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  1. In hopes of being allowed to get an official patch distributed by Matrix Games, I threw together this overview list of improvements since the 2015.027 patch and thought you might enjoy: Staff Assistant – Added additional player dials to increase/decrease prompts to radiate. DB Structure – Increased magazine limit per platform from 127 to 32,767. DB Structure – Increased countries limit from ~127 to 1023, country width from 16 to 32 characters. DB Structure – Increased to 255 Aircraft, Ship Types. DB Structure – Increased to 128 runway sizes, 32 characters each. Scenario Editor – Show the same expanded set of loadout data the Game Engine (GE) shows. Game Engine – More improvements to allowing 255 units per group, up from 127 (continued bug fixing). Game Engine – Air to Air refueling improvements splitting tankers to RTB when their range is less than refueled planes. Game Engine – Added RWR sensor model. Game Engine – Increased number of formation zones from 4 to 64 (6 available in UI), max formation radius from 255nm to 32767nm. Game Engine – Formation-keeping works better than ever Game Engine – Started adding UUIDs to game structures (unit, group, …) to be able to globally track them. Game Engine – Scenario and Saved game lineage added to be able to track the history of a scenario or saved game. Most useful for troubleshooting but also other benefits. Game Engine – Saved games now store the orders, previously the user would lose access to the orders when loading a saved game. Game Engine – Added setting to force the AI to stay on plotted paths or if they can run off on their own volition. Game Engine – Torpedo noise level logic that was making torpedoes way too quiet fixed. Too short torpedo acquisition range logic fixed. Game Engine – Expanded maximum groups possible from 676 Red & Blue total to move than 1,300 groups for each of those sides. Game Engine – Nuclear detonations game crash fixed and more accurate/thorough destruction of units as a result of the detonation(s). Game Engine – User can change speed & altitude/depth of some individual units in groups. Game Engine – Dialog window sizing and position improvements. Game Engine – Revamped victory condition evaluation. Also record more meta information for AARs, etc. General – Tons of bug fixes. Game Engine - ExportDLL interface expansion. Every non-UI aspect of the game can be overridden as a result. This has been utilized to great effect. Don Thomas in Australia has written add-ons to automate aerial refueling, most of submarine prosecution, AAR generation, and more.
    4 points
  2. The official Harpoon 5 Jumpstart is released. This is a preview of the H5 rules in the form of a scenario playthrough. The Jumpstart is a free download. It can be downloaded here, and will be available soon at the Wargame Vault (http://wargamevault.com) or at The Admiralty Trilogy (http://www.admiraltytrilogy.com/). For your behind-the-scenes information, the Jumpstart scenario was run by me using SimPlot. There were actually three scenarios executed, with each one resulting in tweaks to the rules, data annexes, or the scenario graphics. The Guardian scenario contained therein is the third and final version. Some changes to SimPlot were also implemented to facilitate making data changes to the scenario. Some of these changes will find there way into the next SP update. Larry Bond has given permission to freely copy and distribute the Jumpstart. The H5 rules, data annexes, and Player's Handbook are awaiting final print proofing. We are almost there! HpnV Jumpstart 10 Jul 20.pdf
    4 points
  3. Ok, this was fun! Second run was better, the big enemy surface group was a bit further off. Sadly, it spawned in the vicinity of my smaller surface group, enveloping it with its SAMs, thus making it impossible to safeguard the smaller surface group from missile attack. The few aircraft in Cyprus were also not able to stop air attacks against the islands installations and I could not get my carrier aircraft over the island in time, since I had to manuever around the SAM envelope of the big enemy surface group. RED thus managed to pull of a minimum victory after annihilating my smaller surface group, sinking 3 of my ships. I did not give up and launched an all-out counterstrike. Repeated air strikes killed the enemy surface group and then one by one the enemy bases and supporting units died. Total victory was inevitable.
    3 points
  4. aviator, here is a list of Soviet nuclear powered submarines that were commissioned by 1990 and which were serving with the Northern Fleet at the time: Project 627 (NATO November) SSN: K-3, K-5 (decommissioned in January 1990), K-11, K-21, K-50; decommissioned in April 1990: K-11, K-21, K-50 Pr 658 (Hotel) SSBN: K-16, K-19 (in reserve since 1979, decommissioned April 1990), K-33, K-40, K-145, K-149 (went into reserve fleet in March 1990) Pr 667A (Yankee) SSBN: K-32 (did not deploy after 1986 due to reactor accident), K-137 Leninets (on missile patrol in the North Atlantic from 19 October to 31 December 1990), K-140 (out of service by 17 December 1990), K-214, K-228, K-241, K-245, K-249, K-253 (Yankee Notch conversion), K-395 (in drydock for Yankee Notch conversion), K-403 (sea trials of towed array pod), K-411 (completed Yankee Stretch conversion in 1990), K-418 (removed from active service in 1989), K-420 (Yankee Sidecar SSGN conversion, but torpedoes only by 1989), K-423, K-426, K-444; decommissioned in April 1990: K-32, K-140, K-426 [Note: In 1988 the director of US naval intelligence Adm Studeman told Congress that Yankee class SSBNs had ceased patrols off the US coast in late 1987 and were instead conducting "combat service patrols against theater targets" (i.e. staying close to home), presumably to compensate for the loss of the SS-20 under the INF Treaty.] Pr 667B (Delta I) SSBN: K-279, K-385, K-447, K-450, K-457, K-460, K-465, K-472, K-475 Pr 667BD (Delta II) SSBN: K-92, K-182, K-193, K-421 Pr 667BDR (Delta III) SSBN: K-44 (in post drydock sea trials), K-129 (had powerplant failure in June 1989, may not have been available), K-424, K-449 (went to Pacific Fleet in November 1990), K-487, K-496 Pr 667BDRM (Delta IV) SSBN: K-18, -51, -64, -84, -114, -117, -407 (not commissioned until late November 1990) Pr 670M (Charlie II) SSGN: K-209, -452, -458, -479, -503, -508 Pr 671 (Victor I) SSN: K-38, -53, -69, -147, -306, -323, -367 (did not deploy again after a reactor accident in 1985), -370 (may not have been available for deployment), -398, -438, -462, -481 Pr 671RT (Victor II) SSN: K-371, -387, -467, -488 (never returned to sea after 1988 drydock), -495, -513, -517 Pr 671RTM (Victor III) SSN: K-218, -244, -254, -298, -299, -358, -502, -524, -527 Pr 671RTMK (Improved Victor III) SSN: K-292, K-388, K-138 (operational from January 1990), K-414 (not commissioned until 30 December 1990) Pr 675 (Echo II) SSGN: К-1 (may not have deployed after 1989), K-22, K-28, K-35 (final deployment in 1989), K-47 (in refuel and overhaul, did not return until 1992), K-74, K-104, K-125, K-128 (not in active service after 1989), K-131 (did not deploy after 1984), K-170 (may not have been operational after turbine accident in 1988), K-172 (stayed in port after reactor leak in June 1989); decommissioned in 1990: K-28, K-74, K-128, K-172 (in April) Pr 705 (Alfa) SSN: K-123 (received a new reactor in 1990, probably not operational until 1992), K-316, K-373, K-432, K-463, K-493 (all but K-123 decommissioned in April 1990) Pr 941 (Typhoon) SSBN: TK-12, TK-13, TK-17, TK-20, TK-202, TK-208 Pr 945 (Sierra I) SSN: K-239, K-276 Pr 945A (Sierra II) SSN: K-534 (not commissioned until 26 December 1990) Pr 949 (Oscar I) SSGN: K-206 Minsky Komsomolets, K-525 Pr 949A (Oscar II) SSGN: K-119, K-132 (transferred to Pacific Fleet in late October 1990), K-148, K-410 (not commissioned until 22 December 1990), K-442 (not commissioned until 28 December 1990) Pr 971 (Akula) SSN: K-154 (commissioned but reportedly not operational until December 1993), K-157 (commissioned but reportedly not operational until November 1995), K-317 Pantera (not commissioned until 27 December 1990), K-328 (commissioned but reportedly not operational until December 1992), K-461 (commissioned but reportedly not operational until December 1991), K-480 I will further update this list with information about which boats might have actually been available for service.
    3 points
  5. As far as missiles are concerned I have notice some missiles rated as surf capable will hit the targeted ship. Some of the are Slam-er a land attack also variant of the harpoon and the Scalp EG of French design. If it has a surf attack flag it usually will attack the designated target assigned to it despite other ships. If it has sea attack flag it will attack the first detected after activation. These are my findings.
    3 points
  6. My second scenario dealing with the Ukraininan conflict. I read a lot about possible OOBs and especially the Russian landing force. And included a small surprises, hypothetical, but not impossibly, giving the Ukrainian side more punch. You are outgunned, but not without chances to defend and even to counter-attack. Odessa must not fall!
    2 points
  7. Thanks TonyE Confirmed fixed.
    2 points
  8. I'll post new test versions of the game files to this thread and will bump the thread as needed. Please read the beta testing guidelines... https://harpgamer.com/harpforum/topic/3574-beta-testers-read-me-first/ Installation instructions: Start with your 2015.027 patched HUCE from Matrix. Then apply 2018.002 then 2022.008. HC2018.002GESEDBDUBSBB.zip HC2022.008GESEPEDUBSBBSOW.zip
    2 points
  9. HCE - 2022.007 - 2022-04-30 =========================== - Chg:00000 GE Minor change to give ExportDLLs the opportunity to process Harpoon Events as part of the scenario loading process. dllexEffect18(); HCE - 2022.008 - 2022-05-21 =========================== - Chg:32297 GE Fixed heap corruption in BOL. The game was trying to come up with a class name for the activation point 'group' which isn't possible. When class name is requested for an invalid annex_id the game now sets it to a null string. (thanks TonyD) https://harpgamer.com/harpforum/topic/32297-bearing-only-launches-crash/
    2 points
  10. Oops, I'll fix the version required reference, thanks for feedback
    2 points
  11. It was another non-traditional celebration but a very Merry Christmas. My brother and now his younger son caught Covid so we were only able to get together with my sister's family on Christmas Day instead of my mom and her three kids' families as originally planned.
    2 points
  12. View File Nicobar.zip Nicobar Waltz China and India are at war. If the Indians can defend the Andaman and Nicobar islands they can cut off the supply of oil and gas to China. The Chinese have knocked the US out of the fight and are determined to take them. This is intended for show what it would be like for a 2nd world country to take on China these days, and is intended for intermediate to advanced players. Duck. Prepared with Scenario Editor 2015.027, playable with GE 2015.027 or newer. Submitter rainman Submitted 04/22/2021 Category WestPac
    2 points
  13. Scored it last week: many thanks for the heads-up. I expect much time and many ships will be sunk in 2022.
    2 points
  14. AAR: WARNING, possible spoilers... I lost two Atlantiques in the ASuW role which got into Aster-range probably and one frigate which got killed by a torpedo fired by an undetected submarine. As long as the E2 and E3 keep their radars on, there is no need to turn the radars of the carrier group on and reveal your positions. The Rafales could easily intercept inbound aircraft and I shot down about 30 of them. Another 12 or so were killed in the air bases, which I repeatedly attacked with Scalps and Tomahawks from aircraft and ships. I managed to torpedo most of the enemy surface group with Amethyste, which prompted min. victory conditions after around 8 hours of gameplay. Thank you!
    2 points
  15. I have yet to find a commercially available simulation that can come anywhere close to realistically modeling the real life outcome of any military clash of arms on the kind of scale approached by sims such as Harpoon. That includes Command. These sims are far too mechanical, too regimented, too structured to realistically simulate the swirling multi-factorial chaos that is war. But they rank among the best we have, for the moment.
    2 points
  16. Update: I am down a deep rabbit hole on VCs at this point and want to document a bit before chasing the rabbit some more. Changes Made: Victory conditions are checked every two game minutes. Previously it was one side per two minutes so every four minutes both sides were checked. This is also a stepping stone toward checking victory conditions for more than two sides. The code checks both minimum and total victory conditions and records the time each level is met for each side. You can now achieve the total victory conditions before minimum victory conditions, HOWEVER you will not be granted total victory until both the minimum and total victory conditions have been met. If a side has no minimum victory conditions defined, only total victory conditions will be examined for that side. In short, you will be able to be granted total victory if your side has only total victory conditions defined.
    2 points
  17. "Think" I have everything fixed. All units are showing up in the scenario. Only question is whether or not I can get them to actually move since for some reason they won't start out with the speeds I set for them. Onward and upward... Got the speed thing figured out. Been about 20 years since I wrote scenarios...and my memory ain't the best.😬 Still have a few things to iron out. One thing, Tony: the editor does NOT crash at all now.
    2 points
  18. Hello, I'm a huge fan of the Harpoon game series. I have almost all editions in my collection (You can see it on pictures attached). I have a few questions about this great game that, despite having searched the web, haven't found an answer: The first question is about the game Harpoon. Has Harpoon Designers' Series III ever been released as a standalone game or only in the Harpoon Classic collection? Never seen it on ebay or amazon Was Harpoon 2: Battleset 4: Regional Conflicts 2 and 3 released as a standalone game or only as Harpoon 2 Deluxe Multimedia Edition? Today I've just bought Harpoon 2: Battleset 4 Regional Conflicts 1, and I'm just curious if other parts were published separately... Do any of You have any of the parts that are missing in my collection: Harpoon 3 Pro, Harpoon Advanced Naval Warfare, Harpoon Commanders Edition? These are very hard to find anywhere... If You are wiling to sell, contact me. Best regards and greetings from Poland to all Harpoon fans!
    2 points
  19. Thank you for this scenario. Quite interesting! I finished it playing blue. SPOILER ALERT I expected a bit more aggression from the Chinese. No surface strikes materialized against my fleets. I was anxious that they might try to shoot ballistic missiles against Naha and Kadena, but that also did not occur. I managed to shoot down over 200 aircraft and killed all their fleets, achieving total victory. The F2A is a great asset with its long range ASMs and the Guam based bombers were also very handy. One needs to reposition assets from the bases in Northern Japan to the South in the beginning to achieve a swift victory, but Blue is certainly privileged having so many fighters with long range AAMs operational. I lost close to 20 fighters mostly due to errors from on side, there is a very slight chance of missing any Chinese fighters with all the AEW assets at your disposal.
    2 points
  20. There is the issue of perception during game play (because of the effect of die rolls, principally.) And then there is the DB reality: Rafale (all versions), ATA/DATA values are 55/30 (the same as Eurofighter, for example.) By comparison, the F-14B/D is 45/25. As for Mica (all versions), its hit probability (pH) is 75. By comparison, the AIM-54C Phoenix is 55. Send an early fourth generation fighter up against a late 4.5 generation fighter, get bad die rolls, and viola ... these kind of results.
    2 points
  21. I play Harpoon for more than twenty-five years. First I considered it only as a game. Now, when playing harpoon or Command Modern Opearations I feel like using not game but professional program to simulate war conflict (I somewhere have read that professional version of CMO allows/will allow You to play multiplayer - WOW!) . For me, my collection Is a part of strategic wargame history: games with thick manuals with beautiful box pictures... Games that don't need GeForce RTX, but are beautiful. Games that are so complicated (I play it so long, but I'm still learning how to play it well) but can steal Your time for weeks and months. Games that You never get bored with, You come back to them regularly... Look, it has been 32 years since Harpoon was firste released (1989) and today, in 2021, we're running internet forum harpgamer.com, isn't it cool?! We create scenarios, mods, we discuss, chat with each other, no matter whether we are 20 or 50 years old! I'm very interested in games You mentioned, they will complete my collection - searching internet everyday to grab them. Of course You can share the email with Mr Gilman... It's a little bit intimidating for me that, with help of Internet, I can today contact/write to/chat with for example Don Gilman or Larry Bond, creator of such great games, that I played in my youth and I play now!
    2 points
  22. Reminder: Next Harpoon chat on Zoom is Friday November 12th @ 7:00 PM Central. Hope to see you there! Join Zoom Meeting https://us02web.zoom.us/j/88443754075?pwd=ZXhoVjdQdFpCbkczeUFwamduSWVtZz09 Meeting ID: 884 4375 4075 Passcode: 874700 One tap mobile +16699006833,,88443754075#,,,,*874700# US (San Jose) +14086380968,,88443754075#,,,,*874700# US (San Jose) Dial by your location +1 669 900 6833 US (San Jose) +1 408 638 0968 US (San Jose) +1 346 248 7799 US (Houston) +1 253 215 8782 US (Tacoma) +1 646 876 9923 US (New York) +1 301 715 8592 US (Washington DC) +1 312 626 6799 US (Chicago) Meeting ID: 884 4375 4075 Passcode: 874700 Find your local number: https://us02web.zoom.us/u/kdfSLC4a5A
    2 points
  23. Should anyone want to buy me a present, Mizu Super Yachts look a whole lot like warships on the outside and would be a prime choice of gift. Now if anyone does give me such a gift, I'll take it for one cruise, put it up for sale, quit my job, and write warfare simulations for the rest of my life. So win-win for all of us, right? MIZU 174' Oceanfast Superyacht For Sale Oceanfast Yachts (denisonyachtsales.com) [just an example]
    2 points
  24. Well they're much more spectacular Xmas photos than I could provide. While Tony had a white Xmas I sat in humid 35 deg C temps overlooking the western brim of the Pacific Ocean. I hope everyone relaxed a bit and were able to enjoy family and friends. Don
    2 points
  25. Welcome back broncepulido! The same fix should work for you.
    2 points
  26. I've been working on this add-on to help promote the non-profit United States Naval Institute (USNI) and may well be able to release this month, the 30th anniversary of Computer Harpoon's release.
    2 points
  27. There are about eight in-game hours left to chronicle in this final write-up. Don't worry, it will be over soon. In the meantime, to thank you for your patience, here's some potatoes: I discovered some new air contacts and sent F-16s to engage them. They turned out to be MiG-23MLKs and the Flogger-Ks proved to be a very tough customer. In this and the following the fight, I lost eight F-16s for six enemy fighters. Partly down to having some very tough customers, partly for leaving one unit's radar off... I did actually do another standoff attack shortly after this, sending five aircraft armed with Harpoons to attack the Soviet carrier group. I also must have launched some F-15s in a counter-air sweep at some point, because I downed two Flanker-Ds and three helicopters; two of the latter were AEW Helixs, so that was a useful bonus. However, Suffren came under attack by Sunburn missiles. Downing one didn't exactly mitigate the damage of the other four and that vessel sunk. Shortly after, Cassard came under AS-17 attack and it too succumbed. My standoff attack managed to launch 12 Harpoons at the carrier group, but all were downed. I lost an E-3 half an hour later. At 05:52 the strangest engagement of the battle occurred, when an air combat between MiG-25s and F-16s went into gun range, after one of the latter had been downed by AA-6s. The battle ran a grand total of 17 and a half minutes; my notes show an increasing incredulity at the situation. Eventually, the F-16s (who I tried to withdraw) finally down the Foxbats and I was also able to dock some of my ships.... At 0621 I reflected it had gone rather quiet. Guess what happened five minutes later...
    2 points
  28. I've finally completed my playthrough for Harpoon CE. Write up to follow!
    2 points
  29. Hi Enrique, is that already a running version? Orders and, I think, the relevant units are missing? As soon as You have a testbale version up, I´ll play it through.
    1 point
  30. Confirmed that it is b). I'm on Windows 10 Pro 64-bit. When I select Windows XP SP2 compatibility mode for Wscenedt32.exe, I get the behavior you report. Nice find! Did you recall setting the compatibility mode? If not, what version of Windows are you running (in case there is something in one of the installers that is setting compatibility mode, but I don't think there is)? Thank you for sticking with this, the tenacity is what we need.
    1 point
  31. Very little. This tidbit comes up every few years and I had stumbled across the code in the aptly named ReduceAircraftEndurance function when looking for the terminal guidance range logic from @jugasa77's previous question.
    1 point
  32. Considered Zero. Thanks Dylan Jones.
    1 point
  33. I made matching changes to the shared pascal code in uHCDateTime.pas as well. Side note, I wrote the original code while on honeymoon in 2015. What a wife :).
    1 point
  34. Fixed in 2021.012 2021.012 using the test scenario attached to the issue: a) As Blue: Sink ship first, shoot down plane second. Blue minimum victory achieved dialog is shown. Blue total victory achieved dialog is shown. b) As Blue: Shoot down plane first. Blue minimum victory achieved dialog is shown. Next sink the ship. Blue total victory achieved dialog is shown. 2021.012 using my total victory condition only test scenario: a) As Red: Run helo out of fuel. Blue minimum victory achieved dialog is shown. Next get Red ships on station. Red total victory achieved dialog is shown. This is correct since Red has no minimum victory conditions defined. Next run helo out of fuel. Blue total victory achieved dialog is shown. There are no Blue units remaining so the game ends, Red is declared the winner in the no Blue units remaining dialog since Red reached total victory first.
    1 point
  35. Last night I made great progress on positioning! My Spruances were no longer abandaoning the formation for more peaceful waters. Then again they aren't sprint/drifting anymore so some more work to go. This does help the scaling somewhat as well but isn't the whole answer there.
    1 point
  36. US Air Force Tests StormBreaker ‘Smart’ Munition on F-35 (Defense Post) Recently discussed in the DB forum.
    1 point
  37. The file appears corrupt on all three Matrix Games servers that I tried. I've sent their support desk an e-mail asking for the correct file to be put back into place.
    1 point
  38. I get a chance, I'll write a scenario and see if I can get it to do it again. Honestly, I rarely get two subs in a position to make an attack from the same same bearing and within 10 miles of each other. It was in the Gulf of Oman where it opens out to the Indian Ocean and a Red CSG was coming out.
    1 point
  39. Toolbox, new version just uploaded, will let you half do what you want but the offset air units do not move in patterns relative to the group centre, they are just offset and can be set at their own altitudes. As said there isn't anything I know that lets you set the type of active formation you're after. In many ways you get a better result by splitting the units off into their own groups and seeing where they are relative to your 'main' group and managing them that way.
    1 point
  40. Hey Byron Their are some missiles that will stay locked onto the target you selected but many will kill the first thing it finds. A way to avoid a lot of this is Bearing only attacks ( B on the keyboard) in which you can keep missiles from activating terminal guidance till it passes your first set of targets sending them deeper into the targeted task force to look for targets. This is not so simple as you have to find the reference points within the fleet to set as you activation point. It is pretty hit and miss unless the fleet is really scattered.
    1 point
  41. 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. Scenario set up - 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. Forces - 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). Map - 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). Initial Set Up - 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. Initial Rules - 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. Orders - 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. Victory Conditions - NATO - 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. Victory Conditions - Soviet - 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. Victory Conditions - General - If a merchant goes off the map (instead of returning safely) then the opposing side is awarded 5 victory points. Game End - the game ends when all merchants are safely returned or sunk. Observations - 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. Variants - 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. Overall - 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. ENJOY!!
    1 point
  42. Last week I let myself get sidetracked in building a new development virtual machine for Harpoon and other programming. It all started as a result of some functionality added to one of my programming tools that leverages MS Edge Chromium. Edge Chromium is a watershed for integrating a web-browser with your traditional thick-client applications like Harpoon. Anyway, that led me to commit to leaving my warm, cozy, Windows 7 development virtual machine behind. I have multiple Windows 10 development VMs but none outfitted as completely as the Windows 7 one (CI/CD, MS Office for the Platform editor, etc.). The what-ifs, otherwise known as the might-as-wells kicked in from that point. Harpoon Classic has been built with Visual Studio 2013 for quite a few years now after reluctantly leaving the zippy Visual Studio 2010. New development machine, "I wonder how easily it would compile with Visual Studio 2019?" We lose the ability to run the game on Windows XP but gain some other efficiencies and developer happiness. By the way, it turns out the conversion wasn't too tough. The medium sized rock was figuring out how to maintain binary format compatibility while changing the default memory alignment from 1-byte to 8-bytes. It hasn't been tested end to end yet but existing scenarios and saved games load just fine. This migration will be mostly complete in the next 7-10 days after which I can get back to changes you care about.
    1 point
  43. I'm definitely interested in joining a PBEM game. I just picked up Harpoon V myself. I'm also new here, by the way.
    1 point
  44. Available to buy on Wargame Vault.
    1 point
  45. A great and detailed article in the US amphibious air wing, centered on the its current and future use as "Lightning Carriers" with F-35B (many ideas for scenarios): https://www.thedrive.com/the-war-zone/27253/u-s-amphibious-assault-ship-in-south-china-sea-with-unprecedentedly-large-load-of-f-35bs
    1 point
  46. Merry Christmas everyone!!!
    1 point
  47. 1 point
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