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Herman

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Posts posted by Herman

  1. Silent Hunter UK came back early this morning and in the mood for revenge, sweet revenge. He had been reading the multiple AARs posted for Power Sweep, made with the community's favourite database, the PlayersDB, and he wanted to try his luck at it. I was more than happy to oblige.

     

    attachment.php?attachmentid=21947&stc=1&d=1211554241

     

    We started off lazily enough with me in control of the Russians and SH in command of the NATO forces. Cruising along, I soon got a contact report from my Victor II escort. Everyone slowed down as we proceeded to lock down this sub. I was quite surprised to learn that it was SSK Kobben as it is normally very difficult to detected. I only later learned that it was on Intermittent active sonar.

     

    The Victor II closed in to bag her when she suddenly turned on her engines and approached at full speed. I didn't want to take unnecessary chances, so I started dropping SS-N-15 Starfish on her. Amazingly enough, she survived 2 torpedoes before the third one finally penetrated her hull before she reached launch range. I was pretty surprised by this somewhat unorthodox tactic and thought that I had the game nearly in the bag since the quieter of my two opponents had already been vanquished. Oh, how wrong I was going to be proven...

     

    attachment.php?attachmentid=21948&stc=1&d=1211554251

     

    My subs resumed cruise speed towards their objective. The next contact I made was in the form of a torpedo warning! The launch transient also revealed the submarine so I dropped my last SS-N-15 Starfish on the contact only to find that it was also decoyed. A brace of ET-80 torpedoes towards the contact was fruitless as the Spearfish caught my sub dodging vainly. The score was now tied and I was out of long-ranged weapons.

     

    SH was to pull another unorthodox attack. He launched his Spearfish on Bearing-Only Launch and they picked up my surviving Charlie and Tango subs. At that point, I decided that I, too, could use some wild tactics and launched a nuclear-tipped Starfish at the last bearing I had for his submarine. Just as the Spearfish sank my Charlie, the detonation caught his SSN Spartan. But, there was still one more fish in the water.

     

    SSK Tango ran as fast as her little propellers could push her, but she was just a diesel-electric boat capable of 17kts and the Spearfish was coming in at 48kts. It was no contest as she imploded at maximum depth. The game was officially a draw in this Pyrrhic victory/loss.

     

    A truly fabulous game was played with neither side giving the other a inch. Thanks to SH for a great match and 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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  2. Silent Hunter UK is new to the ANW MP community so we met up to initiate him to the finer points of head-to-head play. He's played some ANW SP, but never had the opportunity for MP so we chose Dawn Patrol, made with the community's favourite database, the PlayersDB.

     

    attachment.php?attachmentid=21935&stc=1&d=1211478488

     

    SH had played this one from the Norwegian side, before, so he wanted to try his luck as the Russians. I obliged.

     

    We approached one another cautiously, but with systems off. However, curiosity seemed to get the best of SH as he flipped his Radar onto active for a quick peek. It was enough for me to get an ESM contact from him and send a barrage of Penguin missiles back down his proverbial throat.

     

    attachment.php?attachmentid=21936&stc=1&d=1211478537

     

    He was quick to react and slam SS-N-9 Sirens into two of my boats before his two Nanuchkas went under. One last Hugin unleashed her Penguins before succumbing to a salvo of Sirens. In the end, I lost 3 missile boats in exchange for his three Nanuchkas, but I was awarded victory.

     

    Thanks to SH for a fun 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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  3. You may be using the earlier version of the demo. Did you get the demo at either of these locations?

     

    ftp://ftp.matrixgames.com/pub/Harpoon3ANW...ouge_Demo_1.exe

    http://computerharpoon.com/public/Harpoon_3_Gouge_Demo_1.exe

     

    It seems as though there is a new version of the demo available. I have not tried it, but you can at:

     

    http://computerharpoon.com/public/Harpoon_3_Gouge_Demo_2.exe

     

    I'd be interested in how it runs for you (if it runs). ;)

  4. Over 6 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-ANW on HarpDB, SubSim, or ughHQ.

     

    Get the PlayersDB on HarpDB, SubSim, or ughHQ.

     

    Additions include:

     

    Centauro

    SF.260 Warrior PH 09

    Geminis

     

    - 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

     

    Harpoon ANW users can get the

    Complete Harpoon ANW Library

     

  5. Gave this one a run and managed to destroy everything (including the submarine) but never managed to trigger the ViConds.

     

    I had my units move to the base and were holding station all around it. Don't know what else I was supposed to do. Nice touch to have the F-16s operating near the edge of their CAP range. The Flankers coming out cause a few close calls as there weren't many fighters on hand to deal with them, but I managed to survive without losses. The ALCM attacks on my airbase were 'cute', too. I only detected them by accident with planes outbound on missions. I hit one PRC base with TLAM and wanted to finish her off with Aardvarks, but she was just a teensy bit out of range. :)

     

    Nice scen, thanks for sharing.

  6. Jeronimo (AoA) and I were determined to finish our fight from last night over San Carlos, made with the community's favourite database, the PlayersDB.

     

    attachment.php?attachmentid=21884&stc=1&d=1210909113

     

    After pummelling HMS Ardent under a hail of rockets and gunfire, the battle entered a lull. Ardent sank under her weight of damage and HMS Yarmouth completed her mission by blasting Goose Green. I postioned 5 CAP [Combat Air Patrols] over the landing forces and hoped that they would deter further Argentine attacks.

     

    attachment.php?attachmentid=21885&stc=1&d=1210909124

     

    As the waiting grew long, the pilots on CAP grew tired and had to be replenished. It was at this specific moment that AoA decided to launch a massive attack. Evidently, he had been timing my patrol rotation pattern and managed to catch me with only 3 CAP flights over the Marines. Only one plane appeared on radar, so a flight went to investigate. As they closed, they activated the radar and found an entire swarm of inbound Skyhawks, Nesher, and Mirage bombers. After sounding the alarm, they closed to engage with Sidewinders. They claimed 2, but both Harriers were lost in the return fire from Magic and Sidewinder missiles.

     

    attachment.php?attachmentid=21886&stc=1&d=1210909143

     

    The first wave was beaten back with only two bombers slipping through the defensive wall of SeaCat and SeaWolf SAMs to deliver their bombs onto HMS Brilliant. But then there was a second wave...

     

    attachment.php?attachmentid=21887&stc=1&d=1210909166

     

    And then a third wave. The Argentine tide broke over the beachhead with a veritable horde of bombers releasing bombs throughout San Carlos Bay. HMS Plymouth had nearly 30 bombs dropped on her and escaped without a scratch. HMS Brilliant was less lucky and exploded after a string of bombs straddled her. Bombs penetrated the deck of LST Sir Tristram and left her ablaze along with LPD Intrepid. Frigates Yarmouth, Broadsword, and Argonaut were left in serious danger of sinking.

     

    Luckily, the game ended at that point and victory was awarded. "Close" is the only word to describe this victory.

     

    Thanks to Jerome for another fantastic 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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  7. Jeronimo (AoA) and I got together for another round in our ongoing battle over the Falklands, last night. We finished MayDay and moved onto San Carlos, made with the community's favourite database, the PlayersDB.

     

    attachment.php?attachmentid=21879&stc=1&d=1210824755

     

    By the 20th of May, there were strong indications that invasion was imminent. Destroyers had shelled Argentine coastal garrisons and rumours were rampant that SAS troops were on the ground. During the night, an Argentine freighter was shelled by an unknown British warship in Falkland Sound.

    By daybreak, Argentinean observation posts saw the amphibious force steam into San Carlos waters.

     

    I had some pretty challenging objectives. The amphibious ships were landing troops at San Carlos Sound while their air cover was located quite some distance from them. Also, I had to protect not only the carrier, but also the two separate groups of valuable logistics support vessels.

     

    attachment.php?attachmentid=21880&stc=1&d=1210824809

     

    I stationed 2 Combat Air Patrols [CAP] near San Carlos to give the Marines some air cover. On their approach, they noted that the surveillance radar near Port Stanley was still active. I didn't want my aerial activities revealed to the Argentines, so one CAP strafed the installation into oblivion.

     

    At this point, Jeronimo quipped, "What out for my Pucaras" and I got cautious. I didn't know if he had launched planes from Port Stanley or not so I turned around to investigate and stumbled over two supply vessels hiding in the harbour that I would have missed otherwise. Both of these light craft were also strafed until they sank. (Thanks for the tip, AoA ;))

     

    attachment.php?attachmentid=21881&stc=1&d=1210824822

     

    Not long afterward, he really did send out a surge from Port Stanley that drew off my two lone CAP flights. It was a beautiful move. As I was hunting down the planes from Port Stanley, a surge of aircraft rose from the Goose Green dispersial field!

     

    attachment.php?attachmentid=21882&stc=1&d=1210824845

     

    The Goose Green Pucara were the real dagger hidden behind the surge from the East and they drew in close to HMS Ardent who was on her way to bombard the airfield. All four of the Pucara were able to deliver their loads of rockets onto the little frigate and left her sinking with 44% of her flotation destroyed and on fire. After pulling up from their attack, the Pucara decided to pursue my reconnaissance helicopters instead of finishing off the striken ship. Several Lynx and Gazelle helos were down by gunfire before the combined AAA of the landing force brought down the Argentine Banzai charge.

     

    attachment.php?attachmentid=21883&stc=1&d=1210824856

     

    The Harrier relief arrived just a little bit too late to help. At this point, we saved the game and hope to pick it up tomorrow.

     

    Thanks for a very nice start. I'm looking forward to finishing this one.

     

    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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  8. Which platforms do you really dislike coming up against in this game?

     

    For me:

    * Tu-22M "Backfire". They are scary aircraft.

     

     

    Since I don't particularly like ASW work, I'd have to say the Oscar II SSGN is what I fear most, though submarines in general describes my phobias well.

     

    Backfires?

    Oscars?

     

    I say, "Pah" on both of them. Bring'em on. The more the merrier. :D

  9. The PlayersDB is always willing to add new platforms for players and designers who need them. If you are designing a scenario requiring an "Air Wolf" platform, let us know and it will be added so that you can write your scenario. In general, platforms that won't be used in any scenarios are less likely to be added because they simply bloat the size of the database and increase the download time for all users.

  10. The 44th NEW Harpoon scenario in the last 12 months!

     

    Oubliette

    oubliettezn6.th.gif

     

    The war in central Europe is bogging down. Although NATO has suffered horrendous losses, the Soviet armoured thrust has lost its momentum. There are rumours of growing dissension and unrest among the upper echelons of military command in Moscow. The risk of the Soviets resorting to the use of nuclear weapons in desperation has climbed considerably in the past few days. US Navy ballistic missile submarines, already deployed and at sea, have been directed to their patrol stations in case things 'go south'. Several of these boomers, including USS Tennessee, have been ordered to take up positions where they could potentially exploit depressed trajectory launches of their missile load thereby reducing warning time substantially.

     

    This scenario was originally written by Brad Leyte for the Harpoon Classic Commander's Edition and has been re-built for Harpoon 3 with the consent of the author.

     

    This scenario was tested in both Harpoon3.6.3 and ANW and found to be MUCH more challenging in ANW. It is fully compatible with the newly released 3.9.2 patch

     

    Author: Herman Hum

     

    With over 250,000 PlayersDB scenarios downloaded in the last 12 months alone, the PlayersDB has proven itself the unequivocal players' favourite.

     

    Harpoon ANW users can get the:

    Complete Harpoon ANW Library

     

    Harpoon3.6.3 users can get the:

    Complete Harpoon 3.6.3 Library

     

    gslogo.jpg

     

    badger0ma.th.jpgFilesOfScenShare SubSimLogo.gif

     

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  11. Summary:

    After 3.7.0 release: 80 Issues reported

    After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues

    After 3.9.0 Patch: (134 Issues - 31 fixed + 68 New) = 171 Issues

    After 3.9.2 Patch: (171 Issues - 13 fixed + 29 New) = 187 Issues

     

    These 13 behaviours appear to have been resolved by the 3.9.2 patch:

     

    1. Bomb will not release
       

      Bomb will not release in 3.9.0, but releases just fine in 3.8.0


       

    2. Crash after re-building with SE
       

      Crash after re-building with SE.


       

    3. Crash after re-building with SE II
       

      Crash after re-building with SE. Clock will not start.


       

    4. Crash after re-building with SE III
       

      Crash after re-building with SE. Clock will not advance.


       

    5. Entire bombload not dropped
       

      Bomber will attack target with only one bomb and refuse to drop the remainder of the payload.


       

    6. Land facility reports abandoning ship
       

      Damage report states that crew is abandoning ship on a land facility.


       

    7. TALD cannot be engaged
       

      TALD will not be engaged as they fly across target.


       

    8. Sonobuoy battery endurance
       

      Battery endurance for sonobuoys is irrelevant.


       

    9. Crash during UnRep
       

      Game will crash/freeze up with infinite loop if replenishment ship moves during attempted UnRep rendezvous.


       

    10. Group and Unit speed incongruent
       

      Group and Unit speed are incongruent for the same unit.


       

    11. TALD cannot be ignored
       

      TALD cannot be ignored as they fly towards player units.


       

    12. Total loss of unit control
       

      Player loses control of all units in the middle of a game.


       

    13. Fly off the world CTD
       

      It is possible to 'fly off of the world' and cause CTD.


     

    These 29 behaviours appear to have been added by the 3.9.2 patch:

     

    1. Type 65-76 disappear on BOL
       

      Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.


       

    2. Helo Intercepts sub at Med Alt
       

      Helo Intercepts sub at Med Alt when F6 command given.


       

    3. Unable to Pause game in MP
       

      Unable to Pause game in MP. Game starts immediately and cannot stop. Also causes problems with ghost sessions on some servers.


       

    4. Ghost sessions in MP
       

      Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.


       

    5. MP Unpause malfunction
       

      After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first.


       

    6. False Weapons Free status
       

      Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith]


       

    7. Helos violate NAV zone
       

      Helos violate NAV zone.


       

    8. Incorrect re-load count
       

      Planes have high number of re-loads assigned, but there are insufficient AAMs to justify this number.(Originally reported by Bart Gauvin)


       

    9. Sonobuoy endurance display error
       

      Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display.


       

    10. Missiles not releasing
       

      Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus].


       

    11. In-game Editor cannot open 3.9.0 files
       

      In-game Editor cannot open 3.9.0 files.


       

    12. Different depth at same location
       

      Two maps of the same area show different depth at same location.


       

    13. Subs go over land
       

      Subs go over island instead around it.


       

    14. Sub goes active on ASuW
       

      Sub goes active on ASuW area patrol mission even though mission setting is for EmCon.


       

    15. Plotted path gets stuck
       

      Ship gets stuck on land even though a path was plotted successfully.


       

    16. Fuel does not drop to zero
       

      Fuel drops steadily, but does not drop all the way to zero.


       

    17. CTD when hitting Report button
       

      CTD when unit Skunk 2435 selected and then Report button depressed.


       

    18. Planes cannot re-load
       

      Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.


       

    19. CTD on Ferry mission failure
       

      CTD when Ferry mission tries to launch to a facility already destroyed


       

    20. HAWKs fire into ground
       

      HAWKs fire directly into the ground


       

    21. Allied sides share unit control
       

      Players can change unit paths for sides allied via Friendly posture setting.


       

    22. Torpedo knows target depth
       

      Torpedo becomes de facto depth finder


       

    23. Torpedo dives past max depth
       

      Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target


       

    24. Torpedo dives 1000M instantly
       

      Torpedoes will instantly dive 1200m to hit target


       

    25. Plane destroyed upon launch
       

      Plane destroyed upon launch and never appears on map.


       

    26. Fly off the world CTD II
       

      It is possible to 'fly off of the world' and cause CTD.


       

    27. Unable to plot path around NAV zone
       

      Merchant side is unable to execute Transit mission around NAV zones even though a partial path is plotted.


       

    28. Bomb will not release II
       

      Bomb will not release in 3.9.2 even though weapon is capable vs. runways, but releases just fine in 3.8.0


       

    29. Romeo Mod has no fuel
       

      Romeo Mod has no fuel. (Originally reported by CDunlap)


  12. Ed Higgins, Jeronimo, and I finally got together for a game last night. There aren't that many 3-sided games, so we elected to try Eric Weincam's EU-5 Tin Canary scenario made with the community's favourite database, the PlayersDB.

     

    The Canary Islands are located just South of the Atlantic entrance into the Med. Owned by Spain, they have represented a strategic control point since the days of ancient Rome.

     

    One of the islands, Grand Canaria, hosts a large Spanish military base complete with hardened aircraft shelters and underground bunkers. From this base, the EU can interdict any shipping moving in, or out of the Med. As long as Gran Canaria is functional, the US can not re-establish their LoC through the Med.

     

    Russia has officially sided with the EU and has committed substantial surface forces to complement the French units already in the theater. Together they are prepared to oppose a pair of American carrier groups.

    The strongest side was probably the USN so Ed commanded it while Jerome controlled the Russian CVBG leaving me the EU forces. This was quite a large scenario and would test the limits of the ANW server.

     

    We started the battle and Jerome's submarines immediately detected unknown ships from their towed sonar arrays. Although no precise locations were available, we at least had a general idea where they might be and decided to throw the dice and gamble everything on a lightning-quick strike. A Carrier Battle group is phenomenally capable of defense and I had only a single squadron of Backfire. A coordinated SSM strike from the Russian CVBG and SSGN might be sufficient to overwhelm the defences of a single CVBG. We held no hopes of defeating both CVBG.

     

    attachment.php?attachmentid=21781&stc=1&d=1209857140

     

    The bombers launched from the mainland while AEW helos and the E-2 Hawkeye rose from the ships at sea. The ECM environment was phenomenal with most of the radar screens turned to hash from the powerful Prowlers. We planned to roll back the CVBG defences with a series of SSM attacks to draw out the AMRAAM fire from the CAP and then kill the Hornets with Flankers from the Kuznetsov. Once the Hornet 'sheepdogs' were out of AMRAAM, then we would strike with the AS-6 Kingfish from the Backfire. We had an ace up our sleeve in the form of a Bear reconnaissance aircraft that had managed to creep into range north of the CVBG. Once the Backfire came into range, she would climb and designate targets for the Backfire. That was the plan, at least. However, the best laid plans of men and mice...

     

    All was going well with the launch of the strikes. As the bombers passed over the Russian CVBG enroute to the USN CVBG (now identified as the George Washington), Flankers and Rafale fighters launched from the De Gaulle. Some were armed with ANS, some with ARMAT, and the rest were with MICA AAMs for escort. It was an impressive wall of aircraft, but the power of a US carrier air wing cannot be underestimated.

     

    attachment.php?attachmentid=21782&stc=1&d=1209857231

     

    As the Backfire passed over, the Slava, BCGN, and Kuznetsov began to loosing Shipwreck and Sandbox SSMs on Bearing-only Launch. The odds of them hitting anything worthwhile were slim to none in the face of at least three AEgis-equipped escort vessels that had already been detected by ESM. However, they hoped to occupy the SAM defenses while the true ship-killing AS-6 Kingfish would follow behind them. This was quite appropriate for this was the land of the Azores and home of bullfighting; where the matador distracts the bull with a cape before issuing the killing blow.

     

    The plane was proceeding well with Ed's CAP concentrating on the incoming Sandbox. After they had used up their AMRAAMs, Jerome's Flankers ate them up with Alamo missiles. In the fierce ECM environment, targets were hard to lock up for the SARH missiles that needed radar guidance to home on their targets. Still, the Hornets fought back and managed to exact revenge on the inbound Rafales and Flankers. The SAMs were doing a fantastic job on the SSMs. The Rafale ASCMs [Anti-Ship Cruise missiles] were likely going to be needed. The Backfire released their Kingfish and timed them so that the CAP would be too busily engaged with them to worry about the Rafale and Hornets approaching on the deck.

     

    The inbound strikes got a slight respite when they finally managed to burn through the jamming from a Prowler that had been positioned far forward of the CAP. She was immediately killed by a volley of missiles and the radar picture cleared momentarily. It was long enough to splash 6 Hornets in quick succession for the lost of a single Flanker.

     

    The AS-6 Kingfish were just a little bit late. This allowed Ed to nearly slaughter a flight of ANS-armed Rafale before they could release their missiles. The surviving Rafale immediately loosed his ANS missile on BOL in a "use'm or lose'm" gesture.

     

    With over 40+ ASCM approaching the GW CVBG, things were just getting interesting when we had to call an end to the game. Ed conceded that he didn't think that he could win any longer even though none of his ships had even been hit, yet. Alas, we were unable to continue the saved game after the server was updated. Still, we had a heckuva good time while it lasted and can't wait to try it again.

     

    Thanks for a very nice game, gentlemen, 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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  13. The 46th NEW Harpoon scenario in the last 12 months!

     

    Sea King to Chile Incident

    seakingty2.th.gif

     

    One of the most mysterious events of the war happened on May 16th, when a Sea King was found burning and abandoned near Punta Arenas airbase. The British claimed a 500nm navigation error but, after the war, it became clear that SAS Special Forces had been planning a raid to take out the Exocet-armed Super Etendard aircraft which had sunk Sheffield and Atlantic Conveyor. Speculation on the nature of this operation still ranges from SAS-Hercules aircraft landing on Rio Grande airbase in order to destroy the planes on the ground to the setting up of covert radar facilities to provide early warning for the fleet.

     

    Fact is that Chile felt it was the next target of the Argentine junta and, therefore, open to cooperation with the British.

     

    Author: Freek Schepers

     

    The PlayersDB has passed the Quarter-Million mark! Over 250,000 PlayersDB scenarios have been downloaded in the last 12 months making it the most popular database for Harpoon 3 and ANW. Thanks to everyone for making it such an ongoing success.

     

    Harpoon3.6.3 users can get the:

    Complete Harpoon 3.6.3 Library

     

    Harpoon ANW users can get the:

    Complete Harpoon ANW Library

     

    gslogo.jpg

     

    badger0ma.th.jpgFilesOfScenShare SubSimLogo.gif

     

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  14. [*]The orders say that, "Use the small Libyan air force wisely and carefully - we may get reinforcements and help from the Russians if we hang in long enough." When I first read it, I thought that I wasn't supposed to use the Russian base. I did use it, but questioned if I was supposed to only play the game with Libyan units. The russian a/c were set up with ferry loadouts and an order to ferry after a day or 2 - I could not figure out how to make the russian aircraft only available at some later point in the exercise - can that be done?

     

    I don't think it is possible to make them available later, either. It might be possible to bring them on as reinforcements.

     

    For example, if you set a CAP over a base with Flankers and then order some more Flankers to ferry in later from another base, I *think* that the first base will use the additional Flankers to fill out the CAP. Perhaps one of the HC veterans could confirm whether or not this idea is functional.

     

    I just ran the scenario through from the blue side and could not trigger the ViConds. Here is the final status. Both TFs arrived at Cyprus with only DDG Daring and DDG Type 42 lost.

    post-7-1209436960_thumb.png

  15. Been playing Harpoon for years, back to 360Pacific and finally decided it cannot be hard to create good scenarios.

    Famous last words.... :lol:

     

    I took this scenario out for a test run as the Red side since I don't get to play Red all that often. :)

     

    In short, I had a good time of it and managed to achieve victory after about 1 day of battle. A very good conflict.

     

    Since feedback was requested, I'll provide some. Please note that, IMHO, there is no right or wrong way to make a scenario. These comments are only suggestions on things you may wish to consider. They are meant to help, not hurt. :)

     

    • The idea of a convoy in between the major bases is a good strategem. Operating at long distances is really challenging. The initial opening battle to provide AEW and CAP coverage for her cost me a few fighters. The Eurofighters did a nice job on my CAP. So did the Harriers with AIM-120C5. Once they were killed, no further air attacks were seen on the convoy. There seemed to be many a/c at Brindisi and other bases, but they don't seem to enter into play very much.
    • The Red orders state "...get the convoy coming down the Bosporus..." but the convoy is already clear of the Bosporous and in the middle of the AEgean. Just a slight mis-match, perhaps.
    • The Prithvi Missiles missile found on Cyprus easily demolished the UK ground unit. However, they seem to be a bit out of place. Aren't they only used by India? Perhaps SCUD or other SSM for Russian might be a more fitting match for the ground forces.
    • The Libyan convoy/forces might need some more orders i.e. should it proceed or can it just turn back to protect the merchants? If I had a choice, I would have turned it around and run for the mainland.
    • One mine in the minefield appears over land.
    • All the Libyan TFs seem to be nicely proportioned and positioned. I launched an air strike on the Italian PhibRon. I think that it might be "clumped together" at a single position instead of individual patrol zones.
    • The orders say that, "Use the small Libyan air force wisely and carefully - we may get reinforcements and help from the Russians if we hang in long enough." When I first read it, I thought that I wasn't supposed to use the Russian base. I did use it, but questioned if I was supposed to only play the game with Libyan units.
    • I managed to achieve victory after about 1 day while the convoy was still in the southern AEgean. Was this supposed to be possible? ViCond.bmp
    • The Bears with the Cruise missiles really smite the NATO bases. There doesn't seem to be much defense for the AI against them. The Brindisi base held out the longest with all her SAMs. Maybe you might consider a few more CAP. The 36 ALCM should be pretty easy to shoot down, I think.
    • I ran over all the Blue subs and killed them all. Their quiet acoustic signature made sure that they got off a good shot at me, but I didn't lose anything. However, it often took all the helos in the convoy to catch and kill a single sub. You may want to check out the possibility of the player taking a course different from the one you have laid out. If the player does this, will he still meet the subs? The long duration of the scenario allows the player to virtually travel to Malta before he needs to come back to Cyprus and he's got plenty of time to do it.

  16. Over 62 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-ANW on HarpDB, SubSim, or ughHQ.

     

    Get the PlayersDB on HarpDB, SubSim, or ughHQ.

     

    Additions include:

     

    PC Acuario B MEX 04

    H-6M Badger PRC 08

    HD-5 Beagle PRC 67

    LPD Canberra AUS 10

    Canberra PR.9 CL 83

    Canberra PR.9 UK 55

    PBY-5 Catalina CL 41

    Y-8EW Cub EW PRC 05

    ASR Dolores Chouest US 78

    AGI Dongdiao PRC 99

    A-50E Eh [Mainring] IND 08

    AOR Fuchi PRC 04

    AFS Fuxianhu PRC 07

    FFG Gorshkov RUS 09

    C-130H Hercules UK

    PTM Houbei [Type 022] PRC 04

    AGM Invincible USN 98

    PT Jaguar CL 04

    LPD Juan Carlos I ES 08

    ASR Kellie Chouest US 96

    AGM Observation Island US 53

    PC Polaris (CB90HMN) MEX 99

    737 Radar AN/FPS-108 Cobra Dane US

    F-86F Sabre AR 60

    ScanEagle Block D US 02

    738 SSM Hsiung Feng III Btty ROC 06

    AGOS Stalwart USN 84

    OPV Svalbard NO 02

    AGOR Xiangyanghong PRC 78

    AGM Yuanwang (Type 718) PRC 77

    LPD Yuzhao [Type 071] PRC 08

     

    - 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

     

    Harpoon ANW users can get the

    Complete Harpoon ANW Library

     

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