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Joystick Magazine 1995 May
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CdJoystickN°2.iso
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harpoon
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1994-11-18
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Harpoon Classic DEMO
Installation
for the IBM PC Computer.
System Requirements:
PC or MS-DOS 5.0 or higher. A hard disk is required with 2MB free space.
A CD-ROM Drive. You need 1MB of system RAM with at least 570KB of free
conventional memory. VGA graphics mode and Microsoft compatible mouse.
Sound supports Sound Blaster, Gavis Ultrasound, Sound Source, ProAudio
Spectrum, AdLib, Microsoft Sound System and 100% compatibles.
Installation:
To run Harpoon Classic DEMO installation program, insert the CD-ROM disk
into your CD-ROM drive. At your DOS prompt log onto your CD-ROM drive and
type INSTALL and press <Enter>. In the example below, the user has placed
the CD-ROM disk in the D: drive
D: <Enter>
INSTALL <Enter>
After you have typed INSTALL and pressed <Enter> you will see a welcome
screen. You can quit the installation process by pressing your ESC key at
anytime but for now press your <Enter> key. The installation will now ask
you to enter the destination drive to install Harpoon to. The install will
default to the C: drive. You can change it by typing a new drive letter
(D or E or example) or press <Enter> to accept the default. Next the install
will ask you to enter a sub-directory to install Harpoon to. Again you can
change it or just take the defaults by pressing <Enter>. Next the
installation will give you two selections. Selection 1 will only install
the program files to your hard drive. This option will take only 2MB of disk
space. Selection 2 will only install the data files to your hard drive.
This option will take 18MB disk space. We suggest that you install only the
program files to your hard drive and run Harpoon from your CD-ROM by taking
the defaults and by pressing your F2 key. Please note that if you pick
selection 2 only you will not be able to load the game because the program
files must be on your hard drive. After the installation is completed you
will then select a sound board setup. SETUP (which will automatically run
at the end of the installation) will help you to configure Harpoon for sound
effects and music. If you do not have a sound board or you do not want
sound please press the ESC key twice.
Loading Harpoon Classic DEMO:
Once you have run the install program, you may start the program by logging
into the proper drive and/or directory and typing HARPOON and pressing
<Enter>. In the example below, the user starts the program from the
\HARPDEMO directory:
C: <Enter>
CD\HARPDEMO <Enter>
HARPOON <Enter>
The opening screen will appear, with the program's name and copyright.
Please call Alliance Interactive Software at (305) 423-4289
if you have any problems with installation.
KEYBOARD EQUIVALENT COMMANDS
THIS TABLE IS A QUICK SUMMARY OF THE KEYBOARD SHORTCUTS.
GAME Menu Commands
ctl+S Pause Game
alt+N New Game
alt+L Load Game
ctl+L Load User Scenario
alt+S Save Game
alt+Q Game Status
ctl+Q Quit
ORDERS Menu Commands
F1 Attack or Intercept
F2 Set Group Speed
(Set Depth and Speed)
F3 Enter Group Course
F4 Formation Editor
F5 Ready Aircraft
F6 Launch (Land) Aircraft
F7 Join Group
F8 Split Group
F9 Sensors
F10 Enter Staff Note
ctl+R Force Refueling
REPORTS Menu Commands
ctl+O Show Orders
ctl+B Order of Battle
alt+P Platform Displays
alt+W Weather Report
SETTINGS Menu Commands
ctl+T Time Compression
alt+R Set Range Circles
alt+I Game Icons
alt+G Set Grid Lines
alt+O Game Options
alt+Y Sound Options
alt+M Staff Options
MISC Menu Commands
ctl+C Calc Range & Bearing
ctl+A Staff Report
Alt+F Key Commands
alt+F2 Toggle Group / Unit IDs
alt+F3 Player Nuclear Release
alt+F6 Show Current Free Memory
The Harpoon Computer Interface
Using Buttons
Buttons are used on many screens within the program. Buttons can be
clicked on if you have a mouse, or activated by a key. The key is
always indicated on the button. So the button labeled [E]xecute is
activated by the "E" key, while the button labeled [F]ull Report is
activated by the "F" key. There are also two special case buttons
that utilize the ENTER and ESC (escape) keys. Buttons whose entire
text label is within the brackets (i.e. [OK], [EXIT]) are activated
with the ENTER key. Buttons within the less than and greater than
keys (i.e. <Cancel>, <Quit>) are activated with the ESC (escape) key.
In this way we keep you from having to memorize a lot of special keys.
Using the Menus
To operate the menus using a mouse, move the mouse pointer to the menu
heading desired, then press the left mouse button.
Certain menu items are not always available. When a menu item is not
available, then it will be "dimmed."
The Orders menu is always directly linked to the selected Group or Unit
in the currently active window (i.e. if the Group Window is active, the
selected Group and if the Unit Window is active, the currently selected
Unit). Note that most of the Order items do not work for Units.
Using Dialogs
Many times during the operation of the program you will be presented
with Dialog Boxes. Use the mouse cursor to move between items within
the dialog. Items within a dialog are grouped into logical "families."
To move between families, scroll the text by "clicking" on the up/down
arows located on the scroll bar. To move within a family highlight the
item with mouse and click. You will see either the item text or a small
area next to the item highlight as you move. To select an item, double
click the left mouse button
There are four different kinds of items in Dialogs. The first is the
Radio Button item. Only one radio button item within a family can be
turned on, similar to a car radios' station selection buttons. These
are represented as a small circle, and if "ON" the circle is filled in.
The second type of item is the Check Box item. A Check Box item is
either off or on. If it is off, it is blank inside the box, and if
on it will have an "X" in the box. The third type of item is a Text
Edit box. You can enter either numeric and/or alphabetic text in this
type of dialog item. Finally, there are buttons, as described above,
normally used to accept or reject the entries you make within a dialog.
Using Scroll Boxes
Scroll Boxes appear at various points within the program. When a Scroll
Box is visible on the screen, the up and down arrow keys move the
selection bar within the current Scroll Box. If more than one Scroll
Box is visible on the screen, the Tab key switches between them, with
the active Scroll Box having a yellow frame (a Selection Border) around
it. When using a mouse, you can simply click on a text item to select
it, and if two or more Scroll Boxes are visible, clicking on any item
in a Scroll Box makes that the active Scroll Box.
Quick Start
The following is a step-by-step walk-through of the "Gauntlet" scenario,
the second scenario in the GIUK Battleset. We suggest that when
following the steps in this demonstration that you load the "Gauntlet"
scenario in Harpoon and play along with the instructions. This may be
the quickest way for you to learn how Harpoon is played. Please bear
in mind, however, that the strategy suggested in this demonstration
is not necessarily the best one; rather, our main purpose is to
demonstrate how the game operates.
At various points during the simulation, the Staff Assistant will
appear, notifying you of sensor contacts. We cannot say at exactly
what point this will occur since it will vary somewhat each time
you play. Harpoon scenarios are generally the same each time you
play, but both friendly and enemy Groups may start in different
positions each time, have different compositions and take different
routes, making each game a continuing challenge!
Note:
When you do get a new contact, you will see on the screen an indication
of how precisely that contact is located. If you see a diamond-shaped
or rectangular figure surrounding your contact, that tells you that the
contact is somewhere in the diamond-shaped "uncertainty zone," and the
wider the diamond the greater the degree of uncertainty. This uncertain
contact can either be an area contact or a bearing-only contact. You
probably have a bearing only contact with the enemy. Bearing-only
contacts are usually made by the passive sensors on your unit. If
you set your sensors to "active," and if the contact is within range
of your active sensor, then the diamond will disappear and you will see
only the enemy group or unit icon. When this happens, you have a
"solid" (i.e. exact) contact. When you lose a contact, it will degrade
into an area contact, with the uncertainty zone growing over time,
until you either re-acquire the contact or it is lost completely!
To follow along with this sample scenario, select the GIUK BattleSet,
then make sure you select 'NO' for the "Auto Formation Air Cover" on
the Select Game Options screen. Note: Normally we recommend
selecting YES for this option.
Then select the "Gauntlet" scenario (number 2.0 in GIUK) by double
clicking on it.
1. After loading any scenario your should review your Orders (crl+O)
and your Order of Battle (ctl+B).
In this scenario, you are escorting two merchant ships to Narvik. Your
Order of Battle shows the port of Narvik, two frigates (Type 22/2 and
O. H. Perry classes), two merchant ships and four helicopters (on the
two frigates). Select the surface group with call sign AAS, use your
mouse to click on the first Unit.
Now you can get a unit report on the Type 22/2 use your mouse to click
on the Unit [R]eport button. Notice that all sensors are off except
your Passive Sonar and that you have only short range (SR) ASW weapons
(Short range weapons for ships, are generally under 30 nm in range.).
Check your sensors by pressing 'S' (or clicking on the [S]ensors
button). You will get your Radar Report screen.
As you can see both radars are turned off. You have two different radar
sets: one combination air and surface search radar (AS/SS), the other
a surface search radar (SS). The range of the radar against different
sizes of targets. Also remember that Radar is limited by the Radar
Horizon, regardless of the range it can potentially reach.
Now we can look at our sonar by clicking your mouse on the [S]how
Sonar button. Notice the active sonars are off. You have two
different sonars, one a hull sonar (H) that has both an active
and passive mode. The other sonar is a towed sonar (T) that is
passive only. The direct path range is shown for each sonar and
mode, and the sonar's convergence zone (CZ) reach is also shown.
From this screen we can return to the main ship display click on
the <Ship> button. Once back at the unit display screen, click the
mouse on the [W]eapons button.
Using the weapons display, you can check all your weapons and
current ammo levels. This screen tells you all the information
about your weaponry. Selecting each weapon shows you it's arc
of fire, weapon name, current ammo/initial magazine load, type
of target it can engage, maximum range, % fired that will hit a
target (if it finds a target) and number of damage points it can
do if it does hit. Now click your mouse on the Ungroup Same Type
[W]eapon button, this allow s you to look at the individual
weapons mounts, instead of a combined display for all weapons of
a given type. Now click on Group Same [W]eapon type. Once you have
examined all your weapons, you can either return to the ship
display by clicking your mouse on the [S]hip button or directly
back to the Order of Battle by selecting [E]xit. Now you can
examine your other platforms, just like we did for the Type 22/2
Brave. Examining and understanding the capabilities of your
platforms is absolutely key to effectively fighting them.
2. After reviewing your forces you will notice that the Designation
Square and the Unit Window on the Group Map are centered on NATO
Port with call sign ABp in Narvik, Norway. This is your destination,
as stated in your scenario Orders. Notice that to your north is a
red triangular figure. Click on it. When you do, you will notice
from the small Reports Window that it is USSR Airfield with call
sign ZXa in Banak, Norway. Click your mouse on the [F]ull Report button.
As you can see, Banak has an estimated 6 enemy attack aircraft, active
radar and no known damage.
3. Press the BACKSPACE key. The Designation Square will cycle to a
group of ships to the south. The small Reports Window shows that
this is NATO Surface Group with call sign AAS, comprised of 4 ships
and 4 helicopters.
4. Press the "C" key. The Unit Window indicator on the Group Map
will immediately center itself around your selected surface group,
and the group will be shown on the Unit Map. Give the [F]ull Report
command; a report will appear in the report window indicating that
your groups' radars are in STANDBY and that our sonars are in PASSIVE mode.
5. You need to select your Staff Options from the Settings menu (alt+M).
Note that you can select and deselect certain Staff options. Make sure
that the "Repeatable Air Patrols/Attacks" is 'x'ed and that the
"Enable Air Intercepts" is empty by clicking on it. After turning
these options on, press the ENTER key to accept your Staff Option changes.
6. Now we must make our first tactical decision. What do we want to do
with our radar and sonar? If we leave them off then we will be operating
with just our passive sensors, that is, we will be "listening" but not
"seeing." The advantage of running with sensors deactivated is that
the enemy cannot detect our emissions, and as shown in section on
Sensors, we can detect his emissions long before he can detect ours.
On the other hand, it is possible that the enemy is running with his
sensors off. Also, even if we do happen to detect an enemy's sensors
we will have only moderately reliable range and bearing information.
But, let's leave our radar off for the time being.
7. We have a slightly different problem with regard to our sonar.
It is difficult to judge at exactly what distance we could expect
to detect an enemy, either with our active or our passive sonar.
Antisubmarine warfare is extremely complex and problematical because
the ocean has temperature layers (thermoclines) which can distort or
block sound waves. No doubt the enemy's subs can pick up the noise
from our convoy's screws (propellers) long before we could ever hope
to detect him with our own sonar. On the other hand, the noise from
our own screws are very liable to mask any noise we could hear from
an enemy sub, particularly if we are traveling at the rather brisk
speed of 18 knots. Now, let us slow down our convoy so that we can
increase our chances of detecting the enemy. Select Speed. The Set
Speed box will appear in the Reports Window. Use the BACKSPACE key
to erase 20 kts from the Speed line, then type in the number 16.
This should increase our probability of detection without slowing
down our group too much. We will also leave our sonar in passive
mode for the time being.
8. Since our intelligence brief on the Scenario Selection Screen
told us that we could expect surface, air, and subsurface threats,
we will want to position our units so that we can protect our convoy
of transports. Also, we will want to make sure that the helicopters
have a load-out appropriate to the situations we can expect to face.
a. First, let us see what loadout our helicopters currently have.
Select Ready Aircraft. You will then be presented with the Ready
Aircraft screen.
You can immediately see that all of your helicopters are equipped
for antisubmarine warfare and are in a "Ready 5" status (can be
launched in 5 minutes or less). Now we need to make a tactical
decision. Do we want to commit all our helicopters to ASW duties,
or do we want to load one or more out for a possible surface threat?
We will loadout one with surface missiles and have it ready to
launch, and use another as an early warning picket.
b. Select the Navl Lynx HAS.3, then give the [R]eady command. A small
dialog box will appear in the middle of the screen. Use the BACKSPACE
key to erase the number 2 on the "To ready" line, then type in the
number " 1 ." (We want only one helicopter loaded to attack surface ships.)
Then select [OK]. When you do another box will appear which lists
the types of missions a Lynx can accomplish. Use the cursor to
highlight "Guided" and again select [OK].
Once you do, you will be returned to the Ready Aircraft screen.
Notice that your Lynx which has the guided mission will be ready
in 30 minutes.
Now select the other Lynx and give the [R]eady command. When the
mission loadout selection screen appears, select the "Search"
Loadout. Note that it has the same range (288 nautical miles) as
the AntiSub Loadout which is already loaded! Lets leave this one
the way it is and we will send it out as a scout with an AntiSub
Loadout. Click on the <Cancel> command to return to the Ready
Aircraft screen, then press ENTER to exit to the Main Screen.
c. Now we can launch a helicopter within our formation to perform
ASW patrol duties. Select Formation. With your mouse select
"2 SH-60B Seahawk", then select [S]et Air Patrol.
The selection for how many aircraft to patrol will be shown.
BACKSPACE over the "2" and type in "1". Select [OK] to accept
one aircraft for the patrol.
Now you will see a helo symbol appear in the middle of the formation
and a new entry will appear in the scroll box labeled "ASW Patrol."
Locate this helo in the outer sector (Picket Ring) of the same ring
as the Brave by clicking in the sector with your mouse.
Now select [E]xecute. You will be returned to the main screen
where you can see in the Unit Window that the helo has been launched.
9. Now we should set up the Range Circles so we can play effectively.
Pull down the Range Circle menu item under Settings. For now, lets
set them as indicated below:
Best Surface Missile for both Blue and Red.
Best ASW Weapon for Blue
Best Passive Sonar for Blue
10. Now that we have things set up the way we want them, slowly
compress time to speed up the game a little bit. Click on FAST
until time compression is set at "5 min.." In a few seconds your
message will appear on the message bar to let you know that your
Lynx on the Brave is ready. Since we will want to send it off on a
search mission, press the ENTER key to return to a 1:1 time ratio.
11. Now launch this Lynx on its search mission. Select Launch
Aircraft. A box will appear in the Reports Window listing the three
possible launch aircraft missions.
Select Patrol, then give the [OK] command. Next to appear is a dialog
requesting you to enter the position for your patrol. The Circle
you see is the range of your longest range aircraft. Click the
mouse to about half the radius of the circle, directly North of
your Group.
The next screen to appear is the Launch Aircraft screen.
Highlight the Lynx with the AntiSub mission in the Ready Air Assets
box, then move it to the Launching Group box by clicking on MOVE>>.
Now select [OK].
12. Notice on the Group Map that a helo symbol begins to separate
itself from the ship symbol. Use the BACKSPACE or SPACEBAR key to
select the helo. The report window shows that it is NATO Helicopter
Group with call sign ACH.
a. Since we are trying to find a surface enemy, lets turn the radar
on for this helicopter. Since it is already the selected Group,
select the Sensors item.
You will get the Set Group Sensors dialog. Set the Surface Search
Radar to Active then select [OK].
b. At this point increase time compression to " 1 min." After a
minute or two your staff assistant will appear to inform you
that a Soviet Nanuchka has been detected. The Group window will
show a red surface symbol enclosed in a red square. This red
square is the "uncertainty zone", meaning that the vessel was
detected by passive sensors and that its exact location is
uncertain. But you know the enemy is out there somewhere in the
general vicinity! Select [ 1:1 TIME] by pressing the ENTER key.
13. Continue closing until you have a solid fix on the enemy,
then use the Set Altitude and Speed order to hover your helicopter.
This gives you targeting information on the enemy ships and will
allow you to attack them using other means.
14. Since we are too far away to shoot our shipborne missiles,
launch the helicopter we have ready with the Guided Loadout.
Select your ship group, then select the Launch Aircraft order.
Select Attack for the launch mode, and the enemy ship group as
the target. Then launch the Lynx with the Guided Loadout.
15. Once your Lynx with the Guided Loadout is airborne select
it using either the mouse or the space/backspace keys. Set it's
speed to military to get it to the target faster and make sure
it has all sensors OFF so that the enemy ships do not detect it
as quickly. Once you get close to the enemy ships (about 20
miles) you may want to set your altitude to VLow (very low)
to avoid radar detection for as long as possible.
At this point, we cannot guide you any further because the
game you are playing may not proceed exactly the same from
this point onward. However, you can play around with the
various commands and menus. Use this opportunity to see
just what you can and cannot do.
The more you play Harpoon the more you will discover the
various uses of the commands. There is such a wealth of
detail built into the internals of the simulation that it
may require you to play scenarios 1 through 4 many times
just to discover Harpoon's capabilities. We recommend that
you become comfortable with the first four scenarios before
you attempt the more complicated ones.
Once you feel that you are familiar with how Harpoon is played,
you will be ready for the greater challenges presented by the
more difficult scenarios. You might want to play these scenarios
in numerical order. This order is roughly equivalent to the
order of the situations which might be faced by NATO forces
according to the US Navy's Maritime Strategy. It will give you
a good feel for how a war really might be conducted in a
real-life situation. Also, the later scenarios are generally
laid out in order of graduating difficulty and complexity.
Of course, if you "lose" a particular scenario it will have
no effect on the outcome of any subsequent scenario, and you
can replay any scenario as many times as you wish. Keep in
mind, however, that even though you may replay a certain
scenario, the computer will not necessarily set up the
situations or the forces in exactly the same way each time.
Consequently, you cannot always be sure that the tactics you
used for winning a scenario one time will always work each
succeeding time.
Good luck to you. Your alliance depends upon your skill!
For assistance please call Alliance Interactive Software at
(305)-423-4289 9:00 AM to 6:00 PM EST.