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JSF

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Everything posted by JSF

  1. Hi Mark, on my way testing this third version.
  2. Ok, I´m through. Got three more subs. Surprisingly, two of them were ballistic subs. Easy targets. Mark, thus a last hint for this one: replace those ballistic subs by first-line SSGNs (or at least guard them with SSGNs) and life for the US side would be much harder.
  3. Nothing left from the base. Now for three more subs. The one I got so far was an Oscar SSGN, a real killer. But it did not get a shot on my task forces, obviously no good intelligence.
  4. Another hint... While pounding the base as I wish, I really miss a stiff resistance here. The base is not defended by any own CAP (there should be at least one regiment of Foxhounds, Fulcrums or Flankers IMO), nor by a useful mix of SAMs (SA-5, SA-10, SA-8 and ZSUs for example). The Foxhounds are wasted in their role far outside and all fell prey to the Tomcats. So - create a strong multilayer SAM belt, guarded by a regiment of Foxhounds (themselves guarded by long-range SAMs) and another one of more agile dogfighters - Fulcrums or Flankers. The outer defence should be composed of MANY long range recce birds (maybe some fast Foxbats, too), jammers and at least six to eight first line nuclear attack subs. Some sniffers like Kashin DDGs and AKI Ocean, too.
  5. Don, I think it is a good idea to name it HUD 4. One wish/request, though: Since now there seem to come in fictional units, they should be marked as a special class or something similiar. For scenario design, it is very helpful that the units can be classified by time and country. Fictional units should not appeare in a current timeframe. Don´t know how Gunny can separate them, but this is of high importance in order to prevent a Star Wars database useless for the guys trying to write realistic scenarios. Ralf
  6. A few hours game time later... No hostile air units left. A coordinated attack Tomahawk attack including TALD and HARM armed Hornets to plough the way completed one goal: to kill the airfield. A few Tomahawks were enough. So now for the subs...already got one. Three more to sink than the game is over. On with ASW!
  7. It´s now May, 5th, about 17:45 game time. The Tomcats have blown anything hostile from the skies, it´s now more or less a Turkey Shoot. Some hints regarding the red OOB: - So far I not only downed 30 Foxhounds, but 4 Mainstays and six Recon Bears (and Mays), too. It looks like the Soviets have lost their eyes and thus are doomed - at least regarding air combat. Hints to improve the AI´s odds: - It certainly would be better to place the Mainstays far behind the fighters, not far from the air base and guarded by agile dogfighters (Flankers and Fulcrums) as well as by long range SAMs like the SA-5 Gammon. - The AI can get forward intelligence by placing several first line nuclear attack subs close to the US task forces. - Give the AI several Badger jammers (not too close to the battle front) in order to blind the Tomcats. - Give the AI more long and medium range Bears and mays.
  8. JSF replied to Steven's topic in General
    Steven, What exactly is your problem? The logistics of UnRep in general? Or simply with the units you named? Maybe an database issue (?) I think in this case Dale could help you out by checking if those units are UnrepCapable. I´m no database guy but I think there must be set a flag in the db to make a unit unrep capable (?)
  9. Playing it for several days now. After the initial, a little boring phase (cf. my comments regarding distance to target), it has now become much harder since there is a lot of air resistance. But I managed to sink a hostile group centered around a Kiev and I downed arbout 30 ac so far, myself losing 3. Got no sub so far, this could become a difficult task to accomplish.
  10. Another idea: instead of building scenariso with pre-arranged installations like airfields you could craete bases by inserting buildings, bunkers etc. manually (and later on group them) and thus arrange the base as you like, or as the base is structured in real life. More work in the first instance, but often fun.
  11. Mark, another hint: The hostile base is auto-detected it looks like. It is much harder for the human player if you deactivate the auto-detection of any hostile/computer-controlled facilities when placing them. Thus the human player has always the risk to fly into an undetected SAM belt and needs well-planned reccon missions first. In the current version I can see the hostile SAMs and thus plan my attacks. Regards, Ralf
  12. Mark, just playing it. I think the carrier group (and its escort groups) should be positioned much closer to the target. It all starts about 900nm apart from Kamchatsky. Right now it is May, 4th at 0700 and I still have not seen any hostile unit. So if you would place the task forces about, let´s say, 400 to max. 500nm apart from Kamchatsky, the scenario would lose nothing IMO, but the prequel would not last so long. Regards, Ralf
  13. Hi Gunny, what´s the status of your work regarding a release date for the next version? Can´t wait for it Regards, Ralf
  14. Mark, gave it a first shot and was impressed, as usual, by your excellent timing. The hostile assets grilled one of my vessels and even got the poor Nimrod. Very fine and done IMO. Ralf P.S. Sorry for the this time long delay.
  15. Hi Erich, This is one of my favs, too. And I share your devotion to these old classic GIUK/NACV scenarios. I satrted playing Harpoon around 1991 and my first machine was a 486-33 with 4 megs RAM and a 200 MB HDD. Nice to see you actively pooning again, Ralf
  16. Brad, Is that one of those Tony, you and I rebuilt for the USNI demo? Ralf
  17. Rest in Peace, Darren. Thank you for many years of friendship and shared work. Ralf
  18. Mark, gave it a first quick shot and was caught on one feet by those Floggers with their superior AAM range. Lost several planes without getting one hostile one. Excellent!
  19. Mark, I´ve been out (and drowned in RL issues) for a month or so. I´m back and will test the scen asap. Regards, Ralf
  20. Hi, You already got help? Or need an explanation?
  21. Guys, you ought to learn torpedoing only hostile whales.
  22. This thread is about "Serious Syria" - isn´t it? Have started with it. Not long after scenario start somebody took out several Syrian vessels with TASMs. The first oberservation/question: Do the US - again - use TASMs? Or will they do it in 2019? If the answer is no to both questions, then the TASMs should be removed from the magazins - works nicely in H2/H3.
  23. File Name: Okinawa (mod. version) V 1.1 for H3 ANW/HUE File Submitter: RKoelbach File Submitted: 22 May 2011 File Category: Scenarios DB Used: Harpoon 3 Standard Database (ODB) Authors: AGSI (modified by Ralf Koelbach) Battleset: standalone Modified version of the original Okinawa scen. Overhauled and updated to v 1.1. Harpoon 3 ANW/HUE (3.10), Standard Database. The Japanese side is even stronger now. Can you break their defense? Click here to download this file
    • 121 downloads
    Modified version of the original Okinawa scen. Overhauled and updated to v 1.1. Harpoon 3 ANW/HUE (3.10), Standard Database. The Japanese side is even stronger now. Can you break their defense?
  24. File Name: Ralf's H3 ANW/HUE standalones for HUD 3 V 1.6.1 File Submitter: RKoelbach File Submitted: 22 May 2011 File Category: BattleSets DB Used: HUD3 V 1.6.1 (Darren Buckley) Authors: Ralf Koelbach Battleset containing my rebuilt/updated standalone scenarios for H3 ANW/HUE and the HUD3 V 1.6.1. Battleset description file (dsd-file) included. Click here to download this file

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