If You Have an Earlier Edition of Harpoon...
This should really be the fifth edition of the game, with the fourth having come out in 1992.
There have been so many changes that even experienced Harpoon players should review the rules before
plunging into play.
The biggest change is in the turn length. The use of longer Intermediate Turns and 3-minute
Tactical Turns speeds play, with 30-second Engagement Turns (the old Tactical Turns) used only when
high-speed units are actually interacting. Visualize the different turn lengths as a way of Zooming
in" on the action.
We've finally been able to add chaff and ECM to the game without having to model the actual interaction of the many different combinations and technical details. By comparing the generation of the seeker with the generation of the electronic defenses, the Battle of electronic wits" is modeled. Target size is also a factor, but this is factored in by having a separate table for each Signature size, so that in the end the player still has to make only one die roll.
AAM and SAM attacks also match the generation of the seeker against the target's counter measures, as do torpedo attacks.
Players will find the gunnery rules almost unchanged. They have been revised to more closely match the detailed models in Command at Sea, but the changes are in the numbers rolled and damage inflicted.
The detection rules have been changed, adding detail but keeping play simple. There are now five radar size classes, but detection chances are the same for all radars: automatic, 90%, and 60% for Intermediate, Tactical, and Engagement Turns.
The sonar rules are significantly improved, with the chance of detection now based on the range to the contacts instead of being a uniform chance throughout the sonar's range. All ships, subs, and torpedoes now have a noise rating, which is one factor in detecting them passively. TMA now takes longer than before, but quiet submarines with shorter detection ranges reduces the time needed for a
solution.
More detail has been added to IR sensors, ranking them by generation. Lasers have been added, but only the Russian Amethyst LIDAR is a true laser sensor. The only sensor that hasn't been changed is MAD.
A new chapter, Weapons Characteristics, describes the guidance systems for missiles and torpedoes, as well as the special features of some weapons. While Chapter 6, Combat, describes how a weapon is fired and hits, Chapter 5 describes how it behaves in flight.
One of the reasons for the many changes, as well as the expanded size of this edition, is the many changes in technology since the third edition was published. We have to describe sensors and weapons that did not exist in 1987, and everything interacts with everything else.
We have also added many more tables. Experience has shown that table lookup is quicker than computing modifiers.
Also, the third edition was organized around the NATO-Warsaw Pact confrontation, which was expected to take place in the "blue water" of the Atlantic and the Norwegian Sea (at least, that was NATO's plan). Now, the action will happen in littoral areas, where shallow water and proximity to land greatly complicate the situation (requiring more rules).
We have also reorganized the rules for use as a reference book. No wargamer we know sits down, reads all the rules, then stands up and says, "I am now ready to play." Read the rules summary, use the new subject index, play the introductory scenarios, and you'll be up to speed quickly.
BT
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© Copyright 1996 by Clash of Arms.
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