by Larry L. Bond
"WARP" stands for Warfare Area Rating Points. This system assigns numeric values to ship classes, aircraft, and other units that have an effect on game play. It allows the player to rank the relative value of two units in terms of their overall military utility. Using a subjective judgment, each ship class is rated in four naval warfare areas on a scale from one to five. The categories are ASuW, ASW, AAW, and StW. ASuW = usefulness in detecting and destroying surface vessels
Example: An Aegis cruiser has a capability of five in AAW, but 0 in Air search. An E-3 Sentry has a five in Air Search (and Surface search, for that matter) but a 0 in AAW, because it can't kill anything. Making the Warfare and Sensor categories mutually exclusive prevents units from getting a double bonus. These values are not linked to any objective or measurable standard, but are relative rankings, where a five is the best at accomplishing a mission in that warfare category and one means it is poor at accomplishing that mission. A unit may be poor because it has only a few good weapons or a lot of outdated weapons. A zero means it has no capability in that category at all. The unit is also rated on its survivability - how hard it is to kill. This subjective rating includes the unit's point defenses, its countermeasures (decoy launchers and defensive jammers), maneuverability for an aircraft, signature, and its sheer size. The values range from 5 (very hard to kill) to 0 (a grape). The unit is also rated in a utility category, which represents the usefulness of the unit in ways not covered by the four warfare areas. The values range from one to ten. An example might be the ability of a aviation ship to carry aircraft, or the ability of a strike aircraft to also serve as a tanker. Ships and their embarked aircraft are considered separately. A helicopter-armed frigate may have good ASW sensors and poor ASW weapons. It would then have only a mediocre ASW value. If it has one or two dedicated ASW helicopters embarked, it effective ASW is significantly increased. If more capable helicopters are embarked, its net rating goes up. The individual ratings in each area are summed, and that value (its WARP rating) represents its general value to a naval com-mander. This unit value can be used in many ways in Harpoon 4 :
As a way of establishing the size of a game. Players can agree to each field a force of some set WARP point value. We will be using WARP ratings in Harpoon 4 in several ways in upcoming games and scenarios. Please send us any comments or thoughts you have on the WARP system.
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