Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!usc!apple!agate!sandstorm.Berkeley.EDU!felixh From: felixh@sandstorm.Berkeley.EDU (Felix Hack) Newsgroups: comp.sys.amiga.games Subject: Re: Harpoon...Does anyone know how to play this game? Keywords: Harpoon tactics Message-ID: <1990Nov8.205614.3122@agate.berkeley.edu> Date: 8 Nov 90 20:56:14 GMT References: <1990Nov8.144713.2547@cbnewsl.att.com> Sender: usenet@agate.berkeley.edu (USENET Administrator) Reply-To: felixh@sandstorm.Berkeley.EDU (Felix Hack) Distribution: na Organization: ucb Lines: 67 Here are some tactics that have helped me win at Harpoon. First, never use the formation editor to fly fixed-wing aircraft. Launch such aircraft as separate groups, loitering in the vicinity of where you think subs might be. Keep helos on their ships ready to take off as a separate group to prosecute any contacts detected by other units. I've found that ASW aircraft flying within the formation, no matter how you change the ranges and assign sectors, are pretty useless. I wouldn't even fly AEW aircraft in formation, better to fly them 100 miles or so ahead to detect the enemy sooner. When you make a sub contact, turn ship groups away from the contact and vector aircraft after it. If the sub is really far away (30+ miles) evasion probably isn't necessary, unless the sub carries type 65 torps, with a range of 54 (!!) miles. If you detect torpedoes, turn the formation away and go to maximum speed. Use the unit display window to get an exact idea of where the torps and ships are; the group display only shows you the theoretical center of the formation, and ships not in that center won't maneuver the way you think the should; they'll maneuver to keep station relative to the center. If you can pick out what ship is the target, go ahead and split it off from the main group, use the formation editor to place it in the center of its new formation (that really should be done automatically by the game, what a hassle), and order it to its max speed, away from the torps. It is important to increase the speed again because the main group's max speed is probably very slow due to merchants and the like. Soviet torps fired at long range are relatively slow (around 30 knots) so a warship can just outrun them. In the meantime keep the main group away from the torps, they might decide to attack a juicy merchant instead. In the second scenario (the one in the example) it is difficult to detect the sub before it shoots; it has type 65 torps and you dont' have multi-convergence zone towed arrays. In practice I dogleg the group to the northwest right at scenario start and don't get subjected to torpedo attack; this is by far the best way (after killing the sub outright) of defending against torpedoes. Some ideas with submarines: split them into separate groups, one per sub, and make sure they are at the center of their formations; that's the only way you can be sure that what you see on the group display corresponds to the real position of the subs. You can get really confused if you don't do this, as the starting groupings often have two subs in the ASW zone of a formation, with no sub in the center.