Harpoon_V_Jumpstart
Harpoon_V_Jumpstart
Harpoon_V_Jumpstart
by Larry Bond,
Chris Carlson &
Kevin Martell
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.
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.
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.
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.
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.
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
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.
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.
Detection Phase
• Doyle’s ES bearing is lost.
• 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.
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
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.
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
Erik Carlson
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)
Harpoon salvo
P-120 salvoes
R
A
• 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.
• 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.
• 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
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
Visit the Admiralty Trilogy Facebook page, our website at admiraltytrilogy.com, or email us at [email protected]. We always answer our mail.