>0:37 Range 4.0nm.  Victor 65%, contact made, classification: exact, classified as Perry.  </p>
<p> </p>
<p>0:40 Range 3.5nm.  Victor decides to fire 2 torpedoes.  1 set at fast (8.3nm/40kts), 1 set at slow (13.5/24).  At this point the Victor does not know range to the target.</p>
<p> </p>
<p> Victor looses contact.  Perry 25% to detect Victor (fail), torpedo fired detection (fail).</p>
<p> </p>
<p>0:43 Range 3.0nm to Victor/1.25nm to fast torp/2.0 to slow torp.  Perry towed sonar is deployed does not detect anything.  Victor regains contact.</p>
<p> </p>
<p> 0:46 Range 2.5/torpedo at target/0.5nm.  </p>
<p> </p>
<p>Fast torpedo reaches the Perry without detection meaning NO countermeasures are deployed.  2G torpedo without wire guidance has 60% chance of hitting, misses.</p>
<p> </p>
<p> </p>
<p>0:49 Range 2.0nm/2nd torpedo reaches Perry.</p>
<p> </p>
<p>Victor slips beneath the layer.  Perry makes evasive manoeuvrer with towed sonar still deployed (increases speed to 25kts, Changes course 90 degrees).  Torpedo has 23% chance of hitting and misses.</p>
<p> </p>
<p> </p>
<p>0:52 Range 3.5nm.  </p>
<p> </p>
<p>Perry continues at 25kts to vacate the area.  Victor cruses at 5kts trying to maintain contact.</p>
<p> </p>
<p> </p>
<p>Perry is blind.  Victor 90% chance and maintains contact.  Fires 2 x fast torpedoes (40kts).</p>
<p> </p>
<p> </p>
<p>0:55 Range 5.0nm/3.0nmx2</p>
<p> </p>
<p>Perry 25kts.</p>
<p> </p>
<p>Victor maintains contact.</p>
<p> </p>
<p>Torp 1 &amp; 2 40kts. 2.0nm travelled</p>
<p> </p>
<p> </p>
<p>0:58 Torpedo range 2.5nm, 4.0nm travelled.</p>
<p> </p>
<p> </p>
<p>0:61 2.0nm, 6.0nm travelled</p>
<p> </p>
<p> </p>
<p>0:64 1.5nm, 8.3nm travelled and range reached.  Torpedoes end route.</p>
<p> </p>
<p> </p>
<p>The Perry continues out of the area.  Victor continues to crawl along at slow speed.  I have not done any work with helecopters.  The Perrys helectoper and sonar bouys would likely add to the encounter.</p>
<p> </p>
<p> </p>
<p> </p>
<p><strong>Observations and comments</strong></p>
<p>Submarines moving slowly with anechoic coating are very difficult to detect until very short ranges.  Even at long range where there is a low (25%) chance of detection, the maximum range of detection is often under 2 nautical miles (again, LONG range).  </p>
<p> </p>
<p> </p>
<p>Submarines detecting a surface contact with passive sonar do not know the range to the surface contact, making choosing to set torpedoes at high speed (short range) or low speed (long range) a critical tactical decision.</p>
<p> </p>
<p> </p>
<p>Ships can outrun or at least outlast a pursuing torpedo if they detect it in time.  </p>
<p> </p>
<p> </p>
<p>Ships under fire from submarine torpedoes should increase speed to 25+kts &amp; change direction to perform an evasive manoeuvre which reduces the torpedo hit chance.  At that speed, the ship is blind to detecting passively or actively the submarine which has fired.  The ship should look to exit the area at high speed before returning at slow speed to search the area for the submarine (effectively re-setting the game).  </p>
<p> </p>
<p> </p>
<p>Knowing how far to run at high speed, when to reduce speed and return to search the area is a crap shot.  The submarine is often able to track the surface ship during all this time.  At least after clearing the area and returning at slow speed to actively search the area the surface ship has returned the game to an even state where both sides have a chance to detect the other.</p>
<p> </p>
<p> </p>
<p>Luck plays an important part in a surface ship detecting a submarine.  About the only time the state of play is even is if a submarine is travelling quickly to reach or keep up with an active unit.</p>
<p> </p>
<p> </p>
<p>The Perry has a helicopter capable of searching for submarines which I chose not to use since I haven’t used helicopters and dropping sonar buoys yet.  I can see the helicopter would search, find and track the submarine so the Perry could return knowing ranges etc to the submarine and fire if able.</p>
<p> </p>
<p> </p>
<p> </p>
<p>Given this, submarines get to strike first against the surface target.  After that, the initiative would shift to the Perry and helicopter team.</p>
]]></description><guid isPermaLink="false">15225</guid><pubDate>Tue, 13 Sep 2011 08:32:52 +0000</pubDate></item><item><title>Pirate Scenario</title><link>https://harpgamer.com/harpforum/topic/14700-pirate-scenario/</link><description><![CDATA[
<p>Scenario question in two parts.</p>
<p> </p>
<p>1.  Has anyone put together any pirate type scenarios, with any special rules (ROE, ID'g ship, safe zones)???  </p>
<p> </p>
<p>2.  Does anyone have any generic "pirate ship" type stats or comments?  I really dont have anything myself except being small, no countermeasures and likely nothing heavier than light AA armaments.</p>
]]></description><guid isPermaLink="false">14700</guid><pubDate>Sun, 24 Jul 2011 09:07:16 +0000</pubDate></item><item><title>Air attack on bridge</title><link>https://harpgamer.com/harpforum/topic/13567-air-attack-on-bridge/</link><description><![CDATA[
<p><strong>Situation</strong></p>
<p>Libya.  Present day.  </p>
<p>A French Jaguar has been tasked with destroying a bridge.  In game terms, the bridge is a medium sized target with 100dp.  The Jaguar is armed with 5 x EU3 450kg free fall bombs and has a ballistic bombsite.  Each 450kg bomb inflicts 41points of damage.  A single hit could potentially make the bridge unusable, 2 hits would almost guarantee making the bridge unusable and had a good chance of destroying it.  3+ hits would destroy the bridge.</p>
<p> </p>
<p><strong>Pre-flight planning</strong></p>
<p>A horizontal bomb run is safer than a dive bomb attack.  However during the pre-flight planning phase it was discovered that a horizontal bomb run yielded just a 6% chance of having a single bomb hit the bridge.  This was deemed too low a probability of not taking out the bridge, so planning moved to a dive bomb set.</p>
<p> </p>
<p>A dive bomb plan was worked out with the following probabilities</p>
<p>Low dive bomb run          85% for 1 hit, 57% for 2 hits, 24% for 3 hits, 5% for 4 hits and 1% chance of 5 hits..  </p>
<p>Medium dive bomb run    67% for 1 hit, 27% for 2 hits, 6% for 3 hits and 1% for 4 hits.</p>
<p> </p>
<p>It was agreed a low dive bomb pass was required to provide the best chance of success, given 2 hits were seen as the minimum necessary.  A low dive bombing run would place the aircraft in some danger if the bridge was defended.  Current intelligence suggested no fixed defences were near the bridge.</p>
<p> </p>
<p><strong>Outcome</strong></p>
<p>The single Jaguar approached the target and at 5.0nm visually identified the bridge.  Closing further on the target there was no AA detected.  Approaching release point a "gun truck" was noticed on the bridge.  Committed too far, the Jaguar completed its bomb run.</p>
<p> </p>
<p>5 x 450kt free fall bombs were released, resulting in two hits against the bridge.  Peeling away, looking out the rear of his canopy the pilot noted the bridge was still standing, though likely unusable except for foot traffic.  Tracers arced up ... of the 30mm type ... eventually finding him.  Shredded wing.  Crashing glass.  Blasting wind as he ejects ...</p>
]]></description><guid isPermaLink="false">13567</guid><pubDate>Thu, 14 Apr 2011 09:04:40 +0000</pubDate></item><item><title>Fairly Basic Submarine Attack</title><link>https://harpgamer.com/harpforum/topic/1796-fairly-basic-submarine-attack/</link><description><![CDATA[
<p>Depth Shallow</p>
<p> </p>
<p>125 Battery Units</p>
<p>1st Hour @ 16kts = -15 units</p>
<p>110 Battery Units</p>
<p> </p>
<p>2nd Hour @ 16kts = -15 units</p>
<p>95 Battery Units </p>
<p>Go to periscope depth IOT snort, decrease speed to 11kts</p>
<p> </p>
<p>3rd Hour @ 11kts = -4 Units</p>
<p>91 Battery Units, but charging equals +10</p>
<p>101 Battery Units</p>
<p>Descend back to Shallow.</p>
<p> </p>
<p>4th Hour @ 11kts = -4 Units</p>
<p>97 Battery Units remaining</p>
<p> </p>
<p>30min @ 11kts</p>
<p>Contact, bearing 336 degrees.  Attempted classification, Noisy Ship</p>
<p> </p>
<p>3min Tactical Turn (1)</p>
<p>Lost passive contact</p>
<p> </p>
<p>3min Tactical Turn (2)</p>
<p>Did not regain contact</p>
<p> </p>
<p>3min Tactical Turn (3)</p>
<p>(Admin note: distance 1.6nm)</p>
<p>2D10 = 11 Contact, bearing 349 degrees, range 1.6nm</p>
<p>Classification attempt: (Noisy/ LF/MF = 10% + 10% target speed modifier = 20%.  2D10 =50.  = SHIP.</p>
<p>Begin TMA Solution Attempt: Range: Short 30%/40%/50% per turn + 40% passive ranging array (PRA) sonar.  2D10 = 79. = FAIR solution.</p>
<p> </p>
<p>3min Tactical Turn (4)</p>
<p>(Admin note distance 1.1nm) 75% Band &lt;=1.6nm.  +15 maintaining contact 2D10 = 75 – Contact maintained.  Classification Attempt: 2D10 = 05, Merchant.  2nd TMA Attempt; Short Range; 30%x2 Turns = 60 +40% PRA Sonar = 100%; 2D10 = 25 GOOD SOLUTION.  2x SUT Mod2 torpedoes are to be fired, but not moved, in the Reaction Fire Phase.  </p>
<p> </p>
<p>3min Tactical Turn (5)</p>
<p>(Admin note distance 0.73nm)  Movement Phase torpedoes @ 35kts move 1.75nm per Tactical Turn Movement Phase.  EP: 500yds.  At launch there is a 20% chance of the wire breaking regardless of the submarines status.  2D10 = 31.  2x SUT Mod2 WG Torpedoes at a 0.73nm, survives the wire breakage roll and traveling at 35kts.  It's a 3rd Gen Torpedo with a 75% hit chance, an acquisition cone of +/-75 degrees, it travels 500 yards, turns on its seeker, and poof runs at the target.  2D10 (Torp 1) = 05 Hit, 2D10 (Torp 2) = 41 Hit.  260 DP’s on a 10,000ton displacement International Generic Merchant Ship.  Damage Ratio calls for 10 Critical Hits, but decide to roll for sinking 3D6 = 5 = merchant sinks in 5 Tactical Turns or 15min (at the +5 Hour Game Clock).</p>
<p> </p>
<p>Thanks to Tony's Plotter - Fun, lots of fun.</p>
]]></description><guid isPermaLink="false">1796</guid><pubDate>Thu, 14 Jun 2007 02:29:20 +0000</pubDate></item><item><title>DIY Scenario</title><link>https://harpgamer.com/harpforum/topic/13249-diy-scenario/</link><description><![CDATA[<p>Has anyone got any engagements or home made scenarios, possibly with some special rules or starting conditions, using a small number of units?</p>]]></description><guid isPermaLink="false">13249</guid><pubDate>Sun, 20 Mar 2011 06:12:56 +0000</pubDate></item><item><title>Strike with offensive jamming</title><link>https://harpgamer.com/harpforum/topic/1900-strike-with-offensive-jamming/</link><description><![CDATA[
<p>Ok</p>
<p> </p>
<p>Broke out counters, dice, and rulers this morning.</p>
<p> </p>
<p>1x EA-6B (5x ALQ-99) and 2x A-6E (12x M82 500lb GP Bombs each).  They begin at Low altitude, traveling at 570kts.  They start 100nm from their intended target – a Coastal Defense Missile Battery, defended by an Sa-15 Tor1 battery.  There is also a GCI Radar (P-35 Bar Lock A) 100nm from the strike package and 56nm from the intended target.</p>
<p> </p>
<p>The Bar Lock A will detect a medium target at 133, which is lowered to 39nm due to the RLOS of a horizon-Low contact.  Sa-15’s Dog Ear Acquisition Radar will detect a medium target at 8.5nm.</p>
<p> </p>
<p>Weather Determined randomly.  2D10 = 82 = Clear Night, Half Moon.  Air visibility reduced to 20%.  Sigma was 1.5, D10 = 4 = no modification.  Ground will spot medium aircraft at 5nm *20% = 1nm.</p>
<p> </p>
<p>Strike Package streaks in at 28.5nm per tactical turn.  The EA-6B’s 3rd Gen detects the Dog Ear.</p>
<p> </p>
<p>42nm from target EA-6B emits, reducing the Dog Ear’s 8.5nm to 2.1nm.  It has no effect on the Bar Lock A as the RLOS is 39nm.</p>
<p> </p>
<p>Engagement Turns declared.</p>
<p> </p>
<p>Whether A-6E FLIR is 2nd or 3rd Generation, it will detect the target, even if considered stealthy at 2-3nm.</p>
<p> </p>
<p>Package crosses over the target before they can detect and fire.</p>
<p> </p>
<p>Each Mk82 = 17DP.  Target 5DP per vehicle, 8 vehicles, or 40DP’s</p>
<p> </p>
<p>Dive-Bombing with a computing bombsite, from Low Altitude gives a .23 pH.</p>
<p> </p>
<p>8x 2D10 results in 8 hits.  8*17DP = 136DP.  Target destroyed.</p>
<p> </p>
<p>Lessons: erroneously placed my GCI too far away, RLOS eliminated it from being a factor.</p>
]]></description><guid isPermaLink="false">1900</guid><pubDate>Sat, 21 Jul 2007 17:59:57 +0000</pubDate></item><item><title>The Battle of Marettimo</title><link>https://harpgamer.com/harpforum/topic/10078-the-battle-of-marettimo/</link><description><![CDATA[
<p>Battle of Marettimo (Italian Report) </p>
<p> </p>
<p>On the 12th of June 2009 a naval engagement took place around the partition line between the two exclusive economic exploitation zones of Italy and Tunisia. According to the first reports, the incident was triggered by the decision of the Italian government to employ the Navy to deter the occasional harassment of Italian fishermen in the border area between the two zones. </p>
<p> </p>
<p>The Italian Navy deployed considerable assets in the area under the command of Vice Admiral Fabrizio di Menton. The direct monitoring of the area of operation was given to a light frigate of the Artigliere class under the command of Captain Luca Vailatti. The task force included two AEW helicopters EH 101 and a flight of AV8B+, all at disposal of Commander Andrea Sforni. In addition, elements of the 5th Fighter squadron (of the Italian Air Force), equipped with F-16C multirole aircraft was redeployed to Sigonella. The air assets of the Italian Navy were deployed in Decimomannu (Sardinia).</p>
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<p>This considerable mass of forces was activated on the 10th of June and tasked with the monitoring of the situation in the south western waters of Sicily in close proximity with the Tunisian EEEC, and to deter any intimidating activity by the Tunisian Navy. Rules of engagement: strictly defensive, permission to shoot only if attacked first. </p>
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<p>The light Frigate Artigliere sailed from Naples, where she was temporarily attached to Task Force 60 of the American 6th Fleet. By sailing at 28 knots, this vessel was in sight of Sicily after 6 hours of navigation, and by the time she reached her station area, she was already in contact with the EH-101 flying an AEW patrol between Sicily and Sardinia. At 19:08, the Helicopters signaled air activity out of the Tunisian base of Bizerte: a slow Boogie moving south west - north east, at an altitude of approximatively 24 thousand feet. As soon as the AEW assets determined as certain that the air target was approaching the partition line, the Navy requested an interception mission to the planes based in Sicily. Two F-16 took off in 18 minutes and scrambled towards the target. This move was engineered to persuade the Tunisians that the Italian were serious about the enforcement of their EEEC. In 9 minutes, the F-16s approached the Boogie, which was identified as an Aeritalia G-222 transport plane, flying along the axis of the partition line (probably on a surface patrol mission). Very distanced from each other, at that moment, four Italian Fishermen were underway on the Italian side of the partition (according to the Italian Report). They were the Monte Albano, the Caterina, the Adopo, and the big oceanic trawler Sigulla. By 19:36 the Artigliere, was well within is patrolling station following an elliptical course roughly equidistant from the fishermen. At 19:52, the G-222 turned south and disappeared from the zone of operation. At 20:40, the AEW assets (once again before any other sensors) pinpointed a surface target moving at high speed with course 30 and linked all data to the Artigliere, where action stations were called at once. Only four minutes later the ESM antennas of both the Artigliere and of the EH-101 classified the radar emission from the target as belonging to a Combattante III fast attack vessel. </p>
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<p>According to the Italian report, numerous attempts to contact the approaching vessel were made to no avail. At 20:52 the EH-101 gave the vampire alarm to all stations as pinpointed four surface to surface missiles detaching from the target in direction of the Artigliere and of the Fisherman Sigulla. Instantaneously, Captain Vailatti ordered a fire solution on the target using the data provided by the AEW, and shot a retaliatory salvo of two OTOMATs directed to the hostile FAC. At the same time he ordered flank speed to approach the Sigulla and possibly covering her with Chaffs and point defense. </p>
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<p>By the time the Artigliere approached the Fisherman under attack, the vampires were on the target. Vailatti lauched a salvo of 4 Aspides to try and intercept the vampires, but the 40mm Dardo were not able to open fire in time. Also the chaff cloud, promptly released by the Frigate was not sufficient to cover the fisherman adequately. According to the Italian report, two enemy missiles (with all probability Exocet SSMs) were shot down by the Aspides, one lost its track, and one impacted on the Sigulla at 20:54:12. The Fisherman disappeared in a gigantic explosion, and its wreck, sunk in less than three minutes after the impact. No survivors were recovered by the Artigliere. Of the two OTOMATs launched by the Italian Frigate, nobody had further news; they obviously missed their target. This prompted the last desperate move by an enraged Vice Admiral di Menton. He ordered half a flight of AV8s to take off immediately and give chase to the enemy vessel which was still sailing at full speed towards Tunisia. At 21:24 the aircrafts reached their target and attacked it with laser guided bombs and low level stafing. The anti air reaction by the two OTO 76 Super Rapido embarked on the Tunisian FAC were more than a disturbance for the strafing runs, and the laser bombs could not be centered well enough on a fast moving and fast maneuvering target. At the limit of their combat endurance, the Harriers broke contact at 21:28 not without having risked some losses during their strafing runs.</p>
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<p>The Tunisian Navy released a brief press communiqué after the action:</p>
<p>“Two days ago, the Tunisian Navy was forced to respond to grave provocations by the Italian Navy inside the Tunisian Area of Exclusive Exploitation. Both illegal fishermen and Italian military ships, staged an unprovoked violation of the Exclusive Tunisian Sovereign rights. The Italians responded to the invitation of a Tunisian warship to clear the area, with a military attack. The Tunisian Navy was forced to respond. The Italian Warships withdrew at high speed, and one of the illegal fishermen was sunk”.</p>
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