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Table of Contents Credits.......................................................... iii Introduction .................................................. ix Table of Contents......................................... xiii Part One: Operating Instructions .................1 Overview.............................................................. 3 About this Manual ............................................ 4 For the PC User................................................ 5 For the Macintosh TM User ...........
Harpoon II F i l e........................................................ 97 Open .................................................. 97 Save .................................................. 98 Save As ............................................ 98 Load BattleSet ................................98 Difficulty Levels............................98 Resign............................................. 103 Quit................................................. 103 Settings........................................
Table of Contents Creating Zoom Windows.................. 129 Track Unit/Group ............................. 130 Map Preferences............................... 130 A t t a c k ................................................. 136 Manual Engagements ................... 136 Close-to-Attack.......................... 137 Bearing Only Attacks.................. 138 Surface-to-Surface Missiles....139 Air-to-Air Missiles.................... 139 Surface-to-Air Missiles............ 139 Anti-Radiation Missiles .......
Harpoon II Launching Aircraft...................... 149 Landing Aircraft.......................... 149 Manual Air Interception............. 149 Air Interception Missions ......... 150 Manual Air Strikes ...................... 150 Mission Editor Strike Missions 150 Aerial Re-fueling........................ 150 Using the Formation Editor............ 151 L o g i s t i c s ............................................155 Underway Replenishment ........... 155 Magazine Allocation ...................
Overview Welcome Aboard! You are about to take command of the awesome power of modern naval and air forces. If you are new to Harpoon then there is much to learn to successfully command these forces under the most difficult scenarios. If you are a seasoned “Harpooner,” we believe we have put together an experience that, like the first computer Harpoon, will provide you with thousands of hours of entertainment and challenging modern conflict.
Harpoon II Operating Instructions security clearance. Harpoon II is not difficult to play. It is, however, a challenge to play Harpoon II well. While we want you to start enjoying the experience right away, we heartily recommend taking some time to become familiar with the manual before you set sail for the new challenges that await you.
Overview once you find yourself on the simulated high seas. For the PC User For the PC, most of the Harpoon II interface can be utilized with your mouse and the toolbar. All mouse clicks described in this manual refer to a click with the left mouse button. The only exception is the use of the right mouse button to center the map display on whatever point you click using the right mouse button. In addition to the toolbar, major commands can also be given using the keyboard.
Harpoon II Operating Instructions described as “hours of boredom, interrupted by moments of stark terror.” Use those “hours of boredom” to improve the flow of information or “intelligence” required to make your “Commander’s estimate of the situation.” Doing this will better prepare you for when those “moments of stark terror” arrive. And trust us, those moments are going to arrive! View yourself as a naval officer assuming a new command. Become familiar with your forces. Know your capabilities.
Overview available to you in Harpoon II by other means would cost you thousands of dollars and take hundreds of hours of research. The data is used by the complex and realistic modeling to determine movement, sensor detection and performance, weapon effectiveness and the adjudication of hits, damage, and kills. Weapons and sensors are not the only things modeled in Harpoon II. Nature itself is part of the Harpoon II modeling.
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Interface Basics Interface Basics In order to make Harpoon II easier to use, we gave it a windowing interface. If you are familiar with windowing interfaces (like Microsoft_ Windows TM or MacintoshTM interfaces), you might want to skip this section. If you haven’t used windowing interfaces before, read on. Menu Buttons Buttons are raised areas (actually, they are drawn to look raised) on the screen. They generally represent options available to you within that window or box.
Harpoon II Operating Instructions read, we need to define a few basic mouse concepts. Click When we talk about a mouse click, we mean quickly pressing the mouse button and letting it go. In Harpoon II (and other windowing applications), this is generally the method for selecting an item from a menu or marking a point on a map. You don’t need to worry about holding down the mouse; how long it takes to make the click doesn’t matter.
Interface Basics Hot Keys Although the use of a mouse is required to play Harpoon II, many commands and options may be selected using the keyboard. Throughout this manual the use of individual keystrokes and combinations of keystrokes are referred to as “hot keys.” Some of the hot keys differ between PC and Macintosh TM. The Harpoon II Command Card has been provided with a list of every hot key and toolbar button. Please review this card to become familiar with the hot keys for your type of computer.
Harpoon II Operating Instructions do so, it will become difficult to manipulate it any longer. Also, if you encounter a situation where one window covers another there are five ways to gain access to the window “underneath”: • Close thecovering window. • Move the covering window. • Send the covering window to an icon. • Click on a portion of the covered window to bring it to the front.
Interface Basics Dialog Boxes A dialog box is a fixed area of the screen bounded by a rectangle. Unlike a window, a dialog box is not sizable, and often it is not moveable either. In Harpoon II , dialog boxes give you information from your staff, allow you to give orders to your units, and allow you to modify game settings like time compression. Selecting To do almost anything in Harpoon II , you have to select some item (a window, a unit, a menu choice, etc.).
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Tutorial Tutorial The Harpoon II Tutorial has been designed to take you through a series of lesson scenarios. These lessons will familiarize you with the interface while demonstrating how to use each command and menu function in Harpoon II. The Harpoon II Tutorial is a wise investment of your time. We understand that you are anxious to start playing and we have designed the Tutorial so that you may learn while you play.
Harpoon II Operating Instructions Lesson II: Course and Speed Lesson Using Sensors III: Lesson IV: Using Weapons Lesson V: Submarine Lesson VI: Air Operations Lesson VII: Using the Mission Editor Lesson Operations VIII: The Formation Editor Loading a Scenario We will start with Lesson I: Orientation .
Tutorial •Easy •Average • Hard •Default •Custom Beginnersettings Novicesettings Expertsettings Userdefinedsettings Modifies difficulty settings The initial setting for Harpoon II is Default. For this tutorial select Easy and then OK. A more detailed explanation of Difficulty Levels and how to customize your default settings can be found in the Reference Section. On the MacintoshTM version there is a Difficulty Settings dialog box that allows you to toggle the individual difficulty settings.
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Tutorial Lesson I: Orientation Lesson I: Orientation Now that you have selected your side, examined your orders, and the scenario has been loaded, it is time to become familiar with the Harpoon II screen and the components of the interface. Main Window The Main Window depicts the entire map area of the scenario. In the Lesson I scenario the Main Window is currently in icon form and labeled “Lesson I.” Go ahead and double-click on the icon. The window will expand and the entire map area will be displayed.
Harpoon II Operating Instructions Map Preferences Dialog Box Window Name To change the name you see displayed in the title bar of a window, click on the text field containing the current window name and type the name you desire. Go ahead and change “Lesson I” to “Lesson One” or to whatever you want to name the window. You can change the window names to whatever you want during a game to keep track of various areas, units, or groups.
Tutorial Lesson I: Orientation Land Elevations Land elevations can be displayed in 500 meter bands starting at sea level (0 meters) and going up to 2500 meters. Each band can be represented by a colored tick mark. Like water depths, tick marks are placed in 30 minute intervals on the map. The color of the tick mark indicates the elevation for that particular area on the map.
Harpoon II Operating Instructions again to bring back the preferences listing. You can leave the borders on or off, the choice is yours. Latitude & Longitude Lines Latitude and longitude can be represented on any map. You can choose to have no lines, or lines at either 1, 5, or 10 degree intervals. Go ahead and try it out. When you have finished looking at the lines, select No Lines to avoid cluttering the screen as we examine other aspects of the display.
Tutorial Lesson I: Orientation interested in the types of Nav Zones and how to display them on the map. Surface Threat A Surface Threat Nav Zone will exclude all surface ships from entering the zone. Aircraft and submarines are unaffected by this type of Nav Zone. You may create, modify, or delete this type of Nav Zone. Sub Threat A Sub Threat Nav Zone will exclude all submarines from entering the zone. Aircraft and ships are unaffected by this type of Nav Zone.
Harpoon II Operating Instructions Weapon Ranges To display the approximate ranges of your weapons, place an “X” in the boxes next to the following: Anti-Air Warfare (AAW) Displays a ring depicting the approximate range of the farthest reaching AAW weapon for each platform. Anti-Surface Warfare (ASuW) Displays a ring depicting the approximate range of the farthest reaching ASuW weapon for each platform.
Tutorial Lesson I: Orientation Displays a ring depicting the approximate range of the farthest reaching ASW sensor for each platform. Once you have all the sensor items selected with an “X”, click on the OK button. Since we do not have any sensors activated, the only sensor range circle that you should see is the Puller’s passive sonar. Range Rings and Groups Range rings are not displayed while in group view.
Harpoon II Operating Instructions noticeable as they have much shorter ranges and use fuel at a faster rate than either ships or submarines.
Tutorial Lesson I: Orientation new window to give it its own display parameters. Click on the PREF button in this new Zoom Window and rename it “Tactical View”. Now grab the corner of Tactical View zoom window and stretch the window so it’s big enough for you to see all of the toolbar buttons for this window. Unlike the Main Map window, zoom windows do not stay proportional and can be stretched to any size without distorting the map.
Harpoon II Zoom In/Out Toolbar Buutton Operating Instructions and the title bar for the window should now read “Tracking.” You can use the PREF button to rename the window whatever you choose. Go ahead and name the window “Tracking USS Puller.” A Tracking Window can be changed back into a regular Zoom Window by clicking on the Tracking Window toolbar button again. Try it now.
Tutorial Lesson I: Orientation 12:00 Zulu (noon GMT) it will still be night where you are located as the local time will be in the evening. Unit Status Window The Unit Status Window contains information relating to the current unit or group that is selected. The unit Status Window is already active in this tutorial scenario so we do not need to use the Window pull-down menu to create it. If the Unit Status Window was not active, you would need to select Unit Status Window from the Window pull-down menu.
Harpoon II Platform Operating Instructions Selection Buttons You can view detailed information on ships, weapons, subs, aircraft and facilities by clicking on the corresponding button in the database window. Press Show All (or Show Selected) to toggle between the currently selected unit and all of the items in the Harpoon II database. Sensor and Mount Data It is possible to view weapons and sensor information by clicking the corresponding Sensors and Mounts buttons on the database window.
Tutorial Lesson I: Orientation list. Go ahead and close the Report when you have finished reading it. Order of Battle Click on the Order of Battle selection in the Window pull-down menu to produce a listing of all the groups, units, and bases that are currently under your command. Close the Order of Battle box when you are finished viewing it.
Harpoon II Operating Instructions Harpoon II: • Memory available at the start of the scenario. • Memory used by the interface. • Memory used by the game engine. • Largest block of memory left. • Total memory left. On the PC, these values will probably be larger than the actual amount of system RAM present in your computer. Harpoon II implements virtual memory which uses some of your hard drive when required. Incoming Messages Window This is where text information is presented.
Tutorial Lesson I: Orientation key. Consult the Harpoon II Command Card for details. Scenario Load Status The Message Window is the only window you will see on the screen as a scenario is loading. While a scenario is loading, it will indicate the various portions of the scenario that are being loaded into the computer’s memory. Platform Hit/Destroyed System Memory Window When a platform is hit, sunk, or destroyed a text message will appear in the Message Window.
Harpoon II Operating Instructions clicking on the icon. Scenario Info You can review text information about the scenario you are currently running by clicking on Scenario Info from the Window pull-down menu. This information is identical to the Scenario Info available when selecting a scenario. Display Features The display features for Harpoon II are very flexible. The user may customize the display by changing the colors used or selecting from one of two sets of symbols.
Tutorial Lesson I: Orientation should appear offering the choice of either Stylized or NTDS symbols. Stylized Stylized symbols are more intuitively understood and are drawn to resemble various platforms. Because they are easier for new players to recognize, the stylized set is the initial default set for Harpoon II. NTDS Stylized Symbols Naval Tactical Display System symbols are based upon the symbols used by actual military systems.
Harpoon II Operating Instructions NTDS Symbols Lesson Summary That concludes Lesson I: Orientation . If you followed each step of the lesson you should now be familiar with each element of Harpoon II’s interface. You also learned to move about a map and how to create Zoom Maps and configure them to display a variety of information. Now that we are finished with the first lesson, let’s move on to the next lesson. Select the File pull-down menu and choose Load BattleSet.
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Tutorial Lesson II: Course and Speed Lesson II: Course & Speed After you have selected Lesson II, choose Good Guys as your side. Leave the Difficulty Settings as they are currently set. You should now be looking at a display almost identical to the Lesson I. Once again, the USS Lewis B. Puller is the lone unit on the map. We will be using the Puller to become familiar with navigation procedures for Harpoon II. Notice that there are three small “X’s” located at various points on the map.
Harpoon II Operating Instructions for toggling the course tracks. Once you are looking at the line you just created, notice at the point the line ends there is a small circle. This circle is called a waypoint. Halfway between the unit symbol and the first waypoint is a small triangle, this is called a midpoint. We will examine both the waypoint and the midpoint shortly. For now, let’s resume plotting our course to Reference Point 1.
Tutorial Lesson II: Course and Speed Deleting a Waypoint To delete an existing waypoint drag it to an adjacent waypoint and release the mouse button once the waypoint is placed in the same position as another waypoint. Try deleting the waypoint you just created. Editing a Course using the Navigation Mode You can also edit a course with the Navigation Mode used earlier to create the original course. Select the second waypoint and then click on the Navigation toolbar button.
Harpoon II Operating Instructions Setting Speed Ensure that you have selected the Puller (waypoint 0) and then click on the Speed toolbar button. A menu box will appear that allows you to set your speed to one of the following: • Stop: Engines disengaged, speed set to zero. • Creep: Engines engaged at low speed. Optimum passive sonar speed. Actual speed varies between ship and sub types. • Cruise: Engines engaged at intermediate speed. Optimum fuel efficiency achieved.
Tutorial Lesson II: Course and Speed Nav Zones Nav Zones were briefly covered in the last lesson so you should have an understanding of the various types of Nav Zones. We are now going to create a Nav Zone and see what effect it has on navigation. Create a Nav Zone Prior to creating a Nav Zone, make sure that you have Nav Zones set to display from the Map Preference window. To create a Nav Zone start by clicking on the Nav Zone toolbar button.
Harpoon II Operating Instructions Navigating Through Nav Zones You may require that a unit ignore a Nav Zone because it is critical for the successful completion of the mission to get to a spot inside. To navigate through the zone, start by selecting the unit or group that you want to navigate through the zone. Next, double-click on the Nav Zone toolbar button.
Tutorial Lesson II: Course and Speed Lesson Summary You should now be familiar with how to draw and plot courses and assign speed settings. Go ahead and experiment with setting course and speed until you are comfortable. Once you are familiar with what you learned in Lesson II, select Load BattleSet from the Settings pull-down menu and load Lesson III: Using Sensors .
Tutorial Lesson III: Using Sensors Lesson III: Using Sensors After you have selected Lesson III, choose Good Guys as your side. To demonstrate the effective use of sensors and how the detection model in Harpoon II works, it will be necessary to change the Difficulty setting for this tutorial scenario. Click on the Difficulty button and select the Average Difficulty Level. Usingthis levelwill provideuswitha DetectionSettingof AutoSideIDwhich will make the sensor detection more realistic.
Harpoon II Operating Instructions are currently passive which means that we are not using active sensors at this time, it also means that your passive sensors are online and sensitive. An active sensor is a radar or sonar that is emitting either electric or sound energy. An active radar sends out electronic pulses which reflect off of a target and are interpreted by the radar and displayed on a screen. The same is true for active sonar which uses sound energy instead of electric energy in the pulse.
Tutorial Lesson III: Using Sensors Alpha X-ray (AX) The Anti-Submarine Warfare Commander. Anytime a sub contact is made or lost, AB will be informed by AX. An unknown sub contact is referred to as a “goblin”. Start the Lesson Go ahead and start the lesson by selecting Start/Resume from the Settings pull-down menu or using the hot key. The scenario will start with the Puller awaiting your orders. Go ahead and plot a course to Reference Point 1 and set your speed at cruise.
Harpoon II Operating Instructions sending your aircraft to intercept and identify. Since we are a lone ship we can only use our sensors. Using Active Radar Go ahead and turn on your radar by clicking on the Sensors toolbar button. Click on the Active selection for Radar in the Sensor Selection dialog box. Range circles should now appear around the Puller and the Unit Status window should say ACTIVE in the EMCON block. The range circles represent the maximum effective range of the sensors.
Tutorial Lesson III: Using Sensors part, we will allow the contact to get closer. Visual Identification Once the second air contact is in visual range (which varies depending on weather, time of day, size of contact, and the altitude of the contact) you will receive a message indicating that we have identified the contact. Notice that ID information is now provided in the Unit Status Window.
Harpoon II Operating Instructions Working the Contact Let’s do a little bit of aspect changing ourselves. Go ahead and make a few minor changes to the Puller’s course so the ship “zig-zags” across its original course. Do this by making several 45 degree turns back and forth. See if the contact changes as you make the turns. For this example the submarine is making turns as well, so you should see some changes.
Tutorial Lesson III: Using Sensors ESM vs. Active Radar Detection Once you have a solid contact, turn off your radar and watch what happens to the contact. It went back to being an ESM track. Now turn the radar back on and watch the contact solidify again. Identification As the contact gets closer there is a chance that we will make a visual identification. If we wanted, we could also send up a helicopter to identify the contact. We will cover the capabilities of on-board helicopter use in another lesson.
Harpoon II Operating Instructions traverses between Reference Points 1 & 2. You should make contact with another submarine and one more surface vessel. Go ahead and explore the remainder of this scenario by working these two contacts. Change the Detection Setting To properly demonstrate how to work sensor contacts you should try running this scenario again with a more difficult Detection Setting using the Difficulty button and selecting Custom. Go ahead and give it a try.
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Tutorial Lesson IV: Using Weapons Lesson IV: Using Weapons Difficulty Level Select Lesson IV: Using Weapons from the Scenario Selection window. It is recommended you set your Difficulty Level to Average for this lesson. If you are playing the MacintoshTM version, match your difficulty settings to those found in Lesson III . Select Good Guys from the Side Selection window. Starting the Lesson Once again, you are in command of the USS Lewis B. Puller.
Harpoon II Air Operating Instructions Threats Shortly into the scenario you should have two air contacts to the north. Go ahead and watch these contacts for a few minutes to see if you can determine more information about them without turning your sensors on and revealing your position. Click on each contact and determine what kind of emissions your ESM gear has detected. The contacts are emitting surface search radar that can be found on several Soviet-made heavy bombers.
Tutorial Lesson IV: Using Weapons Settings pull-down menu. Then, click on the Attack toolbar button. Your cursor should now be a targeting crosshair. Once the second air threat has crossed the range circle for your air weapons, go ahead and double-click on the aircraft symbol. A box will appear with four panels. The upper-left is the firing unit, the upper-right is the list of available weapons listed in the order of most capable weapon for the designated target.
Harpoon II Staff Operating Instructions Allocation Each time you attack a target your Staff will automatically allocate a number of appropriate weapons unless you do not have Allocate Weapons selected in the Staff Preferences settings found in the Game Preferences dialog box under the Settings pull-down menu. Even if you have the Staff allocate weapons, you can still manually edit the allocation by clicking on the various selections in each panel on the Weapons Allocation box.
Tutorial Lesson IV: Using Weapons Anti-Radiation Missiles (ARM) are weapons that guide on radiated energy. They can be used to destroy an enemy’s radar system. An ARM will lock on to the signal radiating from an enemy radar or jammer and fly directly to that source. ARMs can be launched from surface ships and from aircraft. Click on OK after allocating one ARM to be targeted on the first surface contact.
Harpoon II Operating Instructions surface-to-air missiles. You have to get in closer to use guns. Go ahead and close with the second surface contact. Click on Attack from the toolbar and allocate several gun bursts from several of the available guns. Each allocation of a gun is a burst that fires several rounds. The number of rounds per burst varies with each weapon. Hit OK to fire. It will take many shots to sink the ship.
Tutorial Lesson IV: Using Weapons reload the game you previously saved and try again until you are comfortable with how to engage missiles. This is also a good opportunity for you to have some fun by getting into a shooting match with the enemy missile boat. When you have had enough, go ahead and read the rest of the lesson.
Harpoon II Operating Instructions Blip Enhancers Some helicopters are equipped with blip enhancers. This is an electronic device the sends out a signal that lures incoming enemy missiles by providing a signal that resembles that of a ship. Some enemy missiles can be lured using blip enhancers. To use a blip enhancer a helicopter must be flying near the ship that is targeted by enemy missiles. Use the Sensor toolbar button and select Active for ECM to activate blip enhancers.
Tutorial Lesson V: Submarine Operations Lesson V: Submarine Operations Difficulty Setting For best results, set your Difficulty Setting to Average for this tutorial scenario. Macintosh TM users should use the settings from Lesson III . Getting Started In this lesson we will leave the USS Lewis B. Puller and take command of the USS La Jolla, a Los Angeles-class fast attack submarine. Using Lesson V, we will examine some of the unique characteristics of submarine operations.
Harpoon II Operating Instructions Surface Contacts The quality of the contact will depend on several factors, including the speed, size, and aspect of the contact. Your speed and depth, as well as the location of the thermocline, all affect the quality of a sonar contact. Try changing your depth and course if you need to improve the contact. Since the contact is very large, it has been identified as the Alligator, a cargo vessel for the Bad Guys.
Tutorial Lesson V: Submarine Operations Mount Weapons panel shows all the possible weapons that can be loaded into the selected mount and which ones currently are. The Magazine Weapons panel displays all the remaining unallocated ordnance on the selected platform. In the Mount List, select one of the full torpedo tubes. It should be designated as 533 mm MK68TT x 1/1. In the Mount Weapons list, find and double click on one of the MK48 ADCAP 1/1 torpedoes.
Harpoon II Operating Instructions Engage the Sub Contact Attempt to maneuver behind the Akula. You may need to alter speed to catch it in the correct position. Once you are behind the Akula close to within two or three miles. Once in position, attack the Akula with a MK-48 ADCAP torpedo. End of Lesson When you have either sank the Akula, or lost contact, or even been sunk yourself, go ahead and end the scenario and load Lesson VI: Air Operations.
Tutorial Lesson VI: Air Operations Lesson VI: Air Operations Getting Started Set your Difficulty Setting to Average for this tutorial scenario. Users of the Macintosh TM version should use the Difficulty Settings from Lesson III. In this lesson we will concentrate our attention on the use of aviation assets. Once the Lesson VI tutorial scenario has been loaded you will see that the Good Guys have one airbase called “Good Guys 1” located on the northern half of the map named Tactical.
Harpoon II Operating Instructions launch.” If you change your mind and do not want the aircraft to launch, click on the Clear button to remove the launch order for that aircraft. We want to launch the E-3, so go ahead and press Continue to execute the launch order. The window will close and after about two to three minutes the E-3 Sentry will launch and begin circling near the airbase, awaiting your orders. Select the E-3 and press the Navigator toolbar button.
Tutorial Lesson VI: Air Operations Ready Aircraft window. The “Teddy R” has one F/A-18 Hornet with a Standoff loadout (SO), another Hornet with an Iron Bomb (IB) loadout, an F-14 Tomcat with an Air-to-Air loadout (ATA), and an SH60B Seahawk helicopter with an Anti-Submarine loadout (ASW). Select the F/A-18 with the Standoff Loadout, which we can see in the loadout listing below includes two AGM-84D Harpoon missiles. Press Launch and OK to confirm. Now we will learn how to use the Airborne Intercept Routine.
Harpoon II Operating Instructions Airborne ASW There is a submarine in the vicinity of Reference Point 2. Select the Roosevelt and launch the SH-60 Seahawk. Once it is airborne plot a course for Reference Point 2. Plot the course so that the SH-60 passes back and forth over Reference Point 2. To locate the sub we will drop several sonobuoys.
Tutorial Lesson VI: Air Operations Land Aircraft Once you are finished with the aerial refueling, let’s end this tutorial scenario by ordering all airborne aircraft to return to base. Select the aircraft you wish to order back to base and click on the Air Ops toolbar button. The mouse cursor will change into a crosshair. Click on the desired landing site, either a base or ship. The base or ship must be capable of supporting the selected aircraft.
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Tutorial Lesson VII: Using the Mission Editor Lesson VII: Using the Mission Editor Getting Started Load Lesson VII from the Scenario selection screen, choose Good Guys as your side. Set the difficulty level to Average. The map area for this lesson scenario is identical to the previous lesson. Users of the Macintoshtm users should use the Difficulty Settings from Lesson III. Again, the airbase Good Guy 1 is present, as well as the USS Theodore Roosevelt.
Harpoon II Operating Instructions Reference Points already on the map. We will use these points to create some missions later in this lesson. Use the Data Block hot key to toggle the Reference Point names on. Consult the Harpoon II Command Card for information about what hot key to use for your computer type. Selecting Reference Points A Reference Point can be selected in a manner similar to that used to select a unit or group. Select one of the Reference Points on the map by clicking on it.
Tutorial Lesson VII: Using the Mission Editor Naming Reference Points Reference Points are numbered in the order in which they are placed on the map. The name of the Reference Point will appear with a datablock name of “Ref X” where “X” is the number of the Reference Point. Reference Points can be renamed by selecting the Reference Point and using a hot key. Consult the Harpoon II Command Card for information about the hot keys. Go ahead and name one of the points you created to whatever you wish.
Harpoon II Operating Instructions AAW. Emission Control In the same dialog box you have the ability to set the sensor status desired for the assigned platforms to use during the mission. There are three types of Emission Control: Passive No active sensors to be used on the mission. Intermittent Active sensors will radiate intermittently. A window will appear allowing you to set the interval, duration, and variance of the emissions. Active Active sensors will be used during the duration of the mission.
Tutorial Lesson VII: Using the Mission Editor The Edit Now selection box in the Create Mission window allows the user to go directly to the Edit Mission dialog box. Select this box as we still need to edit this mission. If the Edit Now box is not selected and the OK button is pressed, the mission will be created, but you will have to use the Edit Mission selection from the Mission pull-down menu to edit the mission. After selecting Edit Now press the OK button.
Harpoon II Operating Instructions aircraft will now read “O/T Mission” which stands for “Ordered To Mission. Other aircraft can be assigned, or readied using the Assign Aircraft window. With the two F-14 Tomcats ordered to the mission, click on the Continue button. You will now return to the Edit Missions dialog box . Click on “AAW Patrol 1” in the first column. You can now see that the word “Aircraft” is listed in the Assigned Units column in the middle of the box.
Tutorial Lesson VII: Using the Mission Editor previous two missions. After the recon mission is activated, let’s sit back and watch what happens. Mission Behavior The aircraft assigned to the three missions you created will all perform their assignments in different ways. The AAW mission will patrol the assigned area with active sensors and will engage any enemy air target it contacts. The Strike Mission will fly to the target, drop bombs, and return to base.
Harpoon II Operating Instructions unit, that unit is considered by the mission handler AI to be assigned to a plotted mission, therefore it must be unassigned, or removed from that mission. Deleting the mission will free all formerly assigned units. Read More About It It is recommended that you read the detailed instructions for the Mission Editor to become familiar with some of the details that were only covered briefly in this lesson.
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Tutorial LessonVIII:The Formation Editor Lesson VIII: The Formation Editor Getting Started Select Lesson VIII: The Formation Editor from the Scenario Selection window. It is recommended that your difficulty level be set to Average for this lesson. Users of the Macintoshtm version of the should use the difficulty settings from Lesson III. Select Good Guys from the Side Selection window. The Formation Editor This lesson demonstrates the use of the Harpoon II Formation Editor.
Harpoon II Operating Instructions The Anti-Submarine Warfare axis (ASW) The ASW threat axis is placed in anticipation of incoming sub threats. As the formation moves, the ASW threat axis moves also, always facing the direction that the formation is headed. This allows you to create and assign a patrol zone to the ASW axis, assign an antisubmarine unit to it, and have that unit automatically transit to face the direction the formation is moving.
Tutorial LessonVIII:The Formation Editor • Random Sprint-Drift- a high speed run across the patrol zone followed by a reduction of speed to drift. This is used to make passive sonar observations during the 'drift' phase. Station Keep- the unit alters course and speed as the formation moves to maintain a location in the center of the patrol zone. Random- the unit randomly selects a side of the patrol zone, finds the midpoint of that side, and then navigates there, repeating as needed.
Harpoon II Anti-Surface Operating Instructions Warfare axis (ASuW) The ASuW threat axis is used to anticipate and counter surface threats. Unlike the ASW threat axis, the ASuW need not necessarily change direction with the group. It will, by default, stay pointing in the same direction relative to the ASW axis, unless we either assign it a specific compass direction, or make it track a specific threat. Find and select the Ticonderoga.
Tutorial LessonVIII:The Formation Editor Aerial Patrols In addition to the obvious advantage airborne units have in line-ofsight detection, they can also be deployed to several specific patrol types. These are: • Combat Air Patrol (CAP) • Advanced Early Warning (AEW) • Dipping Sonar •Sonobuoy • Surface Combat Air Patrol (SUCAP) Combat Air Patrol (CAP)- an aircraft carries an air-to-air loadout to engage enemy airborne units.
Harpoon II Operating Instructions End of Lesson Air Ops button Close the Formation Editor window (do not just iconize it), and then plot a course out of the channel and northeasternly to the Good Guy's Port. Pull up a tracking window centered on the group to observe how the assigned units respond to their new patrol orders. The base to the south will be sending hostile aircraft to 'test' your new formation, and from here on out you are on your own.
Reference Section Reference Section Pull-down Menu Selections Harpoon II has a menu bar across the top of the screen. This menu bar contains the features that apply to the entire game. In general, we arranged Harpoon II so that functions applying to the entire game (such as loading a scenario or setting time compression) are in the menu bar, while functions applying to specific units and groups are presented in windows and dialog boxes.
Harpoon II Operating Instructions Save As Clicking on Save As brings up a dialog box wherein you will be prompted to enter a new file name for this saved game. As noted above, this feature allows you to save the same scenario at different points. The PC version will add the .SAV extension by default. Load BattleSet Clicking on Load BattleSet brings up the Scenario Selection dialog box. Use this selection if you want to load a different scenario or if you want to restart the one you are currently playing.
Reference Section Auto Data Link Units from other sides must be detected. All friendly units will be automatically in communication. All contacts must be evaluated to determine platform type and side. Full Reality Units from other sides must be detected. All contacts must be evaluated to determine platform type and side. Communications are not automatic and must be established. Note that in all cases, missiles and torpedoes must be detected using sensors regardless of the detection setting.
Harpoon II Operating Instructions Formation Air Patrol Staff will assign aircraft that are assigned to the units or bases in a formation to Combat Air Patrols or Airborne Early Warning Patrols. Enforce Real-time If this selection is turned on, Real-time will be enforced during play. Using Real-time means that the simulation is running at all times; during weapons allocation, readying aircraft, viewing the database, etc.
Reference Section Navigation Weapon Allocation Threat Axes Formations Formation Air Patrols Real-time Not Enforced Average Detection Setting Auto Side ID Staff Settings Navigation Weapon Allocation Threat Axes Formations Real-time Not Enforced Hard Detection Setting Full Reality Staff Settings None Real-time Enforced Custom/Modify Difficulty Settings Use the Custom button to modify the difficulty settings for the scenario you are about to play.
Harpoon II Operating Instructions Settings dialog box. Individual difficulty items have check boxes which can be toggled on or off. Once the OK button is hit, the options you have selected are saved to the game preferences and become the new default difficulty settings. Macintosh tm Difficulty Settings dialog box Resign Select Resign when you wish to quit a scenario and obtain an evaluation of your efforts to achieve victory conditions.
Reference Section quitting. Settings Clicking on Settings in the menu bar will produce a menu with the following eight items: Start/Resume or Pause This line has two different configurations, depending on the status of the game at the time you open this menu. If the game is running, it will show Pause, and clicking here will pause the game. If the game is paused, it will show Start/Resume, and clicking here will unpause the game.
Harpoon II Operating Instructions This command allows you to change to a new flagship (which is essentially the center of your communications network); this feature is useful if your current flagship is threatened or has moved to a disadvantageous position. To set a new flagship, click on the desired ship and then select “Set Flagship” from Settings in the menu bar.
Reference Section palettes provided with Harpoon II. To choose a new palette, click on the appropriate file name and then click on OK. Using a Default Palette Harpoon II has several pre-set palettes that can be used. There are five of these default palettes available: Aegis Display Similar to what is displayed on the main screens in the Combat Information Center of a U.S. Aegis cruiser or destroyer. A light blue background for the maps. Amber Display The palette uses various shades of amber.
Harpoon II Operating Instructions Creating a New Palette The user can create a custom palette by editing the colors used for the following areas: Interface Colors Includes the window borders, title bars, window backgrounds and foregrounds, buttons, menu items, highlights, and others. The Interface Colors selection produces an additional sub-menu that breaks the interface choices into two categories, Windows/Frames, and Widgets/Text. Interface colors cannot be modified on the Macintosh TM.
Reference Section that corresponds to the color you desire. For example, bright white is color 15 (note that the first digit is unnecessary if it is 0), so its row is 01 and its column is 5; its number is 015. To ease checking your choice, the color you choose will appear next to the number entry box. Selecting Individual Colors on the Macintosh tm Clicking on the color you wish to change will bring up a selection box displaying all the available colors from the Harpoon II palette.
Harpoon II Operating Instructions Weapon Allocation When attacking, the Staff will automatically allocate the proper weapon(s) to the selected target(s). Threat Axes The Staff will assign the ASuW, and AAW threat axes for the Formation Editor to use. Formations The Staff will create formations for any groups. Patrol Zones will be established for each unit in the group.
Reference Section Weapon State Units in Harpoon II that are not assigned to a mission will automatically engage incoming air and missile threats if the Weapon State is set to Weapons Free. To prevent units from engaging air and missile threats on their own, the Weapons State can be set to Weapons Tight. The initial default setting for Weapon State is Weapons Free. There is a hot key that will order all of your units to Weapons Free.
Harpoon II Operating Instructions and release the mouse button. Once the video display has been moved, all video sequences will be displayed at the new location unless moved again. While the video display is persistent, it may be closed by clicking on the center of the box. Turning the Video Persist selection off will enable the video display to close itself following a video sequence. Video Persist is not available on the MacintoshTM version.
Reference Section prosecute enemy contacts. Missions are more than just patrols. They can also be modified as the tactical situation changes during a scenario. There are four types of missions: Transit, Strike, Area, and Reconnaissance Missions. The Mission pull-down menu allows you to add, move, and delete reference points. It also allows you to create and edit missions. Since many missions require reference points, placing reference points will be discussed first.
Harpoon II Operating Instructions down menu. The mouse cursor will change to the pointer finger. Place the mouse cursor on the new location and click. The selected Reference Point will move to the new location. Note : there are some reference points in the scenario that have a 'locked' status. These points cannot be moved. Delete Reference Points To delete a Reference Point, click on the Delete Reference Point selection from the Mission pull-down menu. The mouse cursor will change to the pointer finger.
Reference Section clicking on it once with the mouse. After you have selected either the Reference Points, destination, or the target, select the Create Mission selection from the Mission pull-down menu. The Create Mission window will appear in the center of the screen. Mission Name An operation name will be randomly assigned to the mission. This name is generated from a list of words. If you wish, you can click on the text block and type in a name of your choice.
Harpoon II Operating Instructions Reference Points, it does require that a specific destination be designated for the mission. Aircraft on a ferry mission will take-off and fly directly to a designated air facility and land. If the aircraft are already in the air, they will proceed to the designated facility and land. To create a Ferry Mission, first select the destination for the aircraft, next select the Create Mission selection from the Mission pull-down menu.
Reference Section Assignment of either airborne or landed air assets is possible. If an active enemy target is designated, landed aircraft will take-off from airbases or carriers and strike the target. Airborne aircraft will close with the target and attack. If no target is designated the assigned aircraft will execute the mission against the first enemy base that is detected. Submarines will change course and depth to launch missiles at an assigned ground target.
Harpoon II Operating Instructions Points. Ships and aircraft may all be assigned to this mission type. Submarines should not be assigned this type of mission. Anti-Surface Warfare Patrol Units or groups assigned to an ASuW patrol mission will patrol a particular area as defined by a set of Reference Points.
Reference Section Zone unless you tell it to ignore the zone as explained in the Nav Zone section of this manual. If you assign a submarine to this type of patrol mission, do not assign any other subs to the same mission as they will attack one another if not in communication. Support Mission This type of mission should only be assigned to aircraft. Aircraft assigned to this type of mission will patrol between the designated Reference Points only.
Harpoon II Operating Instructions time the user can order other assets to engage the target while the reconnaissance unit keeps tabs on the contact. Emission Control Click on the sensor status you want the assigned platforms to use during the mission. There are three types of Emission Control: Passive No active sensors to be used on the mission. Intermittent Active sensors will radiate intermittently. The interval, duration, and variance of the emissions varies between mission types.
Reference Section TION: Once you set a time delay it can not be changed after you leave the Create Mission dialog box. If you need to change the time delay you will have to delete the mission and recreate it. Edit Mission After a mission has been created, units or groups need to be assigned before the mission may commence.
Harpoon II Operating Instructions To assign a ship, submarine, or group to a mission, select the mission in the Missions column and then double-click the desired platform or group listed in the Unassigned Units column. The unit or group selected will now be listed in the Assigned Units column. To delete a unit or group from the mission double-click the assigned unit or group and it will return to the Unassigned Units column.
Reference Section the number of aircraft in parenthesis. This means that there are now aircraft assigned to the selected mission. Press OK and the mission will commence. Removing Aircraft from a Mission To remove aircraft from a mission use the Edit Mission selection from the Mission pull-down menu. Select the appropriate mission from the Missions column and then click on the Remove AC button.
Harpoon II Operating Instructions be assigned to another. Also, manually plotting a course for a units places those units on a plotted mission, therefore they must be unassigned, or removed from that mission. As mentioned above, deleting the mission will free all assigned units. Window Clicking on Window in the menu bar will produce a menu with the following ten items: Game Status Clicking on Game Status in this menu either opens the Game Status window or, if it was already open, brings it to the front.
Reference Section listing of all of the groups, units, and bases currently under your command. Legends There are four sets of legends that can be selected from the Legends sub-menu. Symbol Legend Clicking on this menu selection will bring up a legend showing what the various unit, group, and base symbols represent. The Symbol Legend also displays the various colors used for friendly, hostile and neutral units or groups.
Harpoon II Operating Instructions Message Clicking on message in this menu either opens the Message window, or if it was already open, brings it to the front. Naturally, the Message window becomes the active window. General information about contacts, unit status, range & bearing information, and much more, is displayed in this window. It is recommended that you always have this window open while playing Harpoon II .
Reference Section Clicking on this button causes the area displayed by the Zoom Window to become smaller, producing a close-up view of the area; this button can be clicked on many times, creating a steadily closer view. Note that Harpoon II is capable of displaying a map area of a few feet across if you zoom in far enough. There is no Zoom In button for the Main Map window. Zoom Out Clicking on this button causes the area displayed by the Zoom Window to become larger.
Harpoon II Operating Instructions Map Preferences To activate the various map display options, click on the toolbar button marked PREF. This is the Map Preferences button and will display a dialog box with a variety of display options which may be selected. It is important to note that you may set a combination of display preferences in each individual window. Each window may have an independent set of preferences. Use this feature to create windows containing a variety of display information.
Reference Section Borders selection. The ice packs will only be displayed in scenarios taking place close to the polar regions of the world. Surface ships cannot traverse across polar ice. The ice packs are represented on the map as a line similar to coastlines. Think of it as a variable coastline that changes with the seasons. Polar Ice Data Polar Ice Data is provided every half-degree of map distance. When this selection is ON, the entire area defined by the Ice Pack Borders will be displayed.
Harpoon II Operating Instructions Precipitation The color tick marks represent nine categories of precipitation. The categories include three levels of fog, three levels of rain, and three levels of snow. No precipitation is present if no tick marks are displayed. On the PC, the colors used for weather data can be found in the Weather Legend under the Window pull-down menu. The colors may be changed using the Weather Colors sub-menu from the Colors selection of the Settings pull-down menu.
Reference Section ships, and submarines, from entering the zone. You may create, modify, or delete this type of Nav Zone. Neutral Similar to a General Exclusion Nav Zone, a Neutral Nav Zone will exclude all units, aircraft, ships, and submarines, from entering the zone. You may not create, modify ,or delete this type of zone. Most Neutral Nav Zones will be created when the scenario is designed and will be present from the start of the scenario.
Harpoon II Operating Instructions Like weapon ranges, sensor ranges are displayed for units only. To display the approximate ranges of your units' sensors, place an “X” in the boxes next to the following: Air Search Displays a ring depicting the approximate range of the farthest reaching AAW sensor for each platform. Surface Search Displays a ring depicting the approximate range of the farthest reaching ASuW sensor for each platform.
Reference Section Show Sonobuoys Place an “X” here to display individual sonobuoys on the map. Sonobuoys are dropped into the water by Anti-Submarine aircraft and have their own sensor range circles and data link lines. Because many sonobuoys on the screen can clutter the view, it is a good idea to only use the Show Sonobuoys display option in windows that are being used for ASW operations. Attack There are several ways to attack targets in Harpoon II .
Harpoon II Operating Instructions given while in group mode the group will stay together and move to engage the target. (Consult the Harpoon II Command Summary card) Staff Allocation Each time you attack a target your Staff will automatically allocate a number of appropriate weapons unless you do not have Allocate Weapons selected in the Staff Preferences settings found under the Settings pull-down menu.
Reference Section Some weapons can be launched without designating a target. Bearing Only Attacks allow the player to designate a point on the map where the weapon’s targeting sensors will activate and begin searching for a target. This can be useful if you have lost a contact but have a good idea where it is located and want to launch an attack even though you do not have a fix on the target. To launch a Bearing Only Attack press the Bearing Only Attack hot key.
Harpoon II Operating Instructions ARMs can be launched from surface ships and from aircraft. A specialized dialog box is used conjunction with the Weapons Allocation dialog box. It lists the number of ARMs allocated and the various types of emitters radiating from a target. You can then allocate each individual ARM to a particular emitter. ARMs can be launched bearing-only, but since they guide on a radiating target, it is not a wise use of ordnance.
Reference Section Air Intercepts are functions of the Air Ops toolbar button. Please consult that section of the manual to learn about Air Intercepts. Automatic Engagements If the Weapons State is set to Weapons Free (part of Game Preferences under the Settings pull-down menu), units will automatically defend themselves against air and missile threats. If you do not want your units or groups automatically defending themselves, select Weapons Tight in the Game Options.
Harpoon II Operating Instructions enemy radar. To turn on jammers, press the Sensors toolbar button and select active for the Electronic Counter-Measures (ECM) selection. Blip Enhancers Some helicopters are equipped with blip enhancers. A blip enhancer is an electronic device the sends out a signal that seduces incoming enemy missiles by providing a signal that resembles that of a ship. Some enemy missiles can be lured using blip enhancers.
Reference Section contact symbol will be closer to its exact location. Selecting the contact and pressing the Report button will list the type of emission being detected. Intermittent Setting When intermittent is selected, the sensor will become active for a certain duration and then passive for a certain duration. Numerical values are entered to determine the active sensor duration and its variance and the passive sensor duration along with its variance..
Harpoon II Operating Instructions back on to re-establish communications. Sonobuoys Anti-submarine aircraft, both fixed-wing and helicopters use sonobuoys to detect submarines. Sonobuoys are dropped in the water from the aircraft and transmit to the aircraft what they sense in the water. There are basically two types of sonobuoys: active and passive. A passive sonobuoy listens to the ocean and transmits any passive detections it makes directly to the aircraft.
Reference Section with both directional and range information. Dipping Sonar is deployed automatically by equipped ASW aircraft that are operating on an assigned mission or as part of a formation air patrol. To manually deploy Dipping Sonar set the helicopter to hover at Very Low (VLow) altitude, press the Sensor toolbar button and choose the Active sonar selection. Navigation The Navigation toolbar button allows you to tell a unit or group where to go.
Harpoon II Operating Instructions At each waypoint in a unit’s or group’s path, you can have it Change Speed, Altitude, Depth and Sensor Settings. To do so, select the unit you want to execute the orders, provide a path for it (if you haven’t already), and click on the desired waypoint. With the waypoint selected, use the appropriate toolbar button to give the unit or group a delayed order. The unit or group will execute the order when it reaches the waypoint.
Reference Section Very Deep(V-Deep) Air Operations (Air Ops) All of the operations involving aircraft in Harpoon II can be controlled by using the Air Ops toolbar button.
Harpoon II Operating Instructions their current loadouts. Select the aircraft you want to launch and press the Launch button. A dialog box will appear asking how many of the aircraft you want launched. Enter the number of aircraft desired. If you change your mind about launching aircraft, click on Clear. Using the Clear button allows you to clear aircraft from launching without leaving the Launch/Ready Aircraft window.
Reference Section cursor. Click on the target. The aircraft will fly to the target, and when in range, launch or drop weapons. Mission Editor Strike Missions Air Strikes can also be conducted using the Mission Editor. Please consult the Mission Editor section of this manual to learn more about using Air Strike Missions. Aerial Refueling To refuel aircraft that have the capability to be refueled in the air, select the aircraft to be refueled and press the Air Ops toolbar button.
Harpoon II Operating Instructions types of patrol movement patterns for ships: • Sprint-Drift - a series of high speed runs followed by a reduction of speed to drift. Used to make passive sonar observations during the “drift.” • Station Keep - speed and course are constantly changed to maintain an exact distance and heading in relation to the center of the patrol zone. • Random - the unit randomly selects a side of the patrol zone, finds the midpoint of that side, then transits to that location.
Reference Section of varying distances from the center of the formation. To change a circle’s distance from the center, grab it with the mouse cursor and drag it to a new location. You will see the outline of the range circle move as you drag the mouse cursor. Let go of the circle and it will appear at a new distance from the center There will also be three small triangles of differing colors. These represent the three Threat Axis designators.
Harpoon II Navigation button Operating Instructions Each unit will make course adjustments relative to their respective Patrol Zones. Some of the units will have courses that may look as if they are going in a different direction than that plotted for the group. This happens because each of the individual units is transiting to get to its new station. The Formation Controller will get the units to their assigned stations, and maintain the stations as needed.
Reference Section window. The following items differ from the map window preferences and can be toggled on or off: • Range Rings - the distance rings that can be moved in and out to display distances. • Threat Axes - the three wedge projections representing the AAW, ASW, and ASuW Threat Axes. • Threat Axis Labels - the text that labels each Threat Axis. • Current Station - the assigned Patrol Zone for the unit currently selected.
Harpoon II Operating Instructions siles using their torpedo tubes. A mount will reload the same type of weapon each time it is fired unless it is allocated with a different type of weapon. It is possible to reload a mount with another type of ordnance, provided the mount is multi-weapon capable and is compatible with the type of ordnance to be loaded. Reloading Mounts To reload a mount with weapons from the magazine, select the ship and double-click on the Logistics toolbar button.
Reference Section or facilities. The following are the types of Nav Zones that may be created: • General Exclusion • Ship Threat • Sub Threat • Air Threat • Neutral Create a Nav Zone Prior to creating a Nav Zone, make sure that you have Nav Zones set to display from the Map Preference window. To create a Nav Zone start by clicking on the Nav Zone toolbar button. Your mouse cursor should change into a pencil cursor identical to the one used while in navigation mode.
Harpoon II Operating Instructions On the Macintosh, clicking once on the Nav Zone toolbar button will bring up a dialog box with the Nav Zone exclusion options. Navigation Around Nav Zones Affected units or groups will navigate around the Nav Zone in a manner similar to a ship or sub navigating around a land mass, unless you specifically set the unit or group to ignore that type of Nave Zone.
Reference Section and click once on the Nav Zone toolbar button. The Nav Zone type menu will appear. Deselect all marked check boxes and then click on OK.
Technical Notes Technical Notes Memory Management for the PC In Harpoon II we used a 32-bit DOS-Extender allowing us to set aside the pseudo-24-bit addressing limitations of MS-DOS. This provides us with the ability to directly use all of the RAM on your computer without having to "jump through hoops." The native 32-bit addressing of the 80386/486 family of processors makes Harpoon II run much faster than similar sized applications running under DOS in “real” mode.
Harpoon II platforms. The moral of this story is “Don’t select your ship in the Black Sea and ask it to navigate to Gibraltar on its own”. Database The Harpoon II database was designed with future expansion in mind. One of the great traumas in our lives was maintaining and expanding the database annexes used in Harpoon 1 BattleSets.
Technical Notes Sea State reduces passive sonar ranges by about 15%, depending on the operating frequency of the sonar. High and medium frequency sonars are affected more severely than low frequencies. Active sonars are affected even more by Sea State. Rough seas tend to fill the ocean with tiny air bubbles, even at great depths. Since air bubbles reflect sound, the reverb effects make active sonar almost useless above Sea State 5.
Harpoon II capable of running in real-time with dozens for interacting platforms. After examining the existing sonar model from the original Computer Harpoon, we found the methods sound (no pun intended) in principle, but not in application. They were too slow and used too many abstractions for our liking. So, we went back to the experts, got some advice, then set off to create a new system. In a nutshell: Every platform radiates broadband as well as frequency specific acoustic energy into the water.
Technical Notes examined approximately every five minutes or so. If a detected target radically changes its acoustic signature, another attempt may be made earlier, but a steady, constant source will only be looked at every once in a while. This is only an issue with a long range, long frequency source however.
Harpoon II limited in range by line-of-sight restrictions. Due to atmospheric scattering and ducting of electromagnetic radiation, ESM sensors can generally detect emitters a bit beyond the actual line-of-sight. Harpoon II directly models ‘Noise’ Jamming techniques (both ‘Spot’ and ‘Barrage’), which attempt to saturate a particular set of frequencies by raising the background noise above the level of any returned target signals.
Technical Notes modeling we did in Harpoon II was the employment of semi-active radar homing missiles (SARH) which, due to engagement geometry, were forced to share illuminators. It was a simple enough problem when confined to illuminate-all-the-way missiles, but several real missile systems had inertial/command guided fly out and only required illumination in the terminal phase of their flight.
Harpoon II Some missiles and torpedoes employ search patterns in the terminal phase of delivery. This means if they do not see an appropriate target when they have reached their activation point, they will alter their course to search for one. Missiles and sub-launched torpedoes will initiate an expanding ‘snake’ pattern. A snake pattern simply zig-zags back and forth every few minutes by about 45 degrees left and right of its base course.
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Author's Introduction Condensing fifteen years of experience into a seventy-five page document is never easy, but I hope that I have done so in a manner that makes it easy for you, the reader, to gain the skills that will allow you to enjoy Harpoon II to the fullest. In the sections that follow, you will be presented with a wealth of tactical and strategic insight, all of which is easy to assimilate when examined singularly.
Harpoon II 174 Guide to Naval Warfare
Mission Planning Mission Planning “In war every problem, and every principle, is a duality. Like a coin, it has two faces. This is the inevitable consequence of the fact that war is a two party affair, so imposing the need that while hitting, one must guard.” -B.H. Liddell Hart War is not a set piece affair, in which contestants walk politely within striking distance of one another and then exchange blows according to a set of pre-ordained rules.
Harpoon II Guide to Naval Warfare through mobility as your own forces do. As such, he who finds the enemy first while avoiding detection generally wins. Thus, from the initial stages of planning to post-mission egress, the primary focus of the commander must be on scouting. Once located, the threat posed by an enemy force is diminished severely, and not only because they have lost the element of surprise. If sufficient force exists, the commander may mass it against the threat to eliminate it.
Mission Planning materialize. Know the Enemy The significance afforded geographic features also varies based on the enemy’s capability to capitalize on any of these areas. If, for example, one faced an adversary without a known subsurface or mine threat, then the only precautions necessary to sanitize a chokepoint prior to passage might be a surface or air sweep to identify and eliminate surface threats.
Harpoon II Guide to Naval Warfare units inflict minimal damage, they have achieved a degree of mission success by attriting the commander’s defensive weapons magazines, which could prove crucial in subsequent engagements. Summary Once mission objectives are known, and the commander has identified the high value units necessary to achieve those objectives, the next step is to plot the Path of Intended Motion (PIM) to achieve position and deliver the force necessary to complete the mission.
The Order of Engagement The Order of Engagement If you have developed a flawless plan, which the enemy resolutely cooperates with, then the topic of this section is moot. You will already be engaging the enemy in the order desired. The frequency of this occurrence, however, is too infinitesimal to be measured. As stated previously, war is a dynamic process. As such, you must be capable of altering the existing battle plan on the fly and redefining the order of engagement instantaneously.
Harpoon II Guide to Naval Warfare THREAT CLASSES Class Description A POTENT AND IMMEDIATE (e.g. Inbound Cruise Missiles) B IMMEDIATE ONLY (e.g.: Diesel Boat detected in Outer Screen) C POTENT ONLY (e.g.: Surface Action Group detected at 350nm) D NEITHER POTENT OR IMMEDIATE (e.g.: Gunboat at Anchorage) TABLE 1 The appearance of a Class “A” threat is occasion to drop everything else and eliminate the interloper.
Formation and Stationing Considerations Formation and Stationing Considerations Dispersal vs. Concentration Once the PIM is established, the commander must determine the general disposition of the force. Naval warfare differs from its ground counterpart in this respect, because the geographic proximity of unit placement is a function of defensive strength versus offensive strength.
Harpoon II Guide to Naval Warfare The threat axis is the commander’s estimate of the likely direction from which an attack can emanate. The threat axis always exists, whether it applies to a single unit or a group of units, but it is really most significant in formation planning for groups. Although this sounds simple to understand, there are nuances to the establishment and operational use of a threat axis that must be clarified from the outset to alleviate later confusion.
Formation and Stationing Considerations Figure 2: Threat Axis changes as Carrier Battle Group transits the Mediterranean Sea. confusion within the formation, but the omniscient role of the player in Harpoon II allows mixed formation dispositions, if desired, without fear of complications. Finally, the location of the threat axis changes over time as the force moves along the PIM.
Harpoon II Guide to Naval Warfare Formation Structure A formation is a method of layered defense. Picket ships, Combat Air Patrol (CAP), and airborne early warning (AEW) aircraft provide surveillance to 200 nm and beyond. The outer screen typically occupies sectors between 12 and 24 nm from the main body. The inner screen is stationed within visual contact of the High-Value Units (HVU), usually under 10 nm from the formation center.
Formation and Stationing Considerations effective range of the SAM battery is more important than salvo rate. Aircraft are slower than missiles, and by employing greater range missiles, the outer screen AAW asset can conduct more engagements within the fixed amount of battle space. The more engagements, the greater chance the strike will jettison ordnance and go home.
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The Electronic Battlefield The Electronic Battlefield Electronic Scouting Any serious student of military history will point out countless examples of how technological improvements have driven changes in tactics. Throughout it all, however, the commander’s prime objective of delivering firepower in support of the mission has remained unchanged. Further, in order to accomplish this objective, the commander must still locate the enemy, track him, and target him.
Harpoon II Guide to Naval Warfare displayed automatically without user intervention. ESM ESM involves the passive reception of enemy electromagnetic emissions. By processing these emissions against a database of known emissions, and comparing the frequency, pulse repetition rate and other details too extensive to cover here, modern ESM suites like the SLQ-32 are capable of identifying the class of emitter which produced the transmissions.
The Electronic Battlefield advisable to do so and avoided when it is not. As the battlefield is a dynamic environment, the situations which dictate changes in emission posture are also fluid. As such, a thorough understanding of subsequent material in this section is essential to success in Harpoon II. Detecting Ships Target Target Detecting Ships Figure 3: The effect of geographic separation on generating ESM cross-fixes. Note that the widely separated ships are much more effective. Detectability vs.
Harpoon II Guide to Naval Warfare EMISSION CONTROL CONDITIONS EMCON A EMCON B EMCON C NO EMISSIONS LIMITED EMISSIONS (NO UNIQUE EMISSIONS) UNRESTRICTED EMISSIONS TABLE 2 It is important to understand, however, that different components of a force may be in different EMCON conditions. Consider a CVBG, for example, that desires to remain untargeted but wants a good surface picture out to 250nm.
The Electronic Battlefield CLASSIFICATION OF ESM FIXES DETECTED The unit has emitted long enough that its presence is known, but it cannot be attacked with any significant degree of certainty. TRACKING The unit has emitted long enough for opposing forces to establish an area of probability and possible course and speed. Attack is possible but with a reduced degree of success due to uncertainty. TARGETED The unitís position, course, and speed are known. Detecting units may attack at will.
Harpoon II Guide to Naval Warfare we will call Blue, has a geographical separation which makes passive cross fixing very effective, and he may conduct a coordinated first strike, which could prove decisive. Conversely, if Blue is denied targeting data because Orange remains in a strict EMCON Alpha configuration, he may be forced to conduct an active search, which could lead to defeat in detail of his dispersed assets by Orange’s massing of force.
The Electronic Battlefield Figure 4: Deceptive Chaff - One ship surrounded by chaff clouds, which the enemy sensors detect as multiple ships. of the strike and targeting specific elements with counter-battery fire. In Harpoon II, the player will note that inbound air strikes escorted by ECM-capable assets appear only as electronic noise on their tactical displays. This denies targeting of the missile-equipped strike aircraft until the jamming platform is destroyed.
Harpoon II Guide to Naval Warfare Figure 5: Seductive Chaff - The ship has been locked on to by the missile seeker head, so it fires a seductive chaff cloud, which draws the missile away. Command & Control Communications transmissions are also electromagnetic emissions subject to detection and exploitation by the enemy. Again, however, some types of transmissions are more detectable than others. Data links, which are used extensively by U.S.
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Anti-Submarine Warfare Anti-Submarine Warfare Because of their inherent capability for stealth and surprise, submarines are the most deadly adversary faced by modern naval commanders. Until recently, the bulk of U.S. ASW doctrine focused on countering a Soviet submarine threat out of the Norwegian Sea and the G.I.U.K. gap intended to interdict the sea lines of communication (SLOC) in support of a ground war in Europe. With the dissolution of the Soviet Union, this possibility has virtually evaporated.
Harpoon II Guide to Naval Warfare survival. The Environment Sound propagation in the ocean is affected by temperature, pressure, and salinity. Of these, temperature is the dominant characteristic. The ocean temperature varies greatly with depth, but somewhere between 100 and 300 feet there is usually an abrupt change between the relatively warm surface waters and the cold, still depths beneath. This rapid change in temperature is known as the thermocline, or sometimes ‘the layer’.
Anti-Submarine Warfare waves that do penetrate directly through the layer form a narrow cone of sound. In this case for either Blue or Orange to detect the other, they must physically pass through the direct path cone, which means they would virtually be on top of one another, and detection would be almost simultaneous. In our second example, (Figure 7) Blue is towing his passive sonar array below the layer. All other conditions remain the same.
Harpoon II Guide to Naval Warfare Figure 7: The effect of a towed array below the layer. another long curve. The locations where these sounds reappear near the surface is called the convergence zone. CZs occur about every 66,000 yards (33nm), centered on the location where the sounds originated. They form an annular pattern of concentric circles around a noise source.
Anti-Submarine Warfare Figure 8: The effect of a hull-mounted active sonar. the possibility exists that this other surface ship will hear him from many miles away. Note that some of Blue's sonar energy does penetrate the layer at an angle which might allow for a direct path detection, were the submarine close enough. In this case however, the angle of incidence is not enough, and the submarine will escape detection, so long as he stays away.
Harpoon II Shallow-Water Guide to Naval Warfare Operations Earlier, it was indicated that shallow water operations are the most difficult to conduct. It is now important to explain why. In the examples just presented, you may have noted that, as a rule, passive detection ranges far exceed active ranges. When an active contact is held, both parties are usually within striking distance of one another.
Anti-Submarine Warfare Of the three, submarines are the most effective at finding and killing other submarines. The root of their strength lies in stealth as well. A low self noise means they can hear sound just as well as their prey. Because submarines can best accomplish this mission area as solo players, the use of SSNs as Hunter-Killers will be discussed separately, in the section below entitled “Commanding a Submarine”.
Harpoon II Guide to Naval Warfare but require more time to do so, while MPA assets cover more area per unit of time, providing a quicker search of a smaller area. An alternative choice for area ASW are CV-based aircraft. Although they have a shorter endurance and lighter weapons and sonobuoy loads, they make up for it by being close to the action and having shorter transit times.
Anti-Submarine Warfare prudent commanders will turn the main body away from the contact while the screening units attempt to prosecute it. Screening units should jump all over the submarine contact with helicopters. With at least two ships and a helicopter holding passive contact, the targeting solution should come rapidly enough to conduct a torpedo attack with aerial delivered weapons. A stand-off weapon, such as an ASROC, may be used if the submarine is in too close.
Harpoon II Guide to Naval Warfare submarine commander has a working solution on his targets however, he may fire modern homing torpedoes or missiles. This targeting solution is what the task force commander is trying to deny the submarine commander. Harpoon II does not include any preset zig-zag plans, but the user can easily create them via the navigational plotter. Occasionally introducing a zig-zag in your group’s course will further complicate any submarines attack against you.
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Commanding Submarines Commanding Submarines “The San Luis was at sea, and at times in the area of the British force, for an estimated 36 days. The threat from the Argentine submarine was a continuous concern for the British Task force commander, and numerous attacks were made against suspected submarine contacts, with a large number of ASW weapons being expended. In any event, San Luis survived all British ASW efforts.
Harpoon II Guide to Naval Warfare loss of contact. After the scenario ends, the tote board of casualties will be updated to reflect actual losses of friendly submarines. The Special Case: SSNDS In some instances, a commander will have a submarine in direct support of a task force (SSNDS). This asset is usually stationed in a distant sector on the formation editor as an ASW barrier patrol.
Commanding Submarines air groups coming offshore against the main force. This is a new method of passive airborne early warning that has been used with success by Sixth Fleet assets in the Mediterranean. Also, as a scout, submarines can provide ESM cross fixes and visual surface searches from their area of operations. The latter can be critical in monitoring traffic through congested areas like straits and narrows and identifying contacts of interest to preclude fire on neutrals.
Harpoon II Guide to Naval Warfare employ the antithesis to make his diesel forces stronger. The presumption is that these crews will expose their masts much more than necessary, because they do not know how to conduct a passive plot correctly. Further, there is a great deal of skepticism that they are capable of making a deep submerged approach on batteries, the most advantageous tactic, because of a constant need to refine their position estimates in relation to the target.
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Strike Warfare Strike Warfare Strike Warfare is the art form that supports the power projection mission. Although all the warfare areas are art forms to the aficionado, Strike Warfare is elevated above the others in many practitioners’ minds because it requires precise coordination and timing. Like an orchestra conductor, the strike planner must blend a number of diverse elements into a harmonious whole, building to a crescendo designed to leave a lasting impact on the recipient of the art.
Harpoon II Guide to Naval Warfare Target Value One of the inherent advantages afforded the strike planner is that of timing and initiative. Because his is a proactive rather than reactive commitment of force, he has the ability to decide when and where this should occur. Keeping that thought in mind, the second point to ensure is the strategic value of the target.
Strike Warfare composition still require analysis. The location of a target is important because it determines both the line of demarcation of the striking force and the envelopes of engagement of supporting forces. The line of demarcation is the maximum range at which a strike commander can begin to employ force on the intended target. Because this line reflects the extended ranges of attack aircraft at reduced weapons loads, it is most often not the effective strike range.
Harpoon II Guide to Naval Warfare offensive sweep of the interceptors, again to preclude their efforts to support the base which is the object of the primary attack. Another example of this approach would be a strike targeted specifically at the weapons bunkers of an installation. If destroyed, the enemy would have only those assets at the SAM sites or already on the hardpoints of aircraft to conduct further offensive or defensive operations.
Strike Warfare of the same type. Strike elements may be larger, but it is generally not advisable, as this simplifies enemy intercept and counter-targeting efforts. Strike groups are composed of all strike elements, regardless of type, originating from the same unit. A strike force is all of the assembled strike groups that will attack the same target, regardless of their point of origin.
Harpoon II Guide to Naval Warfare waves of strike aircraft operating with supporting fighter escort. With their eyes and ears destroyed, however, all shots fired at aircraft by these facilities were unguided and, therefore, inaccurate. The results of successful planning, timing, and coordination are telling: one F/A 18 lost on the night of the strike for virtual destruction of an entire nation’s air defense system.
Strike Warfare elements may be counter-attacked. Further, by adopting a multipleaxis attack (some of which can be deceptive groups), the strike planner spreads the enemy defenses among the strike elements, which again increases the chance of success. Remember also that, to be targeted, one must be detected. The longer the strike planner can delay that detection, the more survivable the strike elements become and the greater chance of success for the strike force as a whole.
Harpoon II Guide to Naval Warfare skilled Argentinian pilots were able to conduct this maneuver up to three times on a standard approach at progressively closer ranges. The technique came to be known as “pecking the lobe”, and it was employed with great success to compress the battle space and reaction time afforded the British commander.
Strike Warfare Figure 9: The effect of altitude on the detection ranges of radars. known as Simultaneous Time On toP (STOP), the equivalent of strike planner’s nirvana. When STOP occurs, it means that all of a strike’s ordnance arrives at the same instant, which is guaranteed to saturate the most cohesive enemy defenses.
Harpoon II Guide to Naval Warfare placement of those forces, is essential to planning. There may be some application of force prior to the main strike, such as the HARM attacks discussed previously, but the prudent commander will always plan the main effort to STOP the enemy dead in his tracks.
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Anti-Air Warfare Anti-Air Warfare Anti-Air Warfare (AAW) posture should be a constant concern of the naval commander, as a missile threat can materialize from all types of contact: surface, subsurface, or air. Further, with anti-surface missile speeds ranging from subsonic, in the case of sea skimmers like TASM, to Mach 4, like the HARM, an AAW threat may present an attack window with engagement time measured in seconds.
Harpoon II Guide to Naval Warfare corrections. Semi-active homers require the firing platform to actively illuminate the target throughout the intercept with a missile fire control director. The number of directors a ship possesses governs the number of intercepts that may be simultaneously prosecuted. Thus, as a rule, director assignments are more limiting than launcher cycle rates in evaluating engagement potential.
Anti-Air Warfare thereby confounding the enemy’s targeting efforts. He will know you are in the area, because E-2s don’t materialize out of thin air, but he won’t be able to localize your ships well enough to attack them without resorting to methods other than ESM. To employ one of these AEW assets, station it in a race track loiter pattern covering the area of interest. In the case of a rapidly transiting CVBG, for example, this might be 100nm ahead on the PIM.
Harpoon II Guide to Naval Warfare body, shooters should be positioned such that they can provide a layered defense and overlapping coverage to protect the high value unit(s) (HVU), which is usually the CV, LPH, LCC, support ship, or merchant group. Each class of AAW ship usually has several methods of defeating inbound aircraft or missiles, including either long or medium range missile systems and point defense systems like Phalanx.
Anti-Air Warfare More sophisticated tactics involve the use of AAW picket ships in either a missile trap or silent SAM configuration. When the tactical situation dictates that the main body adopt an active emission posture (i.e.: their detection and localization is assured to enemy forces), positioning one or two cruisers 100-150 NM from the main body on the threat axis in total emission silence is ideal.
Harpoon II Guide to Naval Warfare from formation center depending on their station. Because these assets remain electronically silent throughout the attack, their survivability in an extended picket station is greater than the conventional cruiser employing missile trap tactics. Calculating Defensive and Staying Power Occasionally, it is beneficial for the force commander to calculate the defensive power of a unit against missile attack, particularly when making stationing decisions.
Anti-Air Warfare Figure 11: Carrier Battle Group traveling east with AAW Threat Axis to northeast. 4 x 2.5 x .8 = 8 Thus, we have determined that an SM2 ER unit should be capable of engaging 8 inbound targets with its missile system alone.
Harpoon II Guide to Naval Warfare missiles will strike their target. AAW gun systems are discounted for all classes when considering missiles, as the constraints related to proximity fuzing make such employment a low Pk proposition. Their effectiveness is higher against manned aircraft, provided the latter are cooperative enough to fly within the relatively short zone of engagement.
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Anti-Surface Warfare Anti-Surface Warfare ASuW is slightly more difficult than AAW, because one must invest more time establishing hostile intent and refining the over-thehorizon targeting solution. Several factors must be considered when one is contemplating an ASuW strike, including target composition, delivery platforms, which ordnance package(s) will best accomplish the job, and timing.
Harpoon II Guide to Naval Warfare Helicopters are best employed, however, when a rough area of probability has been obtained on the enemy force, such as when they are radiating intermittently. In this instance, the helicopter approaches the area of probability from off axis, so as not to provide the enemy a line of bearing to its launch platform should it be discovered.
Anti-Surface Warfare When several asset types are possible, the prudent commander always assumes the worst case scenario. Applying this logic to all of the discrete platforms that have been detected, the commander comes up with a composite picture of the enemy force. Using the Harpoon II database and the formula presented to calculate a ship’s AAW capability, the commander can reliably estimate the required saturation level for the intelligence composite he has developed.
Harpoon II Guide to Naval Warfare Further, you must be certain of the composition of the target group. Do you know they are hostile? Will the number of weapons you are about to employ ensure saturation, based on the intelligence you have at that point? If the answer to either of these questions is no, then hold off on the attack. If you are certain that conditions are right to proceed, the next step is to establish both the timeline and the axis of the attack.
Anti-Surface Warfare The optimum formation for a SAG is a scouting line abreast with 1012nm spacing between units. This allows for maximum swept coverage of the scouted area, covert communications via flaghoist and semaphore relay, as well as optimum separation for passive cross-fixing, as described in the section on Electronic Warfare. Also, when the target group has been located and classified, this formation provides an inherent multiple axis for your ensuing missile attack.
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Glossary Glossary AAA AAM AAW Active Anti-AircraftArtillery(seebelow). Air-to-AirMissile (see below). Anti-AirWarfare(seebelow). Innavalwarfare,anydevicethattransmitsa signal. Theterm isgenerallyappliedtosensors,thoughcommunicationsdevices aregenerallyactiveas well. Actual Course Thedirectionavesselisactuallytraveling-thankstothetactic ofzig-zagging(seebelow),thisdirectionmaybedifferentfrom thebasecourse(seebelow). AEW AirborneEarlyWarning(seebelow).
Harpoon II Guide to Naval Warfare Air-to-Ground Missile (AGM) A missile designed to be carried by an aircraft and used to attacklandtargets. Air-to-Surface Missile (ASM) A missile designed to be carried by an aircraft and used to attackavessel. Airborne Early Warning (AEW) Termusedforboththetacticofputtingplaneswithpowerful radarsaloftover a groupof vesselsandtheaircraftthatare designedforthatmission. Typically,thismissionisperformed bytheE2-CHawkeye.
Glossary Anti-Submarine Warfare (ASW) Theartandscienceoffindinganddestroyingsubmarines-the jobofMaritimePatrolAircraft(seebelow)andmanysurface vessels. Anti-Surface Warfare (ASuW) Theartandsciencedestroyingsurfacevesselsandlandtargets - thejobofbomberpilotsanda greatmanynavalofficers. ASM Air-to-SurfaceMissile(seeabove). ASROC Anti-SubmarineRocket-a torpedoona rocket,regardedasa weaponoflastresort,asestablisheddoctrinecallsforkeeping thesubmarinefartherawaythanthisweapon’srange.
Harpoon II Guide to Naval Warfare BattleDamageAssessment (BDA) Theartandscienceoffindingouthowmuchdamagea strike actuallydidtoatarget-justlyfamousforbeinga difficulttask, aspilotsnearlyalwaysover-estimatethedamageandthetarget is generallycoveredin smokeandon fire when thecameracarryingplanesgoover. BDA Bingo BattleDamageAssessment(seeabove). "BingoFuel"-Apilot termindicatingthatthereisjustenough fuel to Return to Base (RTB).
Glossary Cavitation At high speeds (the speed varies with the kind of vessel), propellers turn fast enough to form air bubbles. These air bubbles produce noiseas they collapse,making the vessel noisierandeasiertodetect. CG Chaff CIS CIWS Designation for a Guided Missile Cruiser. Thinfoilstripsdroppedbyairplanesorfiredbyship-mounted mortarstoconfuseradar-guidedmissiles. TheCommonwealthofIndependentStates(seebelow). Close-InWeaponSystem(seebelow).
Harpoon II Guide to Naval Warfare CV CVBG CZ DDG ECCM ECM Designationforanaircraftcarrier. Designationfor a CarrierBattleGroup- the primary surface formationoftheUnitedStatesNavy. ConvergenceZone(seeabove). Designationfora GuidedMissileDestroyer. ElectronicCounter-CounterMeasures(seebelow). ElectronicCounterMeasures(seebelow).
Glossary ly,ESMinvolvesgettingbearingstotheenemy’svesselsfrom multiplelocationstogenerateamore-or-lessexactpositionat whichtolaunchweapons. Electronic Warfare (EW) The devices and tactics involved in gathering information abouttheenemyanddenyinghimtheopportunitytodothe samethroughtheuseof electronicsignals- it includesElectronicSignalsMeasures(ESM-seeabove),ElectronicCounter Measures(ECM-seeabove),andElectronicCounter-Counter Measures(seeabove). EMCON EMissions CONtrol (see below).
Harpoon II Guide to Naval Warfare Guided Weapon Ashort-rangeweaponthatisguidedtoitstargetbytheaircraft thatdeliveredit or by another aircraft. Theseweapons are intermediatein rangebetweenIronBombs(seebelow)and StandoffWeapons(seebelow). Hard Kill Thistermreferstoincomingmissilesthathavebeendestroyed by gunfireormissiles,as opposedtoSoftKill(seebelow). It alsoreferstoincomingenemyplanesthathavebeendestroyed (see also Mission Kill, below). HF HighFrequency(seebelow).
Glossary Inner Screen The vessels escorting the High Value Unit(s) - see above closest to those units, their primary mission is generally to provideairdefense,whiletheirsecondarymissionisgenerally todestroyordriveoffapproachingenemysubmarines.(See alsoOuterScreenbelow) Integrated AirDefense System(s) (IADS) Thecombinationofradars,missiles,guns,andcontrolstructuresthatconstituteanation’sdefenseagainstincomingenemy aircraftand missiles,it is centrallycontrolledto providethe greatestprotection.
Harpoon II Guide to Naval Warfare Mission Kill Anincomingenemyplanethatwasforcedtoturnawaybefore itcouldattack,itsurvivedbutcouldnotcompleteitsmission. Nautical Mile (nm) Thestandardunitofmeasurementfordistancesat sea,itis 2,000 yards or 6,000 feet long. Each Nautical Mile is 1.14 standardmileslong. nm OOB TheabbreviationofNauticalMile(seeabove). OrderofBattle(seebelow). Order of Battle (OOB) The forces (ships, aircraft, and people) available to a commander. Insomecontexts,theforcesofanentirenation.
Glossary Passive A method of detection,it relies on detecting the noise and signalscreatedbytheenemy’sunitratherthanmakingnoiseor asignalitself.Passivemethodsofdetectionaremuchpreferred toactive(seeabove)ones. Patrol Station AI Thecomputercontrollerresponsibleformaintainingusercreatedpatrols.Thesepatrolsarereplenishedbylaunchingan unassignedunitwhentheunitcurrentlyonpatrolreaches Bingo fuel,Winchester,orisdestroyed.
Harpoon II Guide to Naval Warfare attack a potential enemy until that enemy attacks first in peacetime,whereashecantakepreemptiveactioninwartime. SAG SAM SurfaceActionGroup(seebelow). Surface-to-AirMissile(seebelow). Simultaneous Time on Top (STOP) Thegoalofallstrikeplanners,gettingallthediverseelements of a strike (ship launched missiles, aircraft with different speeds,etc.)tothetargetatthesametime.
Glossary STOP SimultaneousTimeOnTop(seeabove). Surface-to-Air Missile (SAM) A missilelaunchedfroma shiporbasetodestroyaircraft,itis a pilot’sworstenemy. Surface-to-Surface Missile (SSM) A missilelaunchedfroma shiporbasetoattackanothership orgroundtarget,theyaregenerallylargerthanSAMsandalot largerthanaircraft-carriedmissiles. SURTASS SURfaceTowedArraySonarSystem- a large,long-range towedarrayusedtopatroltheoceanbasins,itis essentiallya strategicasset. TASM TomahawkAnti-ShipMissile(seebelow).
Harpoon II Guide to Naval Warfare Topography, Surface Thefeaturesofa regionabovesealevel,itplaysa largerolein determiningBattleSpace(seeabove)andappropriatetactics. Topography, Bottom Thefeaturesofa regionbelowsealevel,itplaysa largerolein determiningthetacticsofsubmarinesandtheforcesthathunt them. UHF UltraHighFrequency(seebelow). Ultra High Frequency (UHF) A varietyofcommunicationssignal,itisthemostsecureand theleastdetectablesignalbecauseitdoesnottendtodisperse much.
Glossary VLF VLS VeryLowFrequency(seeabove). VerticalLaunchSystem(seeabove). Winchester Pilottermforallweaponsstoresexpended. Zig-Zagging Thetacticofchangingcourseonaseeminglyrandombaseto confusetheenemyaboutintentionsandmakeattacks(especiallyfromsubmarines)moredifficult.
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Technical Support TECHNICAL SUPPORT There are several ways to contact Three-Sixty Pacific Technical Support. On-line Information Services: By far, one of the fastest and most responsive means of obtaining technical support is through one of the on-line information services. With these services you not only receive the assistance of our Technical Support Representatives, but the attention and support of thousands of other users who may have a solution to your problem.
Harpoon II 43. Technical Support Representatives monitor the messages in this area. You can reach us by posting a message there or you can contact us via e-mail at the GEnie Mail address of THREE-SIXTY . To obtain a GEnie membership, call 1-800-638-9636. America Online — ThreeSixty Technical Support can be reached on the America Online Service by accessing the Company Support Forum (Keyword: ThreeSixty).
Technical Support assistance. For technical support, please call 409-7762187, Monday through Friday, 9am to 6pm Central Time.
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Index Index A AAW. See Mission: types: anti-air warfare patrol (AAW) About Harpoon II 97 Activation point 64 AEW. See Patrol Zones: aerial patrols: airborne early warning (AEW) Air Defense vs. missiles 65 Air Intercept Mission 141, 150. See Mission: types: air intercept Air Operations 148 attacking 75, 76, 148, 150 intercepting 148, 149 landing 77, 148, 149 launching 73, 148, 149 readying 74, 148 refueling 77, 148, 150 Airborne Early Warning (AEW) .
Harpoon II Anti-Air Warfare 243, 244 Anti-Submarine Warfare 76, 191, 207, 213, 214, 215 Anti-Surface Warfare 255 Area Mission. See Mission: types: area ARM. See Missiles: anti-radiation missiles (ARM) ASROC. See Torpedoes: anti-submarine rocket (ASROC) ASuW. See Threat: axes: anti-surface warfare (ASuW) ASW.
Index Buttons, toolbar (continued) sensor 145 speed 44, 147 zoom in 30, 129 zoom out 30, 129 zoom window 29, 129 C Calculating defensive power 249 CAP. See Patrol Zones: aerial patrols: combat air patrol (CAP) Centering the Screen 29 Chaff 141, 200. See also Counter-Measures CIWS.
Harpoon II Counter-Measures (continued) naval guns 66, 141 Course editing 43 plotting 41, 179 CPU. See Formation Editor: formation controller (CPU) Creep. See Speed: settings Cruise 147. See also Speed: settings Current Orders displaying 37, 128 Current Station 155 CZ.
Index Difficulty, detection (continued) full reality 99 show all 98 real time enforced 100 settings 98 aircraft logistics 155 average 101, 102 easy 101 full reality 67 Macintosh 19, 102 modifying 102 PC 19, 101 staff handles 99 formation air patrols 100 formations 100 navigation 99 threat axes 100 weapon allocation 100 Dipping Sonar 93, 145, 152 Dispersal vs. concentration 187 Drag-Selecting groups 62 E ECCM. See Electronic Counter-Counter Measures ECM.
Harpoon II Evaluating enemy defenses 257 EW. See Electronic Warfare (EW) F Ferry Mission. See Mission: types: ferry File 97 load battleset 98 open 97 quit 103 save 98 save as 98 Fire and Movement 177 Flank. See Speed: settings Flares 142.
Index H Hard difficulty level settings 102 HARM. See Missiles: home-on radiation (HARM) Help online 97 High Value Units 91, 190, 216, 246 Hot Keys 11 data blocks 41 HVU. See High Value Units I IADS. See Integrated Air Defense System Ice Pack Borders 23, 131 Icons definition of 13 enlarging 13 ID.
Harpoon II Launching aircraft 73 Legend 127 map 34, 127 symbol 34, 127 tactical 34, 127 weather 34, 127, 133 LOFAR. See Sonobuoys: LOFAR Logistics 155 aerial refueling 77, 148, 150 aircraft 101 magazine allocation 156 reloading mounts 156 underway replenishment 155 Loiter 147 LORCAP.
Index Mission (continued) editor 79, 83, 121, 122, 150 emcon setting 125 naming 82, 115 planning 177 pull-down menu 113 reference points 80, 81, 113, 114, 115, 125 removing units 124 submarine 222 targets 115 time delay 83, 125 types 79, 115 air intercept 117, 141, 150 anti-air warfare patrol (AAW) 118 anti-submarine warfare patrol (ASW) 119 anti-surface warfare patrol (ASuW) 119 area 118 ferry 116 ground strike 117 reconnaissance 85, 120 reconnaissance ground 120 reconnaissance ship 120 ship strike 118 str
Harpoon II Nav Zones (continued) creating 45, 157 deleting 47 displaying 134 editing 46, 158 general exclusion 25, 133, 157 navigating around 46 navigating through 46, 159 neutral 26, 134, 157 sub threat 25, 133, 157 surface threat 25, 133, 157 Naval Gunfire 64, 140. See also Counter-Measures: naval guns Navigation 43, 146, 161, 179 around nav zones 46 staff handles 99, 109 submarines 69 through nav zones 46, 159 Navigator using 43, 146 O OOB. See Order of Battle Open.
Index Patrol Zones, aerial patrols (continued) dipping sonar 93, 152 long range combat air patrol (LORCAP) 245 sonobuoy 93, 152 surface combat air patrol (SUCAP) 93, 152 movemement types random 91, 151 sprint-drift 91, 151, 191 station keep 91, 151 PC memory 128, 161 selecting colors 108 PIM. See Path of Intended Motion PK.
Harpoon II Preferences, map window (continued) precipitation 25, 132 sensor ranges 27 sonobuoys 28, 136 water depths 22, 131 weapon ranges 26, 134 weather 24, 132 wind & sea state 24, 132 staff handles formation air patrols 110 formations 110 navigation 109 threat axes 109 weapon allocation 109, 137 staff messages 110 contact change 110 general info 110 new contact 110 platform hit/destroyed 110 Probability Kill (PK) 246 Propulsion 169 R Radar active 52 contacts 52 horizon 236 Random 91, 151 Range and Bear
Index Resume/Start 47, 104 ROE. See Rules of Engagement ROF. See Mounts: rate-of-fire (ROF) Rules of Engagement 222, 243 S SAG. See Surface Action Group (SAG) SARH.
Harpoon II Settings, game preferences (continued) video 111 weapon state 111 range and bearing 35, 104 resume/start 47, 104 set flagship 105 symbol set 38 time compression 104 waypoint orders 105 Ship ordnance 156 picket 190, 248 Ship Strike Mission . See Mission: types: ship strike Show All 98 Side selection 98 Simultaneous Time on Top (STOP) 238, 258 SLOC.
Index Speed, settings (continued) throttle 147 Sprint-Drift 91, 151, 191 SSNDS. See Submarines: in direct support (SSNDS) Staff allocation 137 handles 99 formation air patrols 100, 110 formations 100, 110 navigation 99, 109 threat axes 100, 109 weapon allocation 100, 109, 137 messages 110 contact change 110 general info 110 new contact 110 platform hit/destroyed 110 Station Keep 91, 151 STOP. See Simultaneous Time on Top Stop. See Speed: settings. See Speed Settings Strike Mission .
Harpoon II Target (continued) motion analysis (TMA) 216 value 230 Targeting passive 187 Technical Notes 161 Technical Support 279 mail 281 on-line 279 telephone 280 Thermocline 71, 164, 208 Threat axes 89, 109, 155, 188 anti-air warfare (AAW) 89, 92, 151, 189 anti-submarine warfare (ASW) 89, 90, 151, 153, 189 anti-surface warfare (ASuW) 89, 92, 151, 191 designators 152 staff handles 100 tracking 93, 154 class A 184 class B 184 class C 184 class D 184 submarine 67 surface 62 Time compression 47, 104 delay 12
Index Tutorial (continued) Using Sensors 49 Using the Mission Editor 79 Using Weapons 59 U U.S. Naval Institute 301 Underway Replenishment 155 Unit assigned 84, 123 joining to a group 155 removing 124 splitting from a group 154 status window 126 tracking 130 unassigned 84, 123 Unit Status window 31 V VDS. See Sonar: variable depth (VDS) Vertical Launch Systems (VLS) 192 Victory Conditions 103 Video displaying 111 options 111 persist 111 Virtual Memory 161 VLS.
Harpoon II Weapon Ranges, displaying (continued) anti-air warfare (AAW) 26 anti-submarine warfare (ASW) 26, 134 anti-surface warfare (ASuW) 26, 134 Weapon State 111.
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