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Confused trying to fill out Ship Reference Sheet

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Hey everyone,

 

Taking a second crack at getting into H4, and trying to get into the basic tutorial scenarios and can't get past filling out the darn Ship Ref. Sheet...this thing alone is taking me over an hour for one ship for the basic AAW scenario, how do y'all do it for a full CVBG and air wing?? Right now what's driving me crazy is figuring out how to fill in the Sfc guns and various sensor data. I'm trying to fill out an O.H. Perry, using the example provided in the rules to 'check' my answers, and for the life of me I don't get where they get the ranges and Ph's in the example from. How do they arrive at Surf Rng Close at 2.2, Far at 4.3 for the Mk75 when the gun is listed with a 7.0 mile range in the Annex? The Ph's line up for surface, but where do the air Ph's come from? And where do the Air ranges come from? Same goes for the sonars...I can't figure out where they got the 1.6/4.4/6.0 from for the active SQS-56...same questions apply to the passive numbers. Am I looking at the wrong version of the annex? I've been pouring through the rules and can't find anything that help explain all this, so any help is really appreciated.

 

Thanks in advance!

is figuring out how to fill in the Sfc guns and various sensor data. I'm trying to fill out an O.H. Perry, using the example provided in the rules to 'check' my answers, and for the life of me I don't get where they get the ranges and Ph's in the example from. How do they arrive at Surf Rng Close at 2.2, Far at 4.3 for the Mk75 when the gun is listed with a 7.0 mile range in the Annex?

 

I must have the same data annex as you because it doesn't match the example Ship reference sheet. As Brad just said on IRC, the annex values shift all of the time so you need to be flexible and confident, which is difficult when you are trying to figure out what is going on.

 

The Surf info comes from Annex C1 - Naval Surface Guns and the Air info comes from Annex C2 - Naval Air Defense guns. What I get is... Air Rng close = 3.5 x 0.5 = 1.75, Air Ph close = 0.4, Air rng far = 3.5, Air Ph far = 0.25, Max alt = High, Surf rng close = 7.0 x 0.5 = 3.5, Surf Ph close = 0.65, Surf rang far = 7, Surf Ph far = 0.33, Modes = RA, EO

Same goes for the sonars...I can't figure out where they got the 1.6/4.4/6.0 from for the active SQS-56...same questions apply to the passive numbers. Am I looking at the wrong version of the annex? I've been pouring through the rules and can't find anything that help explain all this, so any help is really appreciated.

 

Sonars are fun, combine the data you find in Annex M1 with the cheat sheet in M3 to get your ranges. Or, dig in to Rule 4.4.5 where more clues are given for the 75%, 50%, and 25% ranges.

 

Annex M-1 SQS-56 Active range 4.0nm, Passive 1.5nm

plug those numbers into Annex M-3 to give

Active 75%=1.6nm. 50%=4.4nm, 25%=6nm

Passive 75%=0.6nm, 50%=1.7nm, 25%=2.3nm

Taking a second crack at getting into H4, and trying to get into the basic tutorial scenarios and can't get past filling out the darn Ship Ref. Sheet...this thing alone is taking me over an hour for one ship for the basic AAW scenario, how do y'all do it for a full CVBG and air wing??

LOL, I'm still unsure anyone actually plays H4. Still, if you play small scens with your component ships and airplanes you'll eventually have almost a whole CVBG ready to roll at some point.

  • Author

Thanks, that did help...I think I decided that the demo record sheet was just incorrect somehow for the ranges...probably from using a different annex like you mentioned. I would be interested in trying a forum game, if only to get an idea how all these things play out. And FWIW I've been playing Battletech for a awhile and thought *that* was complicated, this is just a whole other ballpark. I'm sure, like all things it gets easier if you played it, or had someone experienced show you how things flow, but finding either of those for this particular game is pretty difficult. The concept, however, is great.

 

On that note, have any of you that actually are comfortable with the game thought about making a Youtube tutorial video that walks thought each of the turn types, with some examples. Sometimes just seeing it played out is more helpful than reading it.

  • Author

Also thanks for the help on filling out the sonar section...I'm trying the AsuW tutorial tonite and everything's going a little smoother. This is definitely not a 'let's drink two beers to relax and start filling out harpoon ship record sheets!' kind of game.

  • 2 weeks later...

Hang in there Sharker. When i started, the learning curve was steep. Like you, i asked a few questions here and was soon able to get into it.

 

I've played a lot (maybe 15?) of small scenarios. Just little DIY stuff to get started, single unit against single unit because it is time consuming. Sub verse sub, Sub verse ship, ship verse ship. Aircraft rules seem quicker and easier. I've played a couple of 2 v 1 scenarios out, but thats the most i'll go to using graph paper.

 

Its worth having a read of many of the after action reports that are available. They can show you what others have been doing, theres often some clarification arounds rules, and they can be inspirational.

 

Generally, give this page a look http://harpgamer.com/harpforum/index.php?/forum/12-scenario-design-discussion/

 

If your using a Perry, this scenario specifically might help

http://harpgamer.com/harpforum/index.php?/topic/15225-victor-iii-v-perry-class/

 

 

Stick with it. Its a great game, worth learning - you do learn allot about real life capabilities and from that flows tactics. It can be slow, but i've always found it allot of fun.

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