Everything posted by Herman
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H3 Multiplayer Server up Again
AlvinS has been a player for years, right back to the days of the Amiga and H2 versions. He decided to try his luck against a human opponent for the first time, tonight. We chose the tried and true favourite, Dawn Patrol, made with the Harpoon community's favourite database, the PlayersDB. Soon after starting, a lone Hugin-class missile boat detected radar emissions and they were within missile range so I tried to 'sneak in' a first salvo and try to bag one of them before they knew I was there. I was very surprised, indeed, when he quickly and capably shot down all 6 missile and follow-up barrage of 8 more! To add insult to injury, he promptly sank the Hugin boat. I had to bring in the rest of my boats in to finish the job. A second exchange went pretty much the same way. Phenomenal SAM shooting! However, enough managed to leak through to kill 2 boats and give me victory. Good first game, Alvin. Superb missile shooting. Thanks for the game and to HarpGamer for hosting it. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
Over the past two months, Ed and I have been playing, Opening Moves, made with the Harpoon community's favourite database, the PlayersDB. We were finally able to finish this past weekend! Instead, she was forced to attack with depth charges. Even though they were less accurate, I managed to sink the sub by expending every DC I had. Ed had learned from his earlier error and was making his approaches at low altitude and on afterburner in order to decimate numerous combat air patrols. Although not many of his interceptors survived their ordeal, he managed to take my defenders with him. Just as importantly, his Tornado IDS strike aircraft were starting to enjoy the same success as his fighters. Quite often, they just materialized in front of my escorts to release HARMs and Kormoran AShMs before retiring on afterburners. Although they were usually killed on their egress, they managed to exact a toll with their missiles. No ships were lost, but a few destroyers did lose systems from HARM strikes. Unfortunately, these ships were not the mission-essential landing ships. Although brave, the Falcons managed to close and deliver Mk82 bombs across the bow of a Sovremennyy destroyer before they fell victim to SA-N-9 Grinch SAMs. Although the attacks were conducted piecemeal, they were nonetheless effective in soaking up SAMs and AAMs. Unfortunately, a Known Game Bug just kept giving me unlimited weapons at the airfield so I voluntarily started taking fighters out of circulation so as not to take advantage of the situation, but it may have been a matter of too little, too late, as most of the NATO planes were already destroyed. As my amphibs made their way past Bornholm Island, radar detected a flock of ships hiding behind the islands. There was no way to avoid them in the narrows of the Baltic since they were virtually sitting on my landing zones. Ed had craftily husbanded his remaining assets for a final stand and he did it very well. Combined with his surface strike assets, several more Tornado IDS successfully launched Kormoran and HARM missiles. However, Russians are no slouches in the SAM department. The number of SA-N-7 and SA-N-9 systems congregated in that tiny area was phenomenal and easily defeated each pair of strike aircraft as they made their approach. Had they come as a large group, I would have undoubtedly lost some ships. Once the air attacks were repulsed, the DDG Sovremennyy-class destroyers turned their attention to the pesky flotilla of German missile boats. As their Sunburn SSMs far out-ranged the German missiles, they easily sank the blockade force. Just then, a sub contact was detected on the Flank by the Amphibs. As luck would have it, they had changed course earlier and, therefore, just missed falling into the attack area of a German diesel sub and the sub was running at high speed in hopes of delivering an attack. A barrage of SS-N-14 Silex was sent in his direct, but they malfunctioned according to the Known Game Bug. Well, if I couldn't attack him, at least he couldn't attack me, either. More dangerous, though, was the sub contact detected on the starboard bow. It was moving like Horatio at the Bridge and would be able to intercept the onrushing mass of landing vessels. The two Sovremennyy one Udaloy destroyers in the area were immediately ordered to deliver a surface torpedo attack. This was an extremely risky venture since it followed the axiom, "If I can shoot at him, he can shoot at me!" The DD Udaloy ran in at flank speed and ate a torpedo for her efforts. The follow-up Sovremennyy-class destroyers managed to get close enough to release a broadside of SET-65 torpedoes before retiring at high speed. One of these torpedoes managed to successfully track and destroy the target and left the coast clear for the Amphibious landing. After the ships arrived in the landing zone, Ed conceded since another known bug in the Victory Conditions refused to trigger. Really an epic adventure. Thanks for not giving up on it! and thanks, again, to HarpGamer for the use of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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Should I convert from 3.6.3 to ANW or buy HCCE?
I agree that the current state of ANW leaves me wondering if there has been a net improvement from the 3.6.3 version or not. Although they've fixed/improved things like: 1) Sonobuoys work (more often) 2) Aircraft logistics work (more often) 3) Multi-player They have also broken a great many things in the process like: 1) Sonobuoys broken (in some instances) 2) Aircraft logistics broken (in some instances) 3) Multi-player broken (in some instances) 4) Victory Conditions do not evaluate 5) Missions no longer behave as before For a full list of reported problems, see: * Known Harpoon [ANW] Issues I own both Harpoon Classic and Harpoon3 / ANW and enjoy them equally. I don't think that you will go wrong playing both, if you so choose.
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New scenario for Harpoon3 and Harpoon ANW
The 280th NEW Harpoon scenario of the year! Vulcan 607 April 1982. Argentine forces had invaded the Falkland Islands. Britain needed an answer. And fast. The idea was simple: to destroy the vital landing strip at Port Stanley. The reality was more complicated. The only aircraft that could possibly do the job was three months from being scrapped, and the distance it had to travel was four thousand miles beyond its maximum range. It would take fifteen Victor tankers and seventeen separate in-flight refuelings to get one Avro Vulcan B2 over the target, and give the crew any chance of coming back alive. (book of Rowland White: Vulcan 607) Author: Freek Schepers With over 87,000 PlayersDB scenarios downloaded in the last 28 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The Stand-Alone Scenario Battleset is available at: Stand-Alone Scenario Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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Defining Satellite Orbits/Passes
Freek Schepers has written a couple of H3 scenarios using RORSat passes. Here are his notes from: Atlantic Convoys RORSat I don't quite understand them, but anyone with a copy of H3 can open up the scenarios and see how he's arranged the satellite passes.
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New scenario for Harpoon3 and Harpoon ANW
The 279th NEW Harpoon scenario of the year! The Third Temple A surprise attack by Egypt and Syria on Israel during Yom Kippur yesterday has been astonishingly successful. Using the element of surprise, the Egyptian and Syrian Air Forces destroyed scores of Israeli planes in their revetments. Under cover of the strongest SAM-belts the world has ever seen, Syrian ground forces have broken through Israeli defences along the Golan Heights and are pushing south towards Jerusalem. Israeli ground-attack planes destroyed scores of tanks, but were decimated by SAMs. As the Syrians are moving out of the protection of their SAM belt, they rely on the Air force to support the advancing tanks. In desperation, Israel and has ordered the arming of F-4 Phantoms with Nuclear bombs. Author: Freek Schepers With over 85,000 PlayersDB scenarios downloaded in the last 27 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The Stand-Alone Scenario Battleset is available at: Stand-Alone Scenario Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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H3 Multiplayer Server up Again
After pitting his wits against the computer opponent for months, John (z1812) finally decided to try his luck against a human opponent, tonight. We decided to play the tried and true favourite, Dawn Patrol, made with the Harpoon community's favourite database, the PlayersDB. John played the Russians and started off aggressively searching for my ships with all his radar active. Unfortunately, this revealed his general location so I just sat back and observed while my ships crept closer. Once I was close enough, I sent a barrage of SSM Penguin in his general direction. As soon as his radar picked up the missiles and open fired on them, I was able to pinpoint his ships and deliver a second barrage. His anti-missile fire was quite admirable, but the second flight of SSMs sank 2 of his three Nanuchka boats. John saw the folly of his decision to radiate his radar systems and he quickly turned them off. However, now I was close enough to activate my own. Once he was locked down, a third salvo of missiles finished him off, but not before he managed to exact a price. His return salvo of SS-N-9 Sirens sank two of my Hugin missile boats before I was awarded victory. Good first game, John. Looking forward to many more in the future. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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The PlayersDB Project
The PlayersDB Project Get the PlayersDB-ANW on HarpDB, or ughHQ. Get the PlayersDB on HarpDB, or ughHQ. Archived versions: Get the PlayersDB 7.4.7-ANW on HarpDB, or ughHQ. Get the PlayersDB 7.4.7 on HarpDB, or ughHQ. Get the PlayersDB 6.4.9-ANW on HarpDB, or ughHQ. Get the PlayersDB 6.4.9 on HarpDB, or ughHQ. Get the PlayersDB 5.9.7 on HarpDB, or ughHQ. We are pleased to announce the release of a new Harpoon3 database, the PlayersDB. This database has been built upon the excellent foundations set by the H3DB Project (edited by Fred Galano) which in turn was built on the basis of the HUD-II database (edited by Darren Buckley). It incorporates the data from the Harpoon Classic DB (HCDB) that is edited by Brad Leyte. Many thanks to the exceptional work by these three fellows. Without them, the PlayersDB would not have been possible. In keeping with the design philosophy of H3DB and HCDB, the PlayersDB will follow a policy of "Never delete - only append". Some of the unique features of the PlayersDB are: Ships, planes, and subs have been indexed by country for your convenience Players can now see the launch altitude of the weapons. No more guessing at the launch parameters. Numerous special weapons and special platforms for designers. If you would like to see a special capability or platform for your scenario, let us know and it will be added for you. There is ample room for specialty units and player requests. One player has already been accommodated. He wanted to try Soviet Sub-Launched Land Attack missiles from Charlie-class SSGNs so we modified the torpedo tubes to allow him to test this new feature. Old versions of the DB will be retained. This is the only certain way to guarantee compatibility. Once a scenario is built, IT STAYS BUILT unless or until the author decides that he wants to adapt it to a newer version. This means that the scenario will play EXACTLY as the author intended. Pre-constructed installations. Over 110 fully pre-constructed bases and installations for scenario designers to insert with the single click of a mouse. No need to hunt down 40+ individual facilities before adding them to a scenario. Comprehensive descriptions. Detailed text for subs, ships, aircraft, and weapons. Loadout ready times displayed. Loadout re-arming times for every aircraft and mission is now fully visible to players and scenario designers. The scenarios in the GameSquad Archives have been re-built for this new database. For those of you who have played them, thank you, and we strongly encourage you to try them again. During our testing, we found that the scenarios run very differently under the new PlayersDB parameters. Not better or worse; just differently. It was almost like playing something brand new. We were very pleasantly surprised to have our butts shot off in the very scenarios that we designed and should have known what was going on! FilesOfScenShare
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Harpoon 3 scenarios for the PlayersDB
The 278th NEW Harpoon scenario of the year! Missile Boats at Dawn No nation in the Middle East, and perhaps not in the world, has a more effective intelligence service than the Israeli Mossad. Quiet and effective, they search out potential problems and deal with them. On occasion, the things they discover are of such magnitude that assistance is needed from other arms of the Israeli military. Such was the case in mid-February, 1997. Through the work of a single agent, the Mossad learned of the completion of a quantity of chemical and biological weapons in Libya. These agents of mass destruction were to be shipped to Egypt. No target had been ascribed to the weapons at this point, but the Prime Minister was a cautious man. An "accident" was to be arranged for the shipment. Original designer: Delwin Hinkle Author: Herman Hum With over 83,000 PlayersDB scenarios downloaded in the last 26 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II MEDC Battleset is available at: HDS II MEDC Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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Harpoon 3 scenarios for the PlayersDB
The 277th NEW Harpoon scenario of the year! Alpha Strike 1 As the tide of battle in the North Atlantic turned in favour of the NATO allies, it became clear that the lynch pin was Keflavik. Without it, NATO lost the ability to track R3 submarines as they sortied into the North Atlantic to interdict the sea lanes of communication. Without it, the convoys in transit lost raid warning and attrition capability on the Backfires, Bears, and Badgers hunting them. With Keflavik, R3 gained a forward base for those same aircraft, extending their search and attack range thousands of miles further into the North Atlantic and making strikes on the ConUS a terrifying possibility. With Keflavik, in connection with the new R3 Bases at Bodo and Andoya, the North Sea became the R3 Lake. A single CVBG was tasked to set this situation straight. The Tomcats and Hornets, supported by EA-6Bs and E-2Cs from the carrier and EF-111s and E-3s from Stornoway in England, began the process by launching a series of combat air patrols centred 75 miles south of the main runways of Keflavik. Pairs of Hornets were positioned along the threat axis to loiter undetected and silent at very low altitude. Reacting as hoped, the R3 AEW aircraft detected the Tomcats and sent most of two squadrons of Flankers and Fulcrums up to play. As the R3 aircraft crossed the coast, the Tomcats loosed a volley of Phoenix missiles. Four dozen of the most deadly air-to-air weapons in history sped towards their destinies. The Fulcrums and Flankers were not unprepared for this event and began making defensive manoeuvres and pumping out millions of electrons into the air. These counter-measures were surprisingly successful. Just over half of the R3 aircraft survived. What they were not prepared for was the appearance of a dozen Hornets, each armed with fire-and-forget AMRAAMs. Only four of the Fulcrums and one of the Flankers made it back to the runways of Keflavik. With the air threat eliminated, all that remains is to get the strikers on target. Original designer: Delwin Hinkle Author: Herman Hum With over 80,000 PlayersDB scenarios downloaded in the last 25 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II NACV Battleset is available at: HDS II NACV Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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AAR: 2nd Battle of Tsushima Strait [Spoiler Alert]
Tonight, Misha and I were determined to finish the titanic 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. After the second intermission, the situation stood as follows: My Destroyer flotilla was closing on the Soviet SAG [surface Action Group] after the Soviets had expended their long-ranged SSMs for no hits. My Harpoons had a range of 75m, but the Soviet SAM defences were nothing short of awesome. DDG Sovremennyy still had her full complement of Sunburn SSMs with a range of 80nm. Along with her 130mm naval gun, she was the most dangerous of the Soviet ships since that gun had greater range than the 127mm guns aboard my own ships. Although the BCGN and carriers were more tempting targets, she would be the prime target. Even with its offensive striking power mostly expended, this Soviet force would still be a hard nut to crack. The Soviets were well screened by submarines. As the flotilla made its attack run, sonar suddenly reported an incoming torpedo. Damn! My sonar was virtually blind during the high speed attack manoeuvres and now I was paying the price. A Victor-III class sub had been laying for the group and loosed a single Type 65 torpedo. To make matters worse, the Sovremennyy added a few Sunburn SSMs to the party. The SSMs were shot down by Standard SAMS while all the ships turned to run, but the phenomenal range of the torpedo easily chased down and killed DD Hatakaze. Her 127mm guns were going to be sorely missed along with the eight Harpoons in her mounts. The flotilla had split into two groups due to their speed differential, but both made a simultaneous attack on the Soviet squadron. I had 48 Harpoons at my disposal. I elected to fire 28 at the Sovremennyy and 12 at the BCGN. I didn't expect any to actually hit the BCGN, but I needed to soak up her potent SA-N-6 Grumble SAMs. Originally, I thought that 36 missiles should be plenty to sink the lone destroyer (I forgot that 8 sank with the Hatakaze). I could not be more wrong. Of the entire attack, the destroyer suffered a single hit. Later, I would pay dearly for my divided fire allocation later. Once the SSMs were expended, it came down to a naval gun battle, like it did in 1905 -- nearly 90 years earlier. Misha threw everything he had at me in order to soak up my Standard SAMs and he did admirably. Upon reaching 20nm range, I fired the entire remaining inventory at his DDG Sovremennyy. Once again, the defensive SAM fire from the DDG was phenomenal and only a few struck home. Unable to destroy the enemy group, I ordered the flotilla to close for direct gunfire. At this point, my failure to destroy the Sovremennyy came back to haunt me as she managed to sink one of my destroyers and cripple another before finally succumbing to a massed barrage from the surviving 5 destroyers. With only the CV Kuznetsov and CVH Kiev remaining, the JMSDF closed to administer the coup de grace (or so they thought). As they came into gun range, the Kiev still sported torpedo mounts for the USET-80 and several were fired back in my direction. My ships turned to flee this new threat. I think that they would have claimed the crippled destroyer, had they been able to run to completion, but I was awarded victory for sinking 3 Soviet ships and the game ended. What a monumental battle. It was quite surprising and exhilarating to actually re-fight Tsushima and end it, once again, with a gunnery duel. Thanks for a fantastic fight, Misha, and thanks to HarpGamer hosting it on their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
Tonight, Misha and I were determined to finish the titanic 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. After the second intermission, the situation stood as follows: My Destroyer flotilla was closing on the Soviet SAG [surface Action Group] after the Soviets had expended their long-ranged SSMs for no hits. My Harpoons had a range of 75m, but the Soviet SAM defences were nothing short of awesome. DDG Sovremennyy still had her full complement of Sunburn SSMs with a range of 80nm. Along with her 130mm naval gun, she was the most dangerous of the Soviet ships since that gun had greater range than the 127mm guns aboard my own ships. Although the BCGN and carriers were more tempting targets, she would be the prime target. Even with its offensive striking power mostly expended, this Soviet force would still be a hard nut to crack. The Soviets were well screened by submarines. As the flotilla made its attack run, sonar suddenly reported an incoming torpedo. Damn! My sonar was virtually blind during the high speed attack manoeuvres and now I was paying the price. A Victor-III class sub had been laying for the group and loosed a single Type 65 torpedo. To make matters worse, the Sovremennyy added a few Sunburn SSMs to the party. The SSMs were shot down by Standard SAMS while all the ships turned to run, but the phenomenal range of the torpedo easily chased down and killed DD Hatakaze. Her 127mm guns were going to be sorely missed along with the eight Harpoons in her mounts. The flotilla had split into two groups due to their speed differential, but both made a simultaneous attack on the Soviet squadron. I had 48 Harpoons at my disposal. I elected to fire 28 at the Sovremennyy and 12 at the BCGN. I didn't expect any to actually hit the BCGN, but I needed to soak up her potent SA-N-6 Grumble SAMs. Originally, I thought that 36 missiles should be plenty to sink the lone destroyer (I forgot that 8 sank with the Hatakaze). I could not be more wrong. Of the entire attack, the destroyer suffered a single hit. Later, I would pay dearly for my divided fire allocation later. Once the SSMs were expended, it came down to a naval gun battle, like it did in 1905 -- nearly 90 years earlier. Misha threw everything he had at me in order to soak up my Standard SAMs and he did admirably. Upon reaching 20nm range, I fired the entire remaining inventory at his DDG Sovremennyy. Once again, the defensive SAM fire from the DDG was phenomenal and only a few struck home. Unable to destroy the enemy group, I ordered the flotilla to close for direct gunfire. At this point, my failure to destroy the Sovremennyy came back to haunt me as she managed to sink one of my destroyers and cripple another before finally succumbing to a massed barrage from the surviving 5 destroyers. With only the CV Kuznetsov and CVH Kiev remaining, the JMSDF closed to administer the coup de grace (or so they thought). As they came into gun range, the Kiev still sported torpedo mounts for the USET-80 and several were fired back in my direction. My ships turned to flee this new threat. I think that they would have claimed the crippled destroyer, had they been able to run to completion, but I was awarded victory for sinking 3 Soviet ships and the game ended. What a monumental battle. It was quite surprising and exhilarating to actually re-fight Tsushima and end it, once again, with a gunnery duel. Thanks for a fantastic fight, Misha, and thanks to HarpGamer hosting it on their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
Misha and I met up in hopes of finishing the 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. With Vladvistok in flames, I denied Misha any aerial reconnaissance. I positioned flights of Eagles near his SAG and shot down every helo that tried to rise from his decks. With him essentially blinded, I order my Destroyer Flotilla to make their approach. What I didn't realize was the number of submarines that Misha still had in his Order of Battle. A Victor II-class boat was detected on the towed array sonar from the oncoming strike fleet. A nearby P-3 Orion was ordered to intercept and destroy it. Hopefully, it would not have counter-detected my own ships. I immediately ordered the ships to a dead stop. The Orion successfully destroyed the submarine, but the question remained in my mind: Had I been counter-detected? Was there a cloud of Shipwreck and Sandbox SSMs on their way? I decided to re-position my Eagles as a stop-gap measure between my ships and the Russian fleet. This would prove to be fortuitous. Not long afterwards, another submarine was detected. Before the Orions could pounce on her, sonar reported "Transient, Transient! Missile tube firing!" I was too late. My position had been revealed. Sure enough, a second barrage of Shipwreck and Sandbox SSMs were detected rising from the Russian fleet. Damn. A multi-axis attack is truly a beautiful sight (except if you happen to be sitting on the bullseye!) The Eagle flights managed to get a few. Thank goodness for that. The DDG Kongo then engaged with her SAMs and got the rest. Unfortunately, she used up her entire SAM magazine in the defense, but it allowed the flotilla to survive the onslaught. The fact that the Soviets had attacked in 3 separate waves also allowed the flotilla to escape without loss. I would not make the same mistake. I would engage with one massive strike. After soaking up my defensive SAMs, the Charlie had outlived her purpose and the Orion obligingly terminated her with a Mk 46 torpedo. Now, I had the Soviet fleet hemmed in against the coast near Kyoto. However, as everyone knows, a cornered animal is the most dangerous kind, of all. This Bear still had Sunburn SSMs on his DDG Sovremennyy and a ton of SA-6 Grumbles that would be effective anti-ship weapons, too. At this time, we called it a night. Another superb session. Looking forward to its completion this weekend. Many thanks to HarpGamer for the use of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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AAR: 2nd Battle of Tsushima Strait [Spoiler Alert]
Misha and I met up in hopes of finishing the 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. With Vladvistok in flames, I denied Misha any aerial reconnaissance. I positioned flights of Eagles near his SAG and shot down every helo that tried to rise from his decks. With him essentially blinded, I order my Destroyer Flotilla to make their approach. What I didn't realize was the number of submarines that Misha still had in his Order of Battle. A Victor II-class boat was detected on the towed array sonar from the oncoming strike fleet. A nearby P-3 Orion was ordered to intercept and destroy it. Hopefully, it would not have counter-detected my own ships. I immediately ordered the ships to a dead stop. The Orion successfully destroyed the submarine, but the question remained in my mind: Had I been counter-detected? Was there a cloud of Shipwreck and Sandbox SSMs on their way? I decided to re-position my Eagles as a stop-gap measure between my ships and the Russian fleet. This would prove to be fortuitous. Not long afterwards, another submarine was detected. Before the Orions could pounce on her, sonar reported "Transient, Transient! Missile tube firing!" I was too late. My position had been revealed. Sure enough, a second barrage of Shipwreck and Sandbox SSMs were detected rising from the Russian fleet. Damn. A multi-axis attack is truly a beautiful sight (except if you happen to be sitting on the bullseye!) The Eagle flights managed to get a few. Thank goodness for that. The DDG Kongo then engaged with her SAMs and got the rest. Unfortunately, she used up her entire SAM magazine in the defense, but it allowed the flotilla to survive the onslaught. The fact that the Soviets had attacked in 3 separate waves also allowed the flotilla to escape without loss. I would not make the same mistake. I would engage with one massive strike. After soaking up my defensive SAMs, the Charlie had outlived her purpose and the Orion obligingly terminated her with a Mk 46 torpedo. Now, I had the Soviet fleet hemmed in against the coast near Kyoto. However, as everyone knows, a cornered animal is the most dangerous kind, of all. This Bear still had Sunburn SSMs on his DDG Sovremennyy and a ton of SA-6 Grumbles that would be effective anti-ship weapons, too. At this time, we called it a night. Another superb session. Looking forward to its completion this weekend. Many thanks to HarpGamer for the use of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
Misha loves to play the Russians in all our engagements. Unfortunately, most of the scenarios invariably end in crashes due to their size. After crashing The Merge, Okhotsk, Linchpin from size, we chose 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. Misha commanded a force of surface ships desperately trying to return home to Vladivostok via the Tsushima Strait while I controlled the Japanese squadron detailed to close that very same Strait. I didn't know what Misha had up his sleeve. I ordered the P-3 Orion and F-15J Eagle fighters aloft to ascertain the situation. The moment they detected MiG-31 Foxhound radar, they fled the scene and landed. There was no way that the Eagles could begin to challenge for aerial superiority with the Foxhounds and I wasn't intent on simply sacrificing them. Misha then launched his Bear recon aircraft and it just sat there outside of range of my destroyer flotilla; reporting its every move to headquarters. There would be a day of reckoning, my friend, but, until that time, I would simply have to grin and bear this snooper. Further south, I suspected that his surface strike group must be close to the Tsushima Strait so I decided to try a surprise attack on the group with my AGM-130-armed Eagles in hopes of possibly killing one ship before he realized that he had been detected. They crept in at low altitude and were not detected until they rose to minimum release altitude for their weapons (1000m). At that point, they quickly energized their radar, shot down a Ka-29 Helix surveillance helo, and released their AGM-130 missiles. As they turned to flee, they dove to the deck and lit their afterburners. Their speed managed to save half of them from destruction as they were chased all the way home by the Foxhounds. At this point, I decided that there was no way I could win under the current conditions. I could not challenge the Foxhounds since their AA-9 Amos missiles had more than double my own AIM-7 Sparrow range. So long as they and the Bears were present, I could not attack the Russian fleet as it bristled with over 30 long-ranged Sandbox and Shipwreck missiles, each with a range of over 300nm. My own Harpoons were a pitiful 75nm in range. There was only one choice -- close down Vladivostok. I ordered the Escort flotilla northward for an old-fashioned bombardment mission. Under the protective SAM umbrella provided by the AEgis destroyer Kongo, they were molested by MiG-29 fighter-bombers, but were undamaged as they entered the bay. 30 minutes of naval artillery fire was sufficient to smash the hangars and revetments of the base along with several batteries of SA-12 SAMs. Once the protective air cover was gone, it was an easy mission to shoot down the Recon Bears. At that point, I ordered the destroyers to shut down their radar in hopes of Russians losing them in the background noise. This would be my only chance of delivering a successful SSM strike before being annihilated by the return fire. Meanwhile, the surviving Strike Eagles had re-armed and launched to try and pick off a ship from the Russians. Even if they were not successful, it was hoped that the AGM-130s would at least force the Russians to expend more of their SAMs. I was facing very long odds and I had to play every card I had. The Eagles managed to make their ingress undetected. Once again, when they rose to 40nm, they were engaged. With a pair of Sparrows aimed at each of the two hovering helicopters and all AGM-130 released towards the DD Udaloy, they turned to flee the scene of the crime. This time, they took no losses, but inflicted none, either. The SAM defences of a Russian battlefleet are simply awesome. At this time, we decided to call it a night. A superb game, Misha. Looking forward to its completion, soon. Thanks to HarpGamer for the user of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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AAR: 2nd Battle of Tsushima Strait [Spoiler Alert]
Misha loves to play the Russians in all our engagements. Unfortunately, most of the scenarios invariably end in crashes due to their size. After crashing The Merge, Okhotsk, Linchpin from size, we chose 2nd Battle of Tsushima Strait, made with the Harpoon community's favourite database, the PlayersDB. Misha commanded a force of surface ships desperately trying to return home to Vladivostok via the Tsushima Strait while I controlled the Japanese squadron detailed to close that very same Strait. I didn't know what Misha had up his sleeve. I ordered the P-3 Orion and F-15J Eagle fighters aloft to ascertain the situation. The moment they detected MiG-31 Foxhound radar, they fled the scene and landed. There was no way that the Eagles could begin to challenge for aerial superiority with the Foxhounds and I wasn't intent on simply sacrificing them. Misha then launched his Bear recon aircraft and it just sat there outside of range of my destroyer flotilla; reporting its every move to headquarters. There would be a day of reckoning, my friend, but, until that time, I would simply have to grin and bear this snooper. Further south, I suspected that his surface strike group must be close to the Tsushima Strait so I decided to try a surprise attack on the group with my AGM-130-armed Eagles in hopes of possibly killing one ship before he realized that he had been detected. They crept in at low altitude and were not detected until they rose to minimum release altitude for their weapons (1000m). At that point, they quickly energized their radar, shot down a Ka-29 Helix surveillance helo, and released their AGM-130 missiles. As they turned to flee, they dove to the deck and lit their afterburners. Their speed managed to save half of them from destruction as they were chased all the way home by the Foxhounds. At this point, I decided that there was no way I could win under the current conditions. I could not challenge the Foxhounds since their AA-9 Amos missiles had more than double my own AIM-7 Sparrow range. So long as they and the Bears were present, I could not attack the Russian fleet as it bristled with over 30 long-ranged Sandbox and Shipwreck missiles, each with a range of over 300nm. My own Harpoons were a pitiful 75nm in range. There was only one choice -- close down Vladivostok. I ordered the Escort flotilla northward for an old-fashioned bombardment mission. Under the protective SAM umbrella provided by the AEgis destroyer Kongo, they were molested by MiG-29 fighter-bombers, but were undamaged as they entered the bay. 30 minutes of naval artillery fire was sufficient to smash the hangars and revetments of the base along with several batteries of SA-12 SAMs. Once the protective air cover was gone, it was an easy mission to shoot down the Recon Bears. At that point, I ordered the destroyers to shut down their radar in hopes of Russians losing them in the background noise. This would be my only chance of delivering a successful SSM strike before being annihilated by the return fire. Meanwhile, the surviving Strike Eagles had re-armed and launched to try and pick off a ship from the Russians. Even if they were not successful, it was hoped that the AGM-130s would at least force the Russians to expend more of their SAMs. I was facing very long odds and I had to play every card I had. The Eagles managed to make their ingress undetected. Once again, when they rose to 40nm, they were engaged. With a pair of Sparrows aimed at each of the two hovering helicopters and all AGM-130 released towards the DD Udaloy, they turned to flee the scene of the crime. This time, they took no losses, but inflicted none, either. The SAM defences of a Russian battlefleet are simply awesome. At this time, we decided to call it a night. A superb game, Misha. Looking forward to its completion, soon. Thanks to HarpGamer for the user of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
AAR: Opening Moves [spoiler Alert] Harpoon ANW scenario for the PlayersDB Eds and I decided to try this original H2 scenario that had been re-made with ANW's most functional database, the PlayersDB. I commanded the Russians while Ed played as NATO. My forces Baltic forces had overrun Bornholm island and were now concentrating their efforts on an invasion of the Sjaelland islands. I had the area well covered by combat air patrols consisting of Fulcrums and Flankers, or so I thought. Il-38 May Maritime Patrol Aircraft [MPA] were accompanying and escorting the Amphibious forces. Their long-range radar soon detected a NATO blocking force in the Kattegat consisting of 2 Nils Juel-class frigates, a Perry-class frigate, and a Brandenburg-class frigate. My Fulcrums were only armed with AS-12 Kegler anti-radiation missions and the NATO ships did not have their radar active. I trusted that if they detected me, they would accommodate and turn on their systems and give me a nice, bright aiming point. I was not to be disappointed. After making the approach, my Fulcrums popped up to launch altitude and were promptly engaged by SAMs. The returned fire and specifically aimed their missiles at the enemy's fire-control radar [FCR] before fleeing on afterburner. Each ship was struck several times thereby destroying their FCR. Hopefully, this would reduce NATO radar coverage while I made my approach. Unfortunately, NATO had other plans for me. Ed was very crafty with his fighter and strike aircraft. Unable to challenge me directly at high altitude since my aircraft carried AA-10 Alamo missiles that out-ranged his own Skyflash and Sidewinder missiles, he thundered in a low-level on afterburner. Although he was eventually detected and engaged, the tactic worked much better than I liked with several Flankers and Fulcrum being shot down before the enemy planes were, themselves, destroyed. One sea-skimming flight of Tornadoes even managed to elude detection until they were able to deliver their load of Kormoran Anti-ship missiles on target. Only a desperate point-blank SAM defence prevented loss. As the air battle raged, a submarine periscope was detected. The Il-38 May swooped down expecting to find easy prey only to (re-)discover the "torpedoes won't launch in shallow waters" bug. Other than that glitch, this is shaping up to be one heckuva battle and I look forward to finishing it. Thanks to Ed for a great opening session and thanks to HarpGamer for the use of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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AAR: Invasion of Antilles [Spoiler Alert]
INVASION OF ANTILLES Harpoon ANW scenario for the PlayersDB Author: Freek Schepers Jerome (a.k.a. Angle of Attack) came looking to try another scenario from Freek Scheper's Hugo's Folly battleset, made with ANW's most functional database, the PlayersDB. Having played the first one, we chose the second one in the series, "Invasion of Antilles" with Jerome continuing in his role of S. American aggressor. Elections in the Netherlands Antilles have seen gains for the political party seeking closer ties to Venezuela and its President, Chavez. The Government has fallen and the legal status of the islands is unclear; with Curacao an independent nation within the Kingdom of the Netherlands, Aruba, and Bonaire seeking a similar status, and the three smaller islands of St. Eustatius, St. Maarten, and Saba being municipalities within the Netherlands. Early this morning, Venezuela carried out a sudden invasion of the ABC islands. Netherlands has a standing presence in the Caribbean with an FFG (currently Van Galen), 2 companies of Royal Marines, and several Coast Guard Cutters to deter any aggression and interdict drug shipments. The 2 short companies of Royal Dutch Marines fought a gallant rear-guard action towards the airport and left the island in two Fokker patrol planes. The Netherlands has announced that it will send a task force to retake the islands, and convened an urgent NATO meeting this morning. The NATO meeting ended in an uproar after the NATO president determined that Article 5 did not apply and recommended diplomacy to end the crisis. The Dutch ambassador announced that Netherlands was ending its NATO military mission in Afghanistan with immediate effect and that in fact the 1500 Dutch troops there were already packing. It looks like Netherlands will have to fight the first phase of the aggression alone. With my successful escape from hordes of Venezuelan Flankers, now I was charged with the defense of St. Maartens. Any hope of a successful liberation of the ABC Islands would require use of St. Maartens as a springboard. I ordered all my ships to flank speed to hurry back to the island and bolster her defences. There were reports of a paratroop drop on St. Eustatius with possible re-inforcements arriving by sea, air, or sub. As I had no idea what AoA intended, I launched my Maritime Fokker patrol planes out to eyeball the situation. A quick flight over St. Eustatius was enough to confirm the presence of enemy paratroops on the island. I ordered the FFG van Galen to make a slight detour in order to smash the invaders with her naval guns. The Fokker continued on her way to classify and identify the shipping in the area. The last thing I wanted to find was a follow-on amphibious force. Suddenly, she detected more Flanker radar! (Just how many of the damned things did Hugo buy?!) She dove to the deck and shut down her radar all the while running back for the safety of St. Maartens. Unfortunately, she only made 278kts and was caught over 100nm away and shot down. Soon enough, the Venezuelans discovered the FFG van Galen and sent in their Exocet-armed Mirage to attack. There were four Mirage, but they failed to execute a combined attack. Three Exocet were fired and then a final one followed minutes later. The frigate's Sea Sparrow easily defeated them. However, there were a finite number of missiles in the launcher. Having failed to destroy the target, AoA ordered his bomb-laden F-16 Falcons to attack. (AoA is an ex-Argentine army pilot, so he remembered all the tales of bravado and daring from the Malvinas conflict.) He separated his Falcons and each came in on afterburner at low level from a different vector. The approach would have been called 'beautiful' if it were not for the fact that he was running down my throat! The van Galen got one of the attackers with her 76mm gun, but another managed to lay her stick of bombs right across the bow of the frigate. Unlike in the Falklands conflict, there were no fuzing errors and little warship blew up in a tremendous explosion. The remaining strikers tried to suppress St. Maartens airport and only left it damaged after one of their number was shot down on the approach. At this time, we decided the game was a draw since neither side could achieve its Victory Conditions. My loss of the frigate and the destruction of AoA's paratroops meant that the game could only end in a draw. AoA, you did the Aerea Fuerza Argentina proud, tonight. Thanks for a great game and thanks to HarpGamer for hosting the server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
INVASION OF ANTILLES Harpoon ANW scenario for the PlayersDB Author: Freek Schepers Jerome (a.k.a. Angle of Attack) came looking to try another scenario from Freek Scheper's Hugo's Folly battleset, made with ANW's most functional database, the PlayersDB. Having played the first one, we chose the second one in the series, "Invasion of Antilles" with Jerome continuing in his role of S. American aggressor. Elections in the Netherlands Antilles have seen gains for the political party seeking closer ties to Venezuela and its President, Chavez. The Government has fallen and the legal status of the islands is unclear; with Curacao an independent nation within the Kingdom of the Netherlands, Aruba, and Bonaire seeking a similar status, and the three smaller islands of St. Eustatius, St. Maarten, and Saba being municipalities within the Netherlands. Early this morning, Venezuela carried out a sudden invasion of the ABC islands. Netherlands has a standing presence in the Caribbean with an FFG (currently Van Galen), 2 companies of Royal Marines, and several Coast Guard Cutters to deter any aggression and interdict drug shipments. The 2 short companies of Royal Dutch Marines fought a gallant rear-guard action towards the airport and left the island in two Fokker patrol planes. The Netherlands has announced that it will send a task force to retake the islands, and convened an urgent NATO meeting this morning. The NATO meeting ended in an uproar after the NATO president determined that Article 5 did not apply and recommended diplomacy to end the crisis. The Dutch ambassador announced that Netherlands was ending its NATO military mission in Afghanistan with immediate effect and that in fact the 1500 Dutch troops there were already packing. It looks like Netherlands will have to fight the first phase of the aggression alone. With my successful escape from hordes of Venezuelan Flankers, now I was charged with the defense of St. Maartens. Any hope of a successful liberation of the ABC Islands would require use of St. Maartens as a springboard. I ordered all my ships to flank speed to hurry back to the island and bolster her defences. There were reports of a paratroop drop on St. Eustatius with possible re-inforcements arriving by sea, air, or sub. As I had no idea what AoA intended, I launched my Maritime Fokker patrol planes out to eyeball the situation. A quick flight over St. Eustatius was enough to confirm the presence of enemy paratroops on the island. I ordered the FFG van Galen to make a slight detour in order to smash the invaders with her naval guns. The Fokker continued on her way to classify and identify the shipping in the area. The last thing I wanted to find was a follow-on amphibious force. Suddenly, she detected more Flanker radar! (Just how many of the damned things did Hugo buy?!) She dove to the deck and shut down her radar all the while running back for the safety of St. Maartens. Unfortunately, she only made 278kts and was caught over 100nm away and shot down. Soon enough, the Venezuelans discovered the FFG van Galen and sent in their Exocet-armed Mirage to attack. There were four Mirage, but they failed to execute a combined attack. Three Exocet were fired and then a final one followed minutes later. The frigate's Sea Sparrow easily defeated them. However, there were a finite number of missiles in the launcher. Having failed to destroy the target, AoA ordered his bomb-laden F-16 Falcons to attack. (AoA is an ex-Argentine army pilot, so he remembered all the tales of bravado and daring from the Malvinas conflict.) He separated his Falcons and each came in on afterburner at low level from a different vector. The approach would have been called 'beautiful' if it were not for the fact that he was running down my throat! The van Galen got one of the attackers with her 76mm gun, but another managed to lay her stick of bombs right across the bow of the frigate. Unlike in the Falklands conflict, there were no fuzing errors and little warship blew up in a tremendous explosion. The remaining strikers tried to suppress St. Maartens airport and only left it damaged after one of their number was shot down on the approach. At this time, we decided the game was a draw since neither side could achieve its Victory Conditions. My loss of the frigate and the destruction of AoA's paratroops meant that the game could only end in a draw. AoA, you did the Aerea Fuerza Argentina proud, tonight. Thanks for a great game and thanks to HarpGamer for hosting the server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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Harpoon 3 scenarios for the PlayersDB
The 276th NEW Harpoon scenario of the year! BLACK SEA, BLACK HOLE Operation Southern Swath is in full swing and going well for the CIS. In the Mediterranean theatre, CIS air power has dominated with Turkey being defeated by a combined amphibious invasion and aerial onslaught. The only Turkish units that survived the initial air campaign were those underway and not in the Black Sea. Eventually, most of these vessels ended up in Italian or French ports. After two weeks of sitting on the sidelines, the Turks are ready to get back into the fight. To do this, they have decided to send two SS boats back into the Black Sea to generally harass the CIS Navy and, perhaps, gain some intelligence on the disposition of the CIS Mediterranean Fleet. The CIS Navy is confident of its control over the Black Sea, but still conducts a few coastal patrols. Unfortunately, none of them picked up the submarines entering the arena. Moving through the Aegean was tough, yet accomplished with professional excellence. The subs are ready for action. Original designer: Mark R. Lam Author: Herman Hum With over 76,000 PlayersDB scenarios downloaded in the last 24 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II MEDC Battleset is available at: HDS II MEDC Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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China Tests New Electronic Battlefield System
China Tests New Electronic Battlefield System By WENDELL MINNICK, TAIPEI DefenseNews China revealed its version of the “digital soldier” concept at its annual North Sword 0709 live-fire exercise, begun Sept. 18 at the Zhurihe training base in northern Inner Mongolia. According to a Xinhua press report, the exercise involved 2,000 soldiers, tanks and other vehicles equipped with electronic devices that instantly relayed data about battlefield conditions back to the command center. The system collected data on causalties, food, ammunition and supplies. “The system could let us know the exact conditions our troops are in under combat; how much ammunition, water and food remain; and when we should support them with logistics,” said Zhang Jixiang, vice commander of the Zhurihe training base, according to Xinhua. Richard Fisher, vice president of the Washington-based International Assessment and Strategy Center, said the system is China’s attempt at creating a digital soldier system. The system would “shrink and graft computer/satnav/digital-video connectivity to the individual soldier,” Fisher said. “The idea is for the individual soldier to be able to broadcast intimate details of his combat condition and receive data of a magnitude to give him a thousandfold more situational awareness than before. Weight, power supply and ruggedness issues have been the main technical barriers. “In 2002, the PLA [People’s Liberation Army] revealed a limited digital soldier rig following a special forces exercise,” Fisher added. “It involved an unwieldy-looking digital camera and a small viewing screen lashed to a helmet. It did not look like it would really survive a jump from a helicopter, but it at least signaled the PLA work in that area.” Larry Wortzel, commissioner of the U.S.-China Economic and Security Review Commission, said this is part of the Qu Dian System, or Project 995 Regional Integrated Electronic System. “This is probably a full test of the Qu Dian system,” he said. “It’s important. And it means that the PLA now has a redundant, China-wide, multilevel command-and-control system. Clearly, they have mastered the challenges of the information age. Now, when we talk about the PLA using electronic means, missiles, information warfare and anti-satellite weapons, it is no longer an asymmetric form of attack. Many of the PLA’s systems are similar to those used by the U.S. and other advanced militaries. They are a modern fighting force, even if they are somewhat behind the U.S.” The Qu Dian system is an advanced theater-level command, control, communications, computers, intelligence, surveillance, target-acquisition and reconnaissance network. As an automated battlefield management system, it combines the air force, navy and army communications networks. The heart of the system is the Feng Huo-1 military communications satellite, launched in 2000, that provides China’s military units with C-band and ultra-high frequency communications.
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The PlayersDB Project
Over 8 new aircraft, ships, submarines, facilities, classes, countries, and weapons have been added to the Harpoon3 PlayersDB with the official Database editor issued by AGSI. Get the PlayersDB 7.4.7-ANW on Gamesquad, HarpDB, or ughHQ. Get the PlayersDB 7.4.7 on Gamesquad, HarpDB, or ughHQ. Additions include: F-4E Phantom II IL 66 Temple [20kT] F-16AM Falcon MLU BE 06 - countless changes and improvements guaranteed not to crash any earlier scenario built with the PlayersDB Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Harpoon ANW users can get the Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file(s) into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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H3 Multiplayer Server up Again
Another long-time Harpoon miniatures player from Down Under made his debut appearance on the ANW server for his baptism of fire, tonight. Bungle has been 'taking the piss' out of some folks in the Harpoon community with his levity and now wanted to immerse himself in computer harpoon. We started out with Dawn Patrol, made with the Harpoon community's favourite database, the PlayersDB before moving onto Power Sweep. On both occasions, Bung was quite an innovative and stealthy opponent. We had a devil of a time locating one another in Dawn Patrol since neither of us wanted to reveal our positions with active Radar. Finally, my boats stumbled across his 3 Nanuchkas and hammered them from a range of 2nm for the victory. On Power Sweep, Bung did very well, indeed. As the Russians, I got a detection from close in. It turned out to be SS Kobben and she was dispatched by a pair of SS-N-15a Starfish. Whew. However, I never detected his second sub. Apparently, this wily sub-driver had crept into the baffles (accoustic blind zone) of all three of my subs and was sitting there stalking them! He was just 15 minutes from firing on all three of them when they turned around to search for him. In a flurry of torpedo fire, he claimed my Victor-II SSN, but was, in turn, caught by another SS-N-15 Starfish from SS Tango. Really good sub handling on his part. I would never have detected him if not for the fact that my units had arrived at the end of the map edge so I 'had' to turn back. Thanks for a pair of great games, Bungle. And thanks to HarpGamer for hosting them. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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H3 Multiplayer Server up Again
A hearty welcome to Profeta with his debut in the ANW MP community. He's been playing Harpoon2 for years, so was quite accustomed to the interface. For his introduction to MP, we selected the classic Dawn Patrol, made with the Harpoon community's favourite database, the PlayersDB. I took NATO while Profeta took the Russians. We started out pretty much like two blind people searching for one another. I got lucky and stumbled over one of his Nanuchka missile boats with a Hugin and quickly loosed a salvo of Penguin SSMs and gunfire from a range of 2nm. She killed the Russian, but soon succumbed to an unseen missile. This was pretty much the pace of the game. We both tried to maintain EmCon [Emissions Control], but it left us practically blind. Luckily for me, I had more boats than Profeta did so I could afford these point-blank encounters. With his third and final Nanuchka boat, the same thing happened. Short-range detection followed by a brutal wave of SSMs. I survived the onslaught, but could not win the game because my Goteborg corvette was sunk in the "Hail Mary" riposte. Excellent game, Profeta. Way to never give up and "fight for the draw" right to the very end. And thanks to HarpGamer for the use of their server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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AAR SP: Alone in the Snow - HC 2002 Gold
Thanks for another great AAR. I'm glad you enjoyed it.