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Harpoon V Jumpstart

An Introduction and Example

by Larry Bond,
Chris Carlson &
Kevin Martell

June 2021 Printing

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 2

Introduction
This free Jumpstart explains the rules system to new players and familiarizes veteran Harpoon players with the many changes we have made to the fifth edition rules.
The previous fourth edition was last updated in 2001(!), so there’s a lot of catching up to do, not only in terms of new systems that have appeared, but better ways of
modeling the complex interactions and technical details of modern naval warfare.
Seriously, there are a lot of moving parts. For example, a detection by radar is affected by the range of the contact, its signature (which is not the same as its size),
the type of radar, the radar’s technology level, the weather, the contact’s proximity to land, and how quickly the detection is processed (a new feature in this edition, the
combat system). And then there’s offensive jamming.
Harpoon is a complex game. It is playable because we have worked hard to ruthlessly simplify the many interactions and abstract, or “black-box” processes that would
otherwise slow manual play to a crawl. We want the game to be about making decisions, based on real-world trade-offs.
This game requires that you learn about naval warfare. Like any game, the more you understand, the better your chance of winning. The rules explain, in real-world
terms, how radar, sonar, and other sensors work. Some of it is arcane; all of it is real. And in naval warfare, finding the other side is the hard part.

Table of Contents: page

Rules Summary 3
Sample Scenario: Guardian 4
Ship and Aircraft Data 6
Standing Orders 17
Excerpt from the Fifth Edition Rules: Ducting 18
Scenario Play 19
About SimPlot 38
About Harpoon 39
About The Admiralty Trilogy Group 39
About The Wargame Vault 39

If you have questions about this Jumpstart or any other part of the Admiralty Trilogy game system, please email
us at [email protected]. Visit the Admiralty Trilogy Facebook page or our website at admiraltytrilogy.com. We
always answer our mail.

Cover: A Harpoon missile fired from the Mk141 launcher aboard USS Shiloh during a live-fire exercise (US Navy)

Copyright Notice
Although this Jumpstart is free, and distribution to friends and even strangers is encouraged, it is copyrighted by the Admiralty Trilogy Group, Larry Bond, and
Chris Carlson. If material from here is repeated elsewhere, it must cite this document as the source.
Includes all corrections & changes through 1 June 2021.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 3
Rules Summary
If you’ve played other wargames before, this rules summary explains the basics:
Harpoon is a tactical miniatures game, with players taking on the role as a ship captain or formation commander. Turns are simultaneous and can be either thirty minutes or
three minutes long, depending on the level of interaction between the two sides. Players first plot their actions for the upcoming turn, then move according to the plotted orders.
They execute any ordered weapons fire (“Planned Fire”), then find out what they can see with radar, sonar, or other sensors. If a new threat is detected, they are allowed to use
some weapons against it immediately (“Reaction Fire”), and the turn ends with a housekeeping phase, adjudicating damage and such.
The game covers combat between ships, submarines, aircraft, and land installations like coastal missile batteries or radar sites. It does not include ground combat. Harpoon
also does not cover some naval evolutions, such as underway replenishment, as they are not combat evolutions. We could write the rules for them, but it’s boring.
Damage is measured in points, with different weapons inflicting different amounts, depending on many factors, including warhead weight, explosive type, as well as other
factors. Ships and land structures are also rated by the amount of damage they can absorb. It is possible to simply sink a ship or destroy a land target with a large enough (or
many smaller) weapons, but ships and land installations are more often disabled by “critical hits.” These are vital systems, such as fire control or propulsion, that are knocked out
by a weapon hit, and reduce the target’s ability to fight. Depending on the circumstances, some critical hits may not have much effect (e.g., a disabled sonar during an air battle).
Others can be instantly fatal (a magazine detonation). The type of critical hit inflicted varies with the weapon and the target type.
Scenarios usually start out with both sides undetected by their opponents, but this is not a rule. Modern naval warfare is about finding the other side before they find you,
organizing your forces for an effective attack, and then executing the attack. While many discussions of naval warfare focus on antiship missile defense, or protecting a formation
from submarine or surface attack, a defensive mindset will not win the game.

If you’ve played an earlier edition of Harpoon before, here are some of the big changes in the fifth edition:
First, what hasn’t changed: The turn sequence is the same, and while there have been many refinements, the damage system is unchanged. Total up the damage, figure out
the critical hit ratio, and roll D6 to find the number of critical hits. Movement is the same, although calculating aircraft endurance has been radically simplified.
But there have been a lot of additions and modifications, many of them linked to a basic change in the nature of the game. In earlier editions of the game, if you could see
someone, you could shoot at them. Turns out, it isn’t that simple.
• Radar detection has been modified to model uncertainties in exactly when an incoming aircraft is “detected.” Research on declassified exercise reports in the Naval War
College archives showed that just because an aircraft is within a radar's detection range, it’s not automatically spotted. That’s only the start.
• This edition adds combat systems to ships as a vital measure of their capability to convert a detection into a firing solution. One would expect a Burke-class DDG to react
more quickly than a 1950s Adams class DDG. Against a fast-moving aircraft, or a supersonic missile, showing that variation in response time, especially if detection isn’t auto-
matic at maximum range anymore, is critical. Harpoon now depicts these differences in capability between different generations of combat system technology.
• The hardest (and slowest) part of Harpoon to model has always been anti-air-warfare, or “AAW.” There’s a lot going on, and frankly, a manual game isn’t the ideal way to do
it. Pushing missile counters around the game board slows play just as the action heats up. A new step-by-step process radically simplifies missile movement, checking key distanc-
es (e.g., when can the height-finding radar see them?) in relation to their target. Based on the speed of the incoming bogeys, and the capability of the ship’s combat system, the
players punch a table that tells them how many shots they get at what range, and they roll their shots. No more pushing and measuring piles of missile counters.
• The surface battle has changed with more emphasis on the surface duct. This meteorological condition traps a radar wave and allows it to travel a lot farther than the
normal or standard radar horizon. Our research has shown it to be more common than we thought. How about a 70% chance in the Norwegian Sea? It’s a little tricky, but if you
can get it working for you, it’s a tremendous advantage to whoever’s using it. The Russians have built special “targeting complexes,” like Monolit-T and Titanit, designed to take
advantage of ducting, or anomalous propagation as they refer to it. As the sample scenario will show, it makes early missile boats much more powerful than before.
• Except just finding a contact is no longer good enough to launch an attack. Turns out getting a good fire control solution can take time, even with active sensors. Passive
sensors will take a lot longer. You can still use a bearing-only launch, but your “Weapon Placement Roll,” the chance that your guess was correct, is pretty poor.
Just like the real world, Harpoon requires a player to understand the environment and how to best employ a ship's or aircraft's sensors. You will have to work to first find
your enemy, identify him and the threat he presents, fix his position and movement, and then build a fire control solution if you want make a successful attack. And of course,
do all this before the other side does. Colonel John Boyd, USAF, referred to this as the OODA loop – Observe, Orient, Decide, and Act – and the faster a ship's commanding
officer can perform this decision-making cycle, the greater his advantage over his opponent.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 4
Harpoon V Example Scenario: Guardian
Location: Norwegian Sea, May 1989, 0900 hours NATO Victory Conditions:
Decisive: Both ships reach air cover.
Environment: Sunrise 0330, sunset 1945, moonrise 1150, moonset 0112, half moon. Tactical: Biddle reaches air cover.
Moderate seas (Sea State 4). Wind from 240° T at 10 knots. There is no cloud cover.
Visibility is 80%. Soviet Orders: Two rocket cutters have been assigned to finish off stragglers from
Maximum depth is Very Deep. Convergence Zones are at intervals of 30 nmi. the NATO task force that was repulsed by the Northern Fleet. They are in pursuit.
There is a moderate layer between Shallow and Intermediate I depth bands.
An evaporative duct is present, usable by Small and VSmall ships. Soviet Forces:
Aysberg (“Iceberg”)
Operational Situation: It has been 48 hours since hostilities began between NATO with Dubrava/Titanit targeting complex, Osa-M SAM system
and the Warsaw Pact forces. Executing the US Navy’s Maritime Strategy, the Second Rassvet (“Dawn”)
Fleet has sent a three-carrier task force into the Norwegian Sea to put pressure on with Monolit-T targeting complex, Osa-MA SAM system
the Northern Flank and threaten the Soviet bastion. (both Project 1234.1 [Nanuchka III] PGG)
Although several Russian attack subs, both nuclear and conventional, have
been sunk, a Project 877 Kilo managed to put a torpedo into USS Biddle (CG-34). Soviet Setup: The two cutters are in line abreast, separated by 10 nmi. They are on
Barely afloat, Biddle is being escorted south by a single guided-missile frigate, course 180° at 24 knots. Rassvet, the eastern boat, is 15 nmi from the Norwegian
USS Doyle (FFG-39). Doyle was chosen because she has a non-combat Engineer- coast.
ing casualty, and can no longer keep up with the task force. She has no trouble The two cutters are 60+2D10 nmi north of the US ships.
keeping up with the crippled Biddle, however.
Soviet Victory Conditions:
Tactical Situation: Both ships are heading south at Biddle’s best speed, 8 knots, Decisive: Both US ships are sunk.
with Doyle to seaward, while Biddle hugs the coastline as close as they dare. Tactical: The cruiser is sunk.

NATO Orders: Escort Biddle south. Avoid any engagements, if possible. The air Special Rules: Biddle was hit by a single 53-65K torpedo, inflicting 150 damage
threat is relatively low, since the Soviets will be concentrating their efforts against points out of 254. The Critical Hit ratio was thus 150/(254-150) = 150/104 = 1.4. Roll-
the carrier task force. There is a moderate threat from submarine and minor surface ing a D6, the US player got a 3, meaning 8 criticals, plus one more for each .2 above
forces. 1.0, for a total of 8 + 2 = 10.
Use the coastline to limit possible enemy approach routes, but remain at least 5 Of the ten criticals, because the torpedo was a wake-homer, the first two are
nmi away from the coastline to avoid possible Soviet mines. automatically an Engineering and Rudder. In total, the cruiser suffered two flooding,
Air cover from Norwegian fighters and maritime patrol aircraft begins 50 + D6 one Weapon (no magazine detonations), a Rudder, Sensor, CIC and a Bridge Hit,
nmi south of their starting position. and three Engineering criticals, which included a loss of all electrical power.
The D6 flooding and fire rolls resulted in a flooding percentage of 6%, but was
NATO Forces: redced by half afterward by damage control, and a fire percentage of 3%. Both fires
TG 20.41 and flooding were controlled during the next Intermediate Turn, but inflicted another
Biddle CG-34 (Belknap class CG) 15 damage points before they were suppressed.
Doyle FFG-39 (O.H. Perry class FFG)
with two SH-60B embarked.

NATO Setup: Biddle is steaming on course 180° at 8 knots, while Doyle screens her
to seaward, patrolling 5 nmi out on an arc from 225° to 315°. Both ships are observ-
ing strict EMCON - no radar or radio transmissions.
Doyle’s two helicopters are taking turns being on Alert +5. Each is armed with
one Mk46 torpedo and one drop tank.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 5

Critical# D20 Roll Details Variations:


1 -- Auto Engineering: D6-2 fire, 1% 1) Let Biddle make her 12-hour repair rolls on her damaged systems.
2 -- Auto Rudder 2) Replace the two missile boats with a submarine.
3 12 Flooding, 4%
4 19 Bridge
5 6 CIC - mission kill
6 5 Sensor: SPS-48E
7 10 Engineering: D6-2 fire, 0%,
loss of electrical power
8 14 Flooding, 2%
9 3 Weapon: Mk10 launcher
10 15 Engineering: D6-2 fire, 2%

Post-attack damage control has restored electrical power and bridge control,
and she is capable of steaming at 8 knots. The loss of CIC means all weapons
without a local control mode are down, but the countermeasures are operational.
While half of the flooding damage has been pumped out, the fire and remain-
ing flooding damage has reduced Biddle to only 89 damage points. Before being
detached from the task force, Biddle’s SH-2 was transferred to another ship, to
replace operational losses.
Doyle has suffered a non-combat related Engineering casualty which limits her
speed to 22 knots. She has fired six of her SM1MR missiles, leaving 30, and has all
four of her Harpoon missiles.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 6
Weapons Data Line Example
Belknap CG
Displacement: 6570 std In Class: [9] Annex with data on the weapon
Size Class: B/Medium In Service: 1964 - 95
Propulsion: Steam Turbine Crew: 492 A(8)1 Mk29 NATO Sea Sparrow w/8 RIM-7M//2 Mk91 D
Electrn Cnt: 2nd Gen D Acoustic Cnt: 2nd Gen T
Signature: Med/Noisy Armor Rating: 0 Missiles/salvoes per mount
Weapons: Cbt Sys: Gen 5 Human Name of ammunition
F(2)1 Mk10 w/60 msls, normal loadout 52 SM2ER Blk II
Number of weapon directors
and 8 ASROC. Can carry up to 20 ASROC and only 40
Terrier//2 SPG-55 D
Weapon director name
PB/SQ(4)2 Mk141 w/4 Harpoon D
A(1)1 Mk42 5in/54//Mk68 (1.4) C Launcher Name
P/S(R)2 Mk15 Phalanx Blk 0 (6.3A) C Number of mounts the ship carries
PB/SB(3)2 Mk32 324mm TT w/3 Mk46 F Number of tubes per mount - eight in this case
Aft Pad(1)1 SH-2F Seasprite B Weapon Arc. The single mount is sited aft, with a
Sensors: ES:3rd Gen blind zone forward
SPS-10, SPS-49(V)5, SPS-48E, SPS-59 J
SQS-26 K
Remarks:
Wainwright, Biddle, Josephus Daniels, Jouett, Horne, Sterett, William H.
Standley, Fox, Belknap. Originally classed as DLGs. Originally fitted with USS Biddle (US Navy)
two Mk25 stern tubes for Mk48 torpedoes, but these were never used.
Aluminum superstructure, -15% damage modifier. Carries 12 reload torpe-
does.
• New Threat Upgrade added Jul 86- Jul 87, upgrades SPS-48 to SPS-48E.
Combat System Gen 5 Human.
Damage & Speed Breakdown:
Dam Pts: 0 64 127 191 229 254
Surf Speed: 33 25 16 8 0 Sinks

Sidhartha Vilas (Order #46145436)


Helicopter was transferred
before Biddle was detached

Critical Hit

The loss of CIC from a critical hit means all sensors, except
the navigation radar, are down. The nav radar is an exception
because it is not part of the combat system.

Critical Hit

The loss of CIC and the combat system means


that any weapon that cannot be operated in
local control is also down.

Sidhartha Vilas (Order #46145436)


Sidhartha Vilas (Order #46145436)
Harpoon V Jumpstart 9
O.H. Perry FFG
Displacement: see remarks In Class: [51]
Size Class: C/Small In Service: 1977 - 2015
Propulsion: COGAG/CPP Crew: 250
Electrn Cnt: 3rd Gen D Acoustic Cnt: 2nd Gen T
Signature: Small/Quiet Armor Rating: 0
Weapons: Cbt Sys: Gen 4 Semi-Automatic
P&S(1)1 Mk75 76mm/62//Mk92 CAS (3.9) C
F(1)1 Mk13 w/40 36 SM1MR Blk VI, 4 Harpoon IC//STIR D
A(R)1 Mk15 Phalanx Blk 0 (6.3A) C
PB/SB(3)2 Mk32 324mm TT w/3 Mk46 Mod 5 F
Aft Pad(1)2 SH-60B Seahawk B
Sensors: ES: 3rd Gen
SPS-49(v)2, SPS-55, Mk92 CAS J
SQS-56, SQR-19(V)2 K
Remarks:
FFG 1-16, 19-34, 36-43, 45-61. Has 18 Mk46 torpedoes. The Mk92 CAS
gunfire director can be used as a director for a second SM1 channel, but it
will only be able to provide half the number of intercepts as the STIR. CHP
armor rating for Mk13, 76mm, Engineering, Sensors and CIC is 2.
Single shaft, double the effect of Engineering critical hits. Aluminum
superstructure, -15% damage modifier.
• Long hull: FFG 36-43, 45-61 displacement 3610 lt, fin stabilizers.
Damage & Speed Breakdown:
DP (3610 t): 0 43 86 129 155 172
Surf Speed: 29 22 14 7 0 Sinks

USS Doyle (US Navy)

Sidhartha Vilas (Order #46145436)


Sidhartha Vilas (Order #46145436)
Sidhartha Vilas (Order #46145436)
Harpoon V Jumpstart 12
SH-60B Seahawk ASW
Man Rtng: 2.0/1.5 Damage Value: 18
Size/Signature: Small/Small Bombsight: Manual
Sensors: 2nd Gen ES, MAD, APS-124 radar, 25 sonobuoys, UYS-1
sonobuoy processor.
Throttle Setting/Speed in knots
Altitude Cruise Full Mil Reheat
Low: 125 145
Med: 125 145
Ceiling: 5790 m Engine Type: TS
Cruise Range: 300 nmi Int Fuel: 1830 kg
Additional Fuel Fuel Wt. Range Add.
120 USG drop tank 370 kg 85 nmi
Ordnance Loadouts: Payload: 1860 kg
• 2 Mk 46 Mod 5 torpedoes or 2 120 USG fuel tanks (Block 0)
• 1 120 USG fuel tank, 2nd Gen FLIR (some from 1987)
Remarks: In Svc: 1984 - 2015
Helicopter. Fitted with RAST and 2722 kg cargo hook. Estimated sonobuoy
loadout - 15 SSQ-53 (search), 4 SSQ-77B/C VLAD (localization) and 6
SSQ-62 DICASS.
SH-60B Seahawk on helicopter pad of USS Doyle (US Navy)

Sidhartha Vilas (Order #46145436)


Sidhartha Vilas (Order #46145436)
Harpoon V Jumpstart 14
Aysberg Rassvet
Project 1234.1 [Nanuchka III] PGG Project 1234.1 [Nanuchka III] PGG
Displacement: 639 std In Class: 19 - 7 Displacement: 639 std In Class: 19 - 7
Rassvet has an upgraded Size Class: D/Small In Service: 1977
Size Class: D/Small In Service: 1977
SAM system and target- Propulsion: Diesel Crew: 65
Propulsion: Diesel Crew: 65
Electrn Cnt: 2nd Gen J&D Acoust Cnt: None ing complex, compared Electrn Cnt: 2nd Gen J&D Acoust Cnt: None
Signature: Small/Noisy Armor Rating: 0 to Aysberg. Signature: Small/Noisy Armor Rating: 0
Weapons: Cbt Sys: Gen 4 Semi-Automatic Weapons: Cbt Sys: Gen 4 Semi-Automatic
PB&SB(3)2 P-120 Malakhit D PB&SB(3)2 P-120 Malakhit D
F(2)1 Osa-M w/20 msls//MPZ-301 Baza D F(2)1 Osa-MA w/20 msls//MPZ-301 Baza D
A(1)1 AK-176 76mm/59 (5.9), A(1)1 AK-176 76mm/59 (5.9),
A(R)1 AK-630 30mm//F MR-123 (4.4) C A(R)1 AK-630 30mm//F MR-123 Vympel (4.4) C
Sensors: Sensors:
Dubrava/Titanit targeting complex, 2 Pechora 1, MPZ-301 Baza J Monolit-T targeting complex, 2 Pechora 1, MPZ-301 Baza J
Remarks: Remarks:
Alloy superstructure, -15% damage modifier. Alloy superstructure, -15% damage modifier.
Damage & Speed Breakdown: Damage & Speed Breakdown:
Dam Pts: 0 12 24 35 42 47 Dam Pts: 0 12 24 35 42 47
Surf Speed: 32 24 16 8 0 Sinks Surf Speed: 32 24 16 8 0 Sinks

Rocket cutter Aysberg (TASS)


The Dubrava antenna is the active channel
for the Dubrava/Titanit targeting system
code named “Peel Pair” by NATO.
The MR-123 Vympel gunfire control radar,
code named “Bass Tilt” by NATO, supports The Titanit or Monolit-T antenna is under this
both guns. radome, code named “Band Stand” by NATO.

Aft-facing AK-630 30mm rotary gun The Baza guidance radar for the Osa SAM system,
code named “Pop Group” by NATO.

Aft-facing AK-176
76mm gun The Osa SAM system is located under a trap door
in the forecastle, to keep it out of the weather until
it is needed.

Sidhartha Vilas (Order #46145436)


Rassvet has the newer and better Monolit targeting system

Rassvet also has the improved Osa-MA missile system;


compare the performance numbers on page 2

Sidhartha Vilas (Order #46145436)


The Osa-MA system has greater range and some ability to
engage seaskimmers, which the Osa-M did not.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 17

Standing Orders
Standing orders are not only an integral part of naval command, but a great way to speed game play. By having both sides issue standing orders, the players can plot movement over
long periods of time and quickly bring their forces together.
Standing orders remain in effect until canceled or expired. Every captain issues Standing Night Orders to the Officer of the Deck before he retires for the evening. A good admiral will
issue standing orders before a battle, telling his captains what he plans to do.
For example, one side on barrier patrol might issue the following standing orders: “Patrol a 20 nmi track running NW/SE at 15 knots until you detect an enemy. All sensors are
passive.” The other side could order, “Ships will steam in two columns on course 090° at 20 knots, zigzagging 30° to either side of base course every 20 minutes. Continue movement until
0900. Air search radars will radiate once during each 10 minute-period (random interval), all other sensors passive.” The orders could be much more complicated, including both aircraft
and ships, laying out search or attack plans.
By writing out these orders, the players are forced to think through their plan of battle. They can consider all the elements: Where will they most likely encounter the enemy? What
should they do with their aircraft? Is there a submarine threat? What course should they follow? Have they considered the effects of the environment on movement and detection?
Independently written, the players can then cooperate in plotting their forces’ movement, seeing where and how their units encounter each other. This information can then be used
to set up the battle. Alternatively, the orders can be turned over to a referee, who interprets and executes them, reporting back to the appropriate commander about detections.
If there are several players on one side, and one has been appointed commander, he should issue standing orders to cover what they will do in case of attack, how they maneuver, and
accomplish their mission.
A little prior planning will improve both the speed of play and the quality of the game.

NATO Standing Orders:


• The Task Group is heading generally south along the coastline at 8 kts, Biddle’s best speed.
• Remain in EMCON until enemy units are passively detected.
• Remain at least 5 nmi away from the coast to avoid mines.
• Doyle will keep station from Biddle bearing 315° at 5 nmi, but will move to position herself between Biddle and any threat.
• Doyle will launch Alert +5 helo upon passive detection.

Soviet Standing Orders:


• Both ships steam at 180° at 24 kts, remaining 15 nmi from the coast.
• Rassvet will radiate the Monolit-T radar for the last 3 minutes of each
30-minute Intermediate Turn.
• Aysberg will remain in EMCON, since its Dubrava radar has a shorter
range than the Monolit-T.

Rocket cutters on the prowl. (forums.airbase.ru)

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Harpoon V Jumpstart 18
Excerpt from the Fifth Edition Rules
5.2.9.5 Radar Ducting. Atmospheric refraction bends electromagnetic energy, Another problem is if the ducted line-of-sight is greater than the radar’s maxi-
such as radar waves, as they travel. The Radar Line of Sight table on page 5-3 mum range, then spurious contacts can show up on the display. This is because the
uses standard atmospheric refraction. However, there are two non-standard, or radar pulses are no longer properly timed with the radar’s electronics and the ranges
anomalous cases, that have significant tactical implications for naval vessels. provided are “ambiguous.”
• The first is the evaporative duct. Caused by a rapid change in humidity as Contacts inside the normal radar ranges will be detected and displayed normally
height increases above the sea surface, it is often present at sea and can reach a on the screen, but if the contact is in the duct, but beyond normal range, it could be
height of 40 meters. Usually, the duct height is 10 - 15 meters, and usable only by displayed at any range. Radar operators can shift scales to see if the range changes,
Small (C&D size) and VSmall (E-G size) ships, and submarines with a raised peri- which it will show it to be an ambiguous contact, but will not provide the exact range
scope/mast radar. - just that it is beyond normal detection range.
Exception: All Medium (B-size) Russian and Chinese ships with a targeting The bearing reported by the radar is correct.
complex (SS-T) are treated as “Small” ships for employing the evaporative duct with The anomalous propagation effect works both ways. ES horizons are also
the targeting system. There is a very good reason why the Russians put the radome increased by the same amount. When determining ES system detection range, use
on top of the bridge, instead of on top of the mast. the appropriate line-of-sight table as the base range. Any radar that transmits into
In addition, all U.S. ships with the SRS-1 Combat DF 3rd Gen ES are treated as the Low Altitude band will have some of the RF energy captured in the duct. This can
one size class smaller for using the duct. be detected by an ES system. In some cases, particularly with a shallow evapora-
The evaporative duct enables radar waves to travel farther than the standard tive duct, large-size ships’ surface and air search radars could be detectable at the
atmospheric model. This extends the radar horizon (see the appropriate line-of-sight longer range, even though the ships cannot gain any benefit from the duct itself.
table) for surface search (SS) and low-altitude search (LAS) radars detecting VLow
and surface contacts by more than double.
Weather can have a significant effect on the evaporative duct.
Wind speeds greater than 30 knots are too strong to allow the
formation of a stable duct; the air is being mixed too much. Further-
more, if there is too much moisture in the air (precipitation or fog),
the presence of sea ice, or heavy cloud cover (broken or solid) it will
eliminate the humidity gradient and prevent the formation of a duct.
Example: A Project 956 Sovremenny class DDG with a Min-
eral-M [Band Stand] targeting complex wants to target a hostile
medium size contact. The scenario takes place in the fall, and the
Russian player rolls D100 to determine the evaporative duct’s height.
Rolling a 71 and using the -15 Fall modifier yields a final result of
56. Thus all Small, VSmall ships, and submerged submarines with a
raised radar mast can use the duct. Medium-size ships cannot. Even
though the Sovremenny is a Medium size class, the Band Stand’s
location effectively makes it a small ship for this purpose.
The Mineral-M has a maximum range of 135 nmi against a
medium sized target. However, in looking at the Evaporative Duct
line-of-sight table, the Sovremenny is limited to a maximum range of
55 nmi (Small observer to medium target).

Normally, one would think that extended radar coverage would


be a good thing, however, since the atmospheric conditions that
cause the duct are not reliable, it is difficult to predict when and how
strong a duct will be at any given time of day. In addition, as the
radar signals are traveling farther than normal, they become vulnera- EM Propagation
ble to jamming and clutter from distant sources. (US Naval Postgraduate School)

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Harpoon V Jumpstart 19
0900 Intermediate Turn
After movement, the range is 60.7 nmi.

In the Detection Phase


• Rassvet activates the Monolit-T between 0927 – 0930. An
evaporative duct is present:
Radar Clutter Value, sea state 4 = 7
Clutter Resistance, 3rd Gen = 8 NTDS/CDS symbology:
7 – 8 = -1 or no clutter effect Diamonds for hostile surface contacts, circles
Monolit range vs. Small = 61 nmi for friendly surface. Unknowns would be
Monolit range vs. Medium = 80 nmi squares. Later, they used fluffy cloud shapes.
Duct Radar Horizon to Small = 50 nmi The line shows the direction of movement.
Duct Radar Horizon to Medium = 55 nmi • NTDS: Naval Tactical Data System
Detections at the lesser values of 50/55 nmi • CDS Combat Direction System
• The NATO ships are out of range, so no detections are
made this turn.
• The ES range for Doyle (Small ship) with a duct and 3rd
Gen ES is 50 (duct radar horizon) x 1.3 = 65 nmi. Detection
chance is 90%. Die roll is 96, no detection is made this Interme-
diate turn.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 20
0930 Intermediate Turn
After movement, the range is 53.1 nmi.

In the Detection Phase:


• Rassvet radiates Monolit-T again from 0957 - 1000.
• Because the radar emission only lasted for 3 minutes
(0957 – 1000), the chance of detection is 90%.
Dice roll = 40. Doyle gets an ES hit at 0957 from a
Monolit-T radar to the north-northwest.

Project 1234.1 Rassvet


[Nanuchka III PGG]
(nevskii-bastion.ru)

Doyle’s 3rd Gen ES detection.


The cone shows the bearing
ambiguity. ES is not always a
precise sensor. All the US player
knows is that the emitter is
somewhere within this cone.

Project 1234.1 Aysberg


[Nanuchka III PGG]
(military-informant.com)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 21
1000 Tactical Turn
Plotting Phase
• Begin using Tactical Turns.
• Doyle orders the launch of the Alert +5 helo, call sign
Pirate 1.
• Doyle orders the other helo to ready for Alert +5. This will
take 40 minutes, it will be ready at 1040.

Detection Phase
• Doyle’s ES bearing is lost.

1006 Tactical Turn


1006 Movement Phase
• Doyle’s helo , Pirate 1, launches on course 045° in VLow
flight to proceed along the coastline in a northerly direction.

SH-60B takes off from Doyle. (US Navy)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 22
1027 Tactical Turn
Detection Phase
• Using Monolit-T, Rassvet detects
Contact 1 bears 159° at 46 nmi
Contact 2 bears 157° at 50 nmi.
SH-60B Pirate 1 bears 103° at 26 nmi:
Attempting to detect the helo, SS and SS-T radars trying to detect air contacts at VLow have
their range divided by 10, so the Monolit’s 61 nmi detection range vs. a Small surface contact
becomes 6.1 nmi vs. a Small VLow air contact. The land clutter is not a factor because of the
shortened detection range. No detection of Pirate 1.

• Rassvet’s Active RF FC solution for Contact 1 at 46 nmi:


Base Track Length = 0 Turns (first contact) What the Soviets know
4th Gen combat system Mod = 0
Contact Speed Mod = 0
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0 (The better the seeker generation, the more ambiguity
that can be accepted in the fire control solution quality.)
OTH-T Mod = 0
Total = -1 (25.1 – 50.0 range) = Poor

• Rassvet’s Active RF FC solution for Contact 2 at 50 nmi:


Base Track Length = 0 Turns (first contact)
4th Gen combat system Mod = 0
Contact Speed Mod = 0
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0
OTH-T Mod = 0
Total = -1 (25.1 – 50.0 range) = Poor

• Doyle gets an ES hit from Rassvet’s Monolit-T radar from the same direction as before.
Pirate 1 gets an ES cross-bearing as well. (The data link type is not usable for Passive FC
solution cross-fix.)
• Aysberg gets information from Rassvet on Contacts 1 and 2 via the dedicated data link What the
that is part of both targeting complexes. Americans know

While this information gives the American side useful information on the general distance
and direction to the threat, and the type of threat (Monolit-T is associated with small craft anti-
ship missiles), it is not enough data to fire on. This is a change from earlier editions of Harpoon.

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 23
1030 Tactical Turn
Plotting Phase
• Pirate 1 will activate its APS-124 radar and loiter at VLow.
• Doyle will slow to 5 kts to increase separation with Biddle. Biddle will continue on course and
speed.
• Rassvet and Aysberg will activate all radars, and maintain course and speed.
• Rassvet will maintain a FC solution on Contact 2, and Aysberg will keep a FC solution on
Contact 1 but uses Rassvet’s sensor data (both contacts are now less than 50 nmi from their respec-
tive attackers).

Detection Phase
• Both Russian ships get an ES bearing (APS-124) from the ESE.
They can deduce from the emitter type that it must be a helicopter from a nearby American
ship, probably an SH-60B. They will therefore classify all contacts as hostile. Knowing the radar’s
range and capabilities, they can also deduce that they have probably been detected.
• Rassvet’s Active RF FC solution for Contact 2 @ 50 nmi:
Base Track Length = 1 Turns
4th Gen combat system Mod = 0
Contact Speed Mod = 0
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0
OTH-T Mod = 0
Total = 0 (25.1 – 50.0 range) = Fair
• Aysberg’s Active RF FC solution for Contact 1 @ 49 nmi:
Base Track Length = 1 Turns
4th Gen combat system Mod = 0
Contact Speed Mod = -1 (5 kts) (Really slow speeds makes it harder to get a solution.)
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0
OTH-T Mod = 0
Total = -1 (25.1 – 50.0 range) = Poor
• Pirate 1’s APS-124 radar picks up two surface contacts at 26 and 36 nmi in the general direc- • Doyle’s Passive RF FC solutions for both surface contacts at 45 and 49 nmi:
tion of two ES bearings (Russian Monolit-T and now Dubrava radars): Base Track Length = 0 Turns (first contact)
Radar Clutter Value for airborne SS radar, sea state 4 = 7 4th Gen combat system Mod = 0
Clutter Resistance, 4th Gen radar = 12 Contact Speed Mod = 0
7 – 12 = -5, so the clutter has no clutter effect Sensor Type Mod = +1 (Information from the helicopter helps, but this isn't a data link.)
APS-124 range vs. Small = 71 nmi Decoy Mod = 0
Duct Radar Horizon to Small = 50 nmi ASCM Speed Mod = -1
Detection at the lesser value of 50 nmi ASCM Seeker Mod (3rd Gen) = +1 (The Harpoon seeker is better than the P-120 Malakhit.)
OTH-T Mod = 0
Since there are no other ships nearby, NATO will classify these contacts as hostile. Total = 1 (25.1 – 50.0 range) = Poor

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 24
1033 Tactical Turn • Doyle’s Passive RF FC solutions for both surface contacts at 44 and 48 nmi:
Base Track Length = 1 Turns
Plotting Phase 4th Gen combat system Mod = 0
• Doyle will turn to 045° (Port turn) at 5 kts to unmask weapons in anticipation of Contact Speed Mod = 0
an imminent attack. Also, the speed gives a -1 modifier to enemy FC solution (buying Sensor Type Mod = +1
a little more time). Decoy Mod = 0
• Biddle will turn to 200° (Starboard turn) to increase the bearing separation from ASCM Speed Mod = -1
Doyle. Also, the speed gives a -1 modifier to enemy FC solution (buying a little more ASCM Seeker Mod (3rd Gen) = +1
time—it’s not like Biddle can run away). OTH-T Mod = 0
Total = 2 (25.1 – 50.0 range) = Fair
Detection Phase
• Rassvet’s Active RF FC solution for Contact 2 at 49 nmi:
Base Track Length = 2 Turns
4th Gen combat system Mod = 0
Contact Speed Mod = -1
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0 USS Doyle in 1990 (US Navy)
OTH-T Mod = 0
Total = 0 (25.1 – 50.0 range) = Fair

• Aysberg’s Active RF FC solution for


Contact 1 @ 48 nmi:
Base Track Length = 2 Turns
4th Gen combat system Mod = 0
Contact Speed Mod = -1
Sensor Type Mod = 0
Decoy Mod = 0
ASCM Speed Mod = -1
ASCM Seeker Mod (2nd Gen) = 0
OTH-T Mod = 0
Total = 0 (25.1 – 50.0 range) = Fair

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 25
1036 Tactical Turn

Plotting Phase
• Rassvet will fire 6 P-120 SSMs at Contact 2 with a Fair FC solution.
The missile seekers will activate at the halfway point.
• Aysberg will fire 6 P-120 SSMs at Contact 1 with a Fair FC solution.
Seekers will activate at the halfway point.
• Doyle will fire 4 Harpoon IC SSMs at the right surface contact (sus-
pected Monolit-T emitter). Seekers will activate at the halfway point. FC
solution = Fair.
• Doyle will activate all radars, since the SSM launch will provoke a
response from the adversaries. Biddle’s CIC is destroyed so she can’t use
radar.

Planned Fire Phase


• Missiles away!

Detection Phase
• Rassvet rolls for ES detection (56, 14) and picks up SPS-49(V)2 and
SPS-55 radars.
• Aysberg rolls for ES detection (01, 91) and picks up only the SPS-
49(V)2 radar.
• It appears both bearings match Contact 1. This is definitely an
American warship.
• Doyle does not pick up any surface contacts on her radar (range to a
Small signature size target is 25 nmi, too short to make a detection).

P-120 salvoes
R Harpoon Salvo
A

Harpoon missile in flight (US Navy)

Sidhartha Vilas (Order #46145436)


Rassvet opens fire!

Erik Carlson

P-120 Malakhit [SS-N-9 Siren] Anti-Ship Cruise Missile (Mashinostroenie) (oruzhie.info)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 27
1039 Tactical Turn - Increment 1

Plotting Phase
• Begin 30 second movement increments.
• Rassvet and Aysberg will turn to 225° (Starboard turn) and maintain 24 kts.
• Doyle will detect the Small Signature P-120s with the SPS-55 Low-Altitude
Search (LAS) radar; the P-120 flies at low, but is detected as if it is at VLow:
Radar Clutter Value, sea state 4 = 7
Clutter Resistance, 3rd Gen = 8
7 – 8 = -1 or no clutter effect
SPS-55 LAS range vs. Small = 38 nmi
Duct Radar Horizon to VLow = 60 nmi
Detection at the lesser value of 38 nmi
• Rassvet and Aysberg will detect the Harpoons (VSmall target at VLow altitude)
with their MPZ-301 (LAS):
Radar Clutter Value, sea state 4 = 7
Clutter Resistance, 3rd Gen = 8
7 – 8 = -1 or no clutter effect
MPZ-301 range vs. VSmall = 15 nmi
Duct Radar Horizon to VLow = 60 nmi
Detection at the lesser value of 15 nmi

Movement Phase
• All missiles move for 30 seconds.
• Doyle detects 6 air contacts. This is the first P-120 salvo.
• Doyle SAM Reaction Time:
4th Gen combat system = 2 increments (1 increment = 30 seconds)
Combat System Delay Roll (2D6) is 4, 5 for a total of 9 = 0 additional delay
Reaction Time = 2 increments
• Doyle Max Intercept Range:
SSM speed 594 kts / 120 x 2 increments = 9.9 nmi delay
SSMs detected at 37.3 nmi
Max Engagement Range = 37.3 – 9.9 = 27.4 nmi
• Doyle SAM range check:
Max SM1MR Air Range = 25 nmi Mk 92 CAS detection range:
Normally, SM1MR missiles would be fired when the target was 37.5 nmi away as the Radar Clutter Value, sea state 4 = 7 (clutter is double for regular air search/HF)
P-120 is closing Doyle (Transonic missile speed closing modifier = 1.5 x SAM range). Clutter Resistance, 3rd Gen = 8
Unfortunately, the Mk 92 Combined Antenna System (CAS) that provides the height 14 – 8 = 6 yields a range modifier of .35
finding (HF) data is limited to 12.3 nmi due to sea clutter interference, thus the maxi- Mk92 CAS range vs. Small = 35 x .35 = 12.3 nmi
mum range Doyle can fire out to without an HF input is 15 nmi (Short range). Duct Radar Horizon to VLow = 60 nmi
Intercept Range = Short (≤15 nmi) Detection at the lesser value of 12.3 nmi
4th Gen combat system = 3S-P intercepts (3 Short Range & 1 Point Defense)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 28
1039.5 Move Increment 2

• All missiles move for 30 seconds.


• Doyle detects another 6 air contacts. This is the second P-120 salvo.
• Doyle is already reacting to the earlier salvo, so another reaction time roll
is not needed. The newly detected raid is basically coming from the same direc-
tion and at the same speed.

P-120 missile launch (oruzhie.info)

KT-120 triple cell launcher for P-120 Malakhit missiles (wiki.wargaming.net)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 29
1040.0 Move Increment 3

• All missiles move for 30 seconds.

Mk 13 launcher firing a SM1MR missile. (US Navy)

ZIF-122 twin launcher for OSA-M [SA-N-4 Gecko] surface-


to-air missiles (bastion-karpenko.ru)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 30
1040.5 Move Increment 4

• All missiles move for 30 seconds.


• The Harpoon salvo has reached the halfway point.
The Weapon Placement die roll is 2 (Fair FC solution
needed a 6 or less). The Harpoons will lock on to their
intended target (Rassvet).
• Rassvet and Aysberg rolls for ES detection (35, 62)
and picks up the incoming Harpoon missile seekers.

Mk 15 Phalanx Close-in Weapon System (US Navy)

AK-630 Point defense gatling gun (dfnc.ru)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 31
1041.0 Move Increment 5
• All missiles move for 30 seconds.
• The first P-120 salvo is at the halfway point. The
Weapon Placement die roll is 6 (Fair FC solution need-
ed a 6 or less). The P-120s will lock on to Biddle.
• Biddle and Doyle rolls for ES detection (78, 47)
and picks up the incoming P-120 missile seekers.

Mk 137 Super Rapid Blooming Offboard Countermea-


sures (SRBOC) chaff launcher (US Navy)

KT-216 launcher for PK-10 chaff and flare countermea-


sures system (militaryrussia.ru)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 32
1041.5 Move Increment 6 Bearing Rate (closing) = 0
Range Band Modifier = 0
• All missiles move for 30 seconds. SAM Modified ATA = 3.0
• The first salvo of P-120s has reached Intercept Range. One missile Pk = 60%, two missile salvo Pk = 84%
• SAM Intercept Table (P-120 uses Low table): • Doyle’s STIR and Mk 92 CAS can direct 2 missiles at one target each, but the
Intercept Range = Short (≤15 nmi) Mk 92 gets only half the number of intercepts (3 + 1 = 4 intercept attempts).
4th Gen combat system = 3S-P intercepts (3 Short Range & 1 Point Defense) • 4 intercepts, each a 2 missile salvo w/84% Pk. Die rolls: 26, 68, 47, 81 = 4 hits.
• Antiair Missile Attack: • The second P-120 salvo is at the halfway point. The Weapon Placement roll is 3
SM1MR ATA = 2.5 (Fair FC solution needed a 6 or less). The P-120s will lock on to Doyle.
Target Size Small = 0 • Biddle and Doyle rolls for ES detection on the second P-120 salvo (18, 37) and
CS Modifier = +0.5 picks up more incoming P-120 missile seekers.
Target Modifiers = 0 • This is the last increment in the Tactical Turn. If playing with miniatures, all
Target Speed Modifier = 0 ships would now execute their plotted three-minute movement.

Blue View P-120 salvoes Red View


R
A kills

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 33
1042 Tactical Turn - Increment 1 • Rassvet detects 4 air contacts with the MPZ-301 Baza. This is the Harpoon salvo.
• Rassvet SAM Reaction Time:
Plotting Phase 4th Gen combat system = 2 increment delay
• This Tactical Turn will continue using 30 second increments. ES Cue = +1 (Harpoon missile seekers had been detected earlier)
• All ship movement orders remain unchanged. CS Delay Rolls (2D6) 3, 4 = 7+1 = 8, 0 additional delay
Reaction Time = 2 increments
Movement • Rassvet Max Intercept Range:
• All missiles move for 30 seconds. SSM speed 561 kts / 120 x 2 increments = 9.4 nmi delay
• The first and second P-120 salvos are in Doyle’s Short range band. The STIR and SSMs detected at 15.0 nmi
Mk 92 CAS has already engaged the first P-120 salvo in this band, and are considered Max Intercept Range = 15.0 – 9.4 = 5.6 nmi
to be busy (until the first salvo reaches the Point Defense band). Osa-MA missile range is 6.5 nmi
P-120 salvoes
Harpoon Salvo
R
A

Blue View Red View

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 34
1042.5 Move Increment 2 Target Size Small = -1 (VSmall)
Target Modifiers = -2 PVLow (Partially seaskimmer capable)
• All missiles move for 30 seconds. Target Speed Modifier = 0
• Now that the first P-120 salvo has passed into the Point Defense band, Doyle’s Bearing Rate (closing) = 0
STIR and Mk 92 CAS are available to engage the second P-120 salvo in the Short Range Band Modifier = 0
band. The remaining P-120s from the first salvo cannot be engaged by Doyle’s Phalanx SAM Modified ATA = 0.0
as they are passing in front of her, which takes the missiles out of the gatling gun’s arc. One missile Pk = 30%, two missile salvo Pk = 51%
• 4 intercepts: 2 missile salvo w/84% Pk. Die rolls: 47, 92, 85, 67 = 2 hits.
• Rassvet’s MPZ-301 Baza can direct 2 missiles at one target at a time.
• Rassvet engages with the Osa-MA SAM • 2 intercepts, each with a 2 missile salvo w/51% Pk. Die rolls: 18, 59 = 1 hit
4th Gen cbt syst. = 2S-P intercepts (2 Short & 1 Point Defense) vs. a VLow target.
• Antiair Missile Attack: • If Aysberg were to engage the Harpoons, the ship would only get a single inter-
Osa-MA ATA = 2.5 cept opportunity in the Point Defense band (≤4.0 nmi) as the OSA-M has a maximum
CS Modifier = +0.5 range of 3.8 nmi. So instead of 2S-P intercepts, it’s just P.

Harpoon salvo
P-120 salvoes
R
A

Blue View Red View

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 35
1043.0 Move Increment 3

• The second P-120 salvo (4 missiles remaining) is now in Doyle’s Point Defense
P-120 salvoes
band.
R
The STIR and Mk 92 CAS directors get one shot each, and the Mk15 gets two A
shots. As the Mk 92 CAS is being used for SM1MR illumination, it can’t direct the
Mk 75 76mm gun. SM1MR
Phalanx
• 2 intercepts: 2 missile salvo w/84% Pk. Die rolls: 23, 72 = 2 hits.
• Doyle’s Mk15 Phalanx will shoot at the remaining P-120s from the second salvo:
Mk15 AA Strength = 6.3 Blue View
Target Speed Mod = 0
Non-Maneuvering Target Mod = +2
Target Size Mod = 0
Target Altitude Mod = 0
Total = 8.3 = 78% hit chance.
• The Mk15 is autonomous, and gets two shots. Die rolls: 58, 82 = 1 hit. There
is one P-120 left that may hit Doyle.

Mk15 Phalanx firing (US Navy)

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 36
1043.0 Move Increment 3 (continued)
Project 1234.1 Aysberg (forums.airbase.ru)
[Nanuchka III PGG]
• In one movement increment, the Harpoons attacking Rassvet pass through the
Point Defense range band. There is one SAM engagement in the Point Defense band,
and then the guns will get a shot:
• One SAM intercept, a 2 missile salvo w/51% Pk. Die roll of 44 = 1 hit. There
are now only two Harpoons left in the salvo.

• Both the AK-176 76mm and AK-630 30mm guns engage the same target as
they are tied to the single MR-123 Vympel director.

AK-176 AA Strength = 5.9


AK-630 AA Strength = 4.4
Target Speed Mod = 0
Target Maneuvers Mod = -1
Target Size Mod = -1 Red View
Target Altitude Mod = -3 (the AK-176 is not seaskimmer capable)
Total = 5.3, which is a 61% hit chance on the Antiair Gun Hit Chance table.
• Die roll: 69 = no hit

• The two surviving Harpoons will attempt to hit Rassvet on the C&D/Small
Target Signature table:
ECM: 2nd Gen
Seeker: 3rd Gen
Decoys only column = 54% hit chance (Harpoon 1C has a home-on jam feature and a
low generation level jammer would work against Rassvet)
• Die rolls: 46, 29 = 2 hits.
• The Harpoon missile inflicts 40 points of damage. Two Harpoons will inflict
80 points of damage. This greatly exceeds Rassvet’s original 47 points and she sinks in
D10*10 minutes. Die roll: 8 = 80 minutes.
• Aysberg has no meaningful offensive capability remaining, and will retire to the
North.

Harpoon Salvo

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 37
1043.5 Move Increment 4 • Biddle is attacked by two P-120s on the B/Medium table, using the 2nd Gen
Decoys column, for a 56% chance to hit. The D100 rolls are 72 and 34, resulting in
• The P-120 will attack Doyle on the C&D/Small Target Signature table: one hit. Already badly damaged, Biddle only had 89 DP left, so the Critical hit ratio is
ECM: 3rd Gen Decoy 46/(89-46) = 46/43 = 1.06. Rolling on the Critical Hit Damage Ratio table (1.0 line,
Seeker: 2nd Gen always round down), a D6 roll of 3 for the damage ratio and 5 from the D6 criticals
Use Base Ph column = 39% hit chance inflicted from the missile strike, plus the automatic fire, the ratio becomes 8 + 5 + 1 =
• Die roll: 12. Doyle is struck by the P-120 missile. 14 new critical hits.
• Damage from the missile is 46 points. Doyle had 172 points at the start, and Biddle is toast.
now has suffered 46 DP (27%). This puts Doyle in the 25% Damage and Speed Break-
down column. She was already reduced to the 25% speed column from a non-combat Conclusion
casualty, so there is no change in her speed. Doyle is seriously damaged (effectively no longer able to fight - a “mission kill”),
• Critical Hits: but she is able to continue south.
Starting unused damage points = 172 minus damage taken this turn = 46 This is a Tactical Victory for the Soviets because they sank the cruiser. Crippling
Damage Ratio = 46 / (172 - 46) = .37 the frigate is a plus, but that is balanced by the loss of Rassvet.
Roll D6 = 4 on the Critical Hit Damage Ratio table = 2 Critical Hits
The P-120 also causes D6 additional Critical Hits due to the missile impact. This
D6 roll is 3, making 5 criticals so far, plus the automatic fire critical caused by a missile
impact with a warhead of 10 DP or more. Doyle suffers a total of 6 Critical Hits. The Final Blue View
die rolls for the type of critical are made on the Guided vs. Surface Combatants col-
umn of the Critical Tit Table.
Critical Hit #1: Automatic Fire P-120 salvoes
Critical Hit die roll #1: 5 = Sensor R against Biddle
Critical Hit die roll #2: 2 = Weapon A against Doyle
Critical Hit die roll #3: 12 = Engineering
Critical Hit die roll #4: 8 = CIC
Critical Hit die roll #5: 14 = Flooding
• The P-120’s armor penetration is greater than the CHP armor value of 2 for
certain protected systems on Doyle. All damage will therefore be applied.
• Random rolls for sensor and weapons: sensor - Mk92 CAS, weapon - Mk15.
• CIC is hit and all sensors (except the nav radar) are out. All weapons, except
those that can fire in local control, are out of action.
• Fire - a D6 roll of 5 means 5% of 172 original damage point rating (9 points)
will be inflicted in the third Tactical Turn and every Intermediate Turn thereafter.
• Engineering - this is the second engineering casualty. Speed is reduced two
additional columns to 25% (7 kts) as the ship has a single shaft/propeller. A D6 roll of
5 means no loss of electrical power. A Fire Critical has also started with D6 roll of 1 =
1% (2 points) of additional fire damage.
• Flooding - D6 roll of 6 = 6% (10 points) of additional flooding damage.
• Fire and Flooding Severity Level - all the fire and flooding percentages add up to
12%. This is in the Major level of Damage Control Severity (normally 12% but +2%
for the time period in which the ship was built = 14% for Major).

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 38
About SimPlot
SimPlot (short for Simple Plotter) is a utility program that supports Harpoon games by automating the movement process in a graphical environment. SimPlot uses a
simplified X, Y coordinate system that makes range and bearing calculations easier. North is always at the top of the screen, and the 0, 0 coordinate is the center of the “game
area.” Each whole number of the coordinate system represents one nautical mile.
Presently, SimPlot supports the display and movement for many of the common unit types found in Harpoon: surface ships, subs, aircraft, helicopters, missiles, and
torpedoes. Additional non-moving unit types that can be displayed are sonobuoys, reference points, and bases. Units can be displayed using the NTDS or Common Warfighting
Symbology styles. All units are either red player, blue player, or referee-controlled neutral.
Games in progress can be saved and reloaded using simple JSON text files that SimPlot creates. There is even an option to replay the movement from a current or saved
game, so the battle can be reviewed or replayed at a later time.

What SimPlot Does


SimPlot allows users to add, modify, and delete units from the screen via pop-up forms. The screen can be zoomed in or out using the keyboard or mouse wheel, and it can
also be panned using the arrow keys or right-mouse clicks. Units are selectable and additional data can be displayed, such as the range and bearing to other units on screen.
Units can be given additional graphics such as range circles, range arcs, and ES/sonar bearings. The circles and arcs are typically used for reference (e.g. when will another
unit be in detection or weapons range), and the ES/sonar bearings are used to represent passive detections. These graphics can also be colored and labeled for easier reference.
Scenarios can be played on a blank screen or maps created from bitmap images. The maps are just a background image that can give players a sense of location, but they do
not by themselves enforce Harpoon rules regarding terrain.
SimPlot can be used for single or multiple player scenarios. In single-player games, the player implements his own orders and will see the results immediately. Multiplayer
games will need a referee to carry out the player’s orders. The referee will run the game turns until players need to interact with the situation, and then sends player-only versions
of the game file. The players will then communicate orders to the referee (via email for example) so the units can be updated and the game continues.
Units can be assigned attributes of “perception” by the referee that denies an opposing player information about enemy units. The visible attributes of a newly detected unit
can be restricted in items such as location, heading, speed, class, or size. Even whose side it’s on can be restricted
until such time that additional information is available per Harpoon detection rules. Perception plays a great role in
enforcing fog-of-war for multiplayer refereed games.

What SimPlot Doesn’t Do


SimPlot simply uses computer graphics to track the location, heading, speed, etc. of units in a scenario. It does
not roll dice for you, neither does it implement specific Harpoon rules. SimPlot is therefore not an actual “game
program.” A copy of the Harpoon rules is required to use SimPlot to its fullest potential.

Conclusion
SimPlot can improve the Harpoon gaming experience by speeding game play and creating a truly blind
multiplayer game. It also eliminates the need to physically move units on a game surface, or having to draw
and erase lines on graph paper. SimPlot can also reduce the chances of mistakes due to inaccurate measuring or
“bumping” unit counters. Faster game play has always been the key to a successful Harpoon game, and I think
SimPlot does that very well.
The latest version of SimPlot can be downloaded for free from the HarpGamer website (harpgamer.com), as
well as maps and pre-made scenarios. The is also an active forum on the “paper rules” version of Harpoon. I can
be reached for comments via the forums.
The Strait of Hormuz is busy with traffic as U.S. forces
search for Iranian units interfering with the flow of oil. Kevin Martell

Sidhartha Vilas (Order #46145436)


Harpoon V Jumpstart 39
About Harpoon
The first version of Harpoon was published in 1980. It provided a simple, tactical game that explained modern naval combat and allowed players to take on the role of a ship
captain or formation commander. It used real-world terms as much as possible. It was very well-received, and won the H.G. Wells award for the best miniatures game of 1980.
Because it explained the many technical aspects of naval warfare, an insurance agent in rural Maryland used it as one of his many data sources when he wrote a novel about mod-
ern submarines, titled The Hunt for Red October. The book did well.
Harpoon’s second edition appeared in 1983, and improved and expanded the game’s modeling, based in large part on the experiences of the Falklands War. Unfortunately,
shortly after its release, its publisher, Adventure Games, Inc., headed by Dave Arneson, closed its doors.
The game was picked up by Game Designers’ Workshop and the third edition was published in 1987. Over a dozen supplements and annexes followed the original release,
and this edition also won the H.G. Wells award. It was also the version used to research and explore the battles in Red Storm Rising, another book that sold well.
When Game Designers’ Workshop closed its doors, Clash of Arms took over the franchise, and published the fourth edition in 1996, then version 4.1 in 2001. CoA also
supported the game with scenarios and annex books, before the designers struck out on their own in February of 2015.

About the Admiralty Trilogy Group


Founded in 2015, the Admiralty Trilogy group publishes the Admiralty Trilogy tactical naval games depicting naval warfare from the 1890s to the present day.
• Dawn of the Battleship covers the “pre-Dreadnought” era, when guns were still aimed by seaman’s eye and ship designers were experimenting with combinations of guns and
armor on hulls that still used wood and cast iron. Krupp cemented steel and early optical rangefinders were the peak of naval technology. The supporting supplements, Monroe's
Legacy and Dawn of the Rising Sun, includes scenarios for both the Spanish-American and Russo-Japanese Wars.
• Fear God & Dread Nought (taken from Sir Jackie Fisher’s coat of arms) and its companion scenario book, High Seas Fleet, allow the player to fight all the historical battles
of the Great War, along with a few “might-have” or “almost happened” battles. With improved ballistics and metallurgy, and the introduction of mechanical computers and
wide-base rangefinders, long-range gunnery became the rule as massive dreadnought battleships, the high technology of their day, dominated naval warfare. The rules also cover
aircraft, airships, and submarines.
• Command at Sea covers the vast span of the Second World War at sea with complete rules for air, surface, and submarine warfare.
• Harpoon was actually the first game, with the first edition appearing in 1980. It has evolved and expanded from a simple “snapshot” of Cold War naval combat to a sophis-
ticated simulation that can handle almost any tactical evolution involving forces fighting at sea from 1955 to the present day.
All four ATG games are exhaustively researched by a team of designers who bring both real-world military backgrounds and decades of naval game design experience. An-
nexes list the weapon and sensor specifications in real-world terms, with documentation explaining how game-related values like damage points were calculated.
The system is also supported by the biannual Naval SITREP, which covers all four games with scenarios, systems specification, rules expansions and clarifications, and arti-
cles about tactics and naval technology. Copies of all Naval SITREP issues are available at $3.00 each, and a free downloadable index, updated with each issue, lists all the articles.

Visit the Admiralty Trilogy Facebook page, our website at admiraltytrilogy.com, or email us at [email protected]. We always answer our mail.

About the Wargame Vault


All of ATG’s products are available through the Wargame Vault (wargamevault.com), most as either downloadable .pdfs or print-on-demand
softcover booklets. Because they are distributed electronically, the game rules and scenario and annex booklets are “living documents.” Once a
player has purchased a .pdf, they will automatically be notified of any updates of the products, such as corrections or minor updates. These can
be downloaded free of charge. This ensures that the players will always have, the best, most current version. We also maintain errata, available at
our website, for the print version of each product.

Sidhartha Vilas (Order #46145436)

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