From root@FICUS.CS.UCLA.EDU  Tue Sep  8 15:09:09 1992
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Date: Tue, 8 Sep 92 15:09:09 -0700
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From: cz@FICUS.CS.UCLA.EDU
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Subject: CZ Digest v12 #1 (msgs 1-12)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		8 September 1992
Volume:		12
Issue:		1
Topics:		(1) Editorial			cz-request@ficus.cs.ucla.edu
		(2) Re: Making Scenarios	s905066@otto.bf.rmit.oz.au
		(3) Blue Water Navy?		dennis@hecate.ngs.noaa.gov
		(4) Computer Following Orders?	s905066@otto.bf.rmit.oz.au
		(5) Re: Making Scenarios	fontana@pavia.infn.it
		(6) Re: Miscellaneous		lcline@agora.rain.com
		(7) More Good Books		dennis@hecate.ngs.noaa.gov
		(8) CVBG Composition		lcline@agora.rain.com
		(9) Harpoon vs. Tomahawk	netoprbl@ncsuvm.cc.ncsu.edu
		(10) Australian Update		s905066@otto.bf.rmit.oz.au
		(11) Amiga Bug or Feature	bull@vaxc.cc.monash.edu.au
		(12) PC 1.3			mckee@hpmckee.fc.hp.com

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon/cz 
		via anonymous FTP

----------------------------------------------------------------------

Date: Tue  8 Sep 1992 13:52:34 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (1) Editorial
Message-Id: <CZ.v12.msg1@penzance.cs.ucla.edu>

New members added since last issue:

sburge@iris.dri.du.edu (Steve Burge)
jh7p+@andrew.cmu.edu (Jeffrey J. Haan)
riddell@netcom.com (Shane Riddell)
r4s@icf.hrb.com (Robert M. Sanders)
9205875m@ntx.city.unisa.edu.au (Chris Saunderson)
as4y+@andrew.cmu.edu (Alfred Todd Symonds)

Mark Lam (lam@mozart.cs.colostate.edu) requests that you still respond to the
survey from CZ v11 msg 16 (issue #3). Originally, he planned to sumarize the
results at the end of v11, but response was kind of low. Please respond if you
haven't already. 

-ted (disguised as CZ Administrator)

------------------------------

Date: Tue, 1 Sep 92 11:53:19 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (2) Re: Making Scenarios
Message-Id: <CZ.v12.msg2@penzance.cs.ucla.edu>

In response to the the request by Gene Moreau (CZ v11 msg 54):
> First, how does the computer attack? Say, I'm trying to get a convoy somewhere
> and I want it to be attacked. If I give the computer recon aircraft and set
> some long distance air patrols over the area where the convoy will be
> traveling, will it spot it and set up it's own attacks, or do I have to set
> some base some where to airstrike it? Along that line as well, if I give him
> recon aircraft will it set up it's own long distance patrols, formation
> patrols, etc.? What do some of you people do for this?

I have found that the computer will attack a convoy if its objectives are to
sink that convoy, or parts thereof. The hard part is getting the computer to
find the ships!

My greatest problem with the Scenario Editor is that a path cannot be set for
outgoing aircraft. This means that if you are using the NACV battleset, and have
a convoy crossing from the US to Europe AND you have a base operated by the NATO
in the UK, but perhaps not in Keflavik (and you do not station recon aircraft at
Keflavik), the planes will fly straight into the CAP over the UK, and cannot be
flown "around" the trouble spot.

There is also the problem of keeping the recon aircraft alive long enough to
have a strike launched from as far away as the USSR (sorry, best description -
ignoring current events) ... .

The KEY is defining the objectives so that the computer WILL attack the convoy.

I have spent many a frustrating time watching the Backfires attempt to destroy
the bases in the UK, when I would much rather they were destroying a convoy!

------------------------------

Date: Tue, 1 Sep 92 10:10:54 EDT
From: dennis@hecate.ngs.noaa.gov (Dennis Milbert)
Subject: (3) Blue Water Navy?
Message-Id: <CZ.v12.msg3@penzance.cs.ucla.edu>

Has anyone seen a copy of:
	Blue Water Navy: World War III at Sea, Michael A. Palmer, Presidio Press

According to the Harpoon Battlebook, this was supposed to come out Jan, 1992.  I
must say, I do enjoy the excerpts they included.

If anyone knows the address/phone number of Presidio Press, I'd be happy to call
them, and get the story :-).

Dennis Milbert		dennis@hecate.ngs.noaa.gov

------------------------------

Date: Wed, 2 Sep 92 10:06:00 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (4) Computer Following Orders?
Message-Id: <CZ.v12.msg4@penzance.cs.ucla.edu>

How does one get the computer to follow orders that cannot be specified by the
victory condidtions?

The reason I ask this? The scenario in the MEDC battleset with the US CVBG
cruising off the Libyan coast specifies that no offensive action on behalf of
the US forces is to be taken ... However, when I played the RED side, the
computer spent the first 10 minutes of real game time obliterating my
airfields ...

I suppose it is said that the best form of attack is defence ... but I played
the US forces in a defensive posture, and still won easily.

Could this sort of thing be prevented in a further edition? I would hate to
think a computer actually "interpreted" orders!

DAX

------------------------------

Date: Wed,  2 SEP 92 09:41 GMT
From: fontana@pavia.infn.it
Subject: (5) Re: Making Scenarios
Message-Id: <CZ.v12.msg5@penzance.cs.ucla.edu>

In CZ v11 msg54 Gene Moreau (ummorea0@cuu.umanitoba.ca) asks:
> ...what kind of escort ships would be suitable for say Nimitz battle groups,
> Iowa battle groups, and some of the bigger Soviet ones such as the Kiev and
> Kirov groups. I kind of figured out some ones for the American one as I am a
> little bit more familier with those ships, but for the Soviet ones, I don't
> have a clue. 

If we want to escort and protect a surface group, we have first to distinguish
between the possible threats on it. The areas from which an attack can come are
obviously three: the sky, the sea and the underwater environment. So that the
safest choice is to dispose of platforms able to counterfire attacks of every
type. Moreover we must place these platforms in the correct ring of the
formation, trying to keep the most symmetrical disposition in the sectors in
absence of bearing information on the enemy: this enhance the probability that
we have the adequate platform in the threat zone, wherever this is. If bearing
is known the formation will be modified accordly. The key is then to have some
information on the platforms, on theirs weapons and attack/defense capability
and on theirs best performances and lacks, and to manage this information in a
smart way.

Here my suggestions, limited to Red escorts, from the Harpoon internal database
and from the book: Antony preston, "Fighting Ships", Magna Books (1989).

Let's suppose you have to protect a Soviet carrier group or a Soviet surface
group with valuable ships, like Kirov, Slava or Kalinin. We than have the
following scheme.


	ANTI-AIRCRAFT PLATFORMS

In the AAW ring the defense from aircraft or missile attacks and the air attacks
will be performed by strong AAW platforms, like the cruisers:
	Kara: with SA-N-3B (30nm), SA-N-4 (8nm)
	Slava: with SA-N-4, SA-N-6 (50nm) 
or the frigate	
	Krivak II: with SA-N-4

Moreover some of the ships in the main body have a good anti-air capability, and
here the platform it depends on the type of group we want build up. In fact we
can have some BCGN like:
        Kirov: with SA-N-4, SA-N-6
        Kalinin: with SA-N-6, SA-N-9 (8nm)

which can defends themselves, and the carrier itself may use her aircraft to
counterattack the strike. This depends on the carrier type. If we have a Kiev
class, better to not use the Forgers which have little fighting capability and
then rely on the missiles autodefense. Whereas if we have an Admiral Kusnetsov
class use the Fulcrums and the Su27s or the Freestyles, which are able to
sustain an air combat and have a good AAW missile loadout.


	ANTI-SURFACE PLATFORMS

The attack of surface groups is left to destroyers like:
	Sovremenny: with SA-N-7 (60nm), SS-N-22 (65nm) 
or again to main body platforms like
	Kirov: with SS-N-19 (250nm), SA-N-6 (Horiz), SA-N-4
	Kalinin: with SS-N-19, SA-N-6

Again a carrier can launch her aircraft, configured for a surface attack,
possibly standoff or guided, and the type it depends on carrier class.
Occasionally we can add to the formation, in the pickets, a couple of submarines
with ASuW capabilities, like:
	Victor III: with Type 65 torpedo (54nm), Type 53-60 Trp (7.6nm)
	Akula: with Type 65 torpedo


	ANTISUB PLATFORMS

In the ASW ring, we can place some destroyer like:
	Udaloy: with Set-65 torpedo (11nm), SS-N-14 (30nm), RBU 6000 (3.2nm)
or some cruiser as
	Kara: with Set-65 torpedo, RBU 6000, SS-N-14
	Kresta II: with SS-N-14, RBU 6000

all with good torpedoes or antisub missiles. Again the main body ships can
contribute if you have either:
	Kirov: with SS-N-14, RBU 6000
	Kalinin: with RBU 12000 (6nm)

and a carrier or another ship equipped with helo pad can send her helos in
searching and hunting the underwater contacts, with antisub loadout.  Finally,
if we add some submarine to the group, we can have another ASW platform and here
the choice depends on the type of scenario and situation you want create.

That was my proposal to create an effective shield around an important soviet
surface group. I've still not tried every configuration and possibility, but
what I've suggested is based on a few experience, a few great defeat I sustained
and on an attempt of systematic approach to the various situations.

The formations can be improved and I hope to learn enhancements of my schemes in
future issues. BTW, I hope this may help someone!

                                         -Andrea

Andrea Fontana                                  INet:fontana@pavia.infn.it
Department of Nuclear and Theoretical Physics   Voice:39-382-392423/4
University of Pavia - Italy
          "The secret to a long life is knowing when it' s time to go"
                                                          Maree Johnson

------------------------------

Date: Wed, 2 Sep 92 9:15:59 PDT
From: lcline@agora.rain.com (Larry Cline)
Subject: (6) Re: Miscellaneous
Message-Id: <CZ.v12.msg6@penzance.cs.ucla.edu>

In CZ v11 msg 53, Ken LaPointe has this to say:
> OK, I upgraded to PC V1.3 and lost my land attack Harpoons. HELP!! How can my
> planes attack and still return unharmed? Or am I a brave little soilder and
> live with my losses?

You're going to have to be a good little soldier because Harpoons aren't
supposed to be able to attack land targets unless they've been modified as
SLAM's.

>I was playing the IOPG Guam battle and received a message that Keyhole detected
>a ship using sonar. Isn't Keyhole a satellite? Sonar?

I think that any detection of a submerged object is classified as a Sonar
contact (makes programming life a little easier). It was probably using infrared
or laser.

How about all those passive contacts on helos and planes?

> Is there any comprehensive data on how Harpoon thinks? What Harpoon takes into
> account when it decides if your subs can be heard? Most of the members try to
> use real tactics (best guess tactics) in Harpoon. From a player standpoint it
> would be good to know how Harpoon thinks and develop tactics from there.

Getting to know your enemy, hey!? I haven't found a definite data resource
although you might try the BattleBook. It could give you the insights. The
computer's tactics have definately changed with v1.3 (PC) which has made me
change a lot of my previously working tactics (like using Harpoons on bases).
As far as the computer attacking subs, it seems to send just about everything
within range after the sub.

> On of the major faults of Harpoon is the lack of reality, i.e. carrier groups
> must search for downed fliers.

Under actual battle conditions, the carrier group might send out helos to
recover fliers or break off a unit to search. In some groups, there is a
designated recovery vessel that is sent out. Under no circumstances though does
the carrier itself wander around looking for fliers. It is just to valuable
(5000 or so lives, much striking power, and many billions of dollars in
equipment.

-- 
Larry Cline (Amiga Harpoon Scenario Administrator)
lcline@agora.rain.com
C_________   Industrial Graphics

------------------------------

Date: Wed, 2 Sep 92 14:34:48 EDT
From: dennis@hecate.ngs.noaa.gov (Dennis Milbert)
Subject: (7) More Good Books
Message-Id: <CZ.v12.msg7@penzance.cs.ucla.edu>

I've gotten a nice book recently:
	"The Complete Book of U.S. Fighting Power" by Lightbody & Poyer

This is a oversized book that can be found in the "bargain bins" at local
bookstores. It is very light on technical details, but it has the BEST
photographs you can imagine. One of the authors works for the Armed Forces
Journal International.

The book has 504 pages, coverage breaks down as:
	Air    pages  12-165
	Land         166-307
	Sea          308-500

The naval portion covers both major combat vessels and amphibious ships, but not
the combat auxiliaries.

In short, you won't use this to replace your copy of World Naval Weapon Systems.
But, if you are interested in high-quality, two page color spreads of U.S. ships
and aircraft, then check it out.

                     dennis@hecate.ngs.noaa.gov

------------------------------

Date: Wed, 2 Sep 92 9:17:58 PDT
From: lcline@agora.rain.com (Larry Cline)
Subject: (8) CVBG Composition
Message-Id: <CZ.v12.msg8@penzance.cs.ucla.edu>

In CZ v11 msg 54, ummorea0@ccu.umanitoba.ca (Gene Moreau) writes:
> For instance, what kind of escort ships would be suitable for say Nimitz
> battle groups, ...

I ran across this in sci.military. Hopefully, it will give some ideas as to how
a group is set up.

In sci.military, clfpao@nctamslant.navy.mil (CINCLANTFLT PAO) writes:
> NAVY NEWS SERVICE - 21 AUG 1992 - NAVNEWS 035/92 
> NNS 1. USS John F. Kennedy Group to Deploy 
>
> WASHINGTON (NNS) -- In yet another example of the inherent flexibility of
> naval forces and their ability to respond when called upon, nearly 9,000
> sailors and Marines of USS John F. Kennedy's (CV 67) Battle Group will depart
> on a Mediterranean deployment two weeks early. The Kennedy Battle Group will
> replace the Saratoga Battle Group, which deployed May 6. USS Saratoga (CV 60)
> and her accompanying ships are expected to return on time to their homeports
> in early November.
>
> The units of the Kennedy Battle Group are now scheduled to depart their
> homeports Wednesday, Oct. 7, vice Oct. 21. The battle group, composed of 10
> Atlantic Fleet ships, two submarines and a variety of aviation squadrons, are
> departing early to ensure the continued presence of a carrier battle group in
> the Mediterranean Sea. The Kennedy battle group will consist of:
>
>	Carrier Air Wing Three (CVW 3)	USS Leyte Gulf (CG 55) 
>	USS Wainwright (CG 28)		USS Gettysburg (CG 64)
>	USS Caron (DD 970)		USS Halyburton (FFG 40) 
>	USS Capodanno (FF 1093)		USS Kalamazoo (AOR 6) 
>	USS McInerney (FFG 8)		USS Puget Sound (AD 38) 
>	USS Albuquerque (SSN 706)	USS Seahorse (SSN 669)     
>
> The Kennedy Battle Group will be commanded by RADM James A.  Lair, Commander
> Carrier Group Two.

-- 
Larry Cline (Amiga Harpoon Scenario Administrator)
lcline@agora.rain.com
C_________   Industrial Graphics

------------------------------

Date: Wed, 02 Sep 92 15:15:51 EDT
From: netoprbl@ncsuvm.cc.ncsu.edu (Christopher Lane)
Subject: (9) Harpoon vs. Tomahawk
Message-Id: <CZ.v12.msg9@penzance.cs.ucla.edu>

Ok ... A question for all you Harpoon gurus out there! :)

What's the difference between an Harpoon and a Tomahawk?

That is in terms of naval combat ... I don't care about airplanes or coastal
bombardment, thanx. :) I mean they're basically I/TARH missiles that skim along
the sea ... The only difference I can see in the info given is that the Harpoon
rises suddenly at its target and impacts down into the hull of the ship (less
armor there). Is there a particular preference amongst navy types?

(BTW, this is for the boardgame, not the computer game, but all answers are
welcome.) 

Chris Lane

[Mod Note: some other differences, Harpoon: 3 waypoints in course, Tomahawk:
 about twice the warhead, three times the range and no deployed air-launched
 version.]

------------------------------

Date: Thu, 3 Sep 92 11:19:55 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (10) Australian Update
Message-Id: <CZ.v12.msg10@penzance.cs.ucla.edu>

This is for those people who are served by the Australasian office of Electronic
Arts for their Harpoon products.

I spoke to the Customer Support people on 2 Sep 92, and was told the HARPOON 1.3
upgrade was available by end of week. Be warned though, it only comes on
high-density diskettes! It is free!

Also, the Harpoon Designer Series is being shipped also ... look for it in the
stores in the near future.

Mail me for more information

DAX
s905066@otto.bf.rmit.oz.au

------------------------------

Date: Tue, 8 Sep 92 11:32 +1000
From: bull@vaxc.cc.monash.edu.au
Subject: (11) Amiga Bug or Feature
Message-Id: <CZ.v12.msg11@penzance.cs.ucla.edu>

Here's an odd "bug" I came across (Amiga Harpoon 1.0, GIUK Battleset). I was
testing a scenario I had just finished working on and was using an Improved L.A.
class sub to creep up on an approaching Russian ship group. I was detected and
hit by a torpedo and decided that I was so badly damaged that I would sink in a
little while, so I surfaced and turned on the radar. I saw a couple of Russian
Ka-25's break off their attack and return to their ship, even though they still
had torpedos, and despite being well inside the range of the surface search
radar of the Russian group, and using my own radar, there were no further
attempts to attack me (I was well inside the SSM range of at least 5 of the
Russian ships). So there I was, a sitting duck waiting to be finished off, and
nothing happened. All of the torpedo tubes and the missile launcher were dead,
so I was unable to make any kind of attack.

Hmmm, has anyone tried to ram another ship? I realise it's not a smart move, but
I'm curious about how Harpoon would handle it.

------------------------------

Date: Tue, 8 Sep 92 11:47:44 MDTF
From: mckee@hpmckee.fc.hp.com (Bret Mckee)
Subject: (12) PC 1.3 
Message-Id: <CZ.v12.msg12@penzance.cs.ucla.edu>

Below is a letter I am sending to Three-Sixty regarding Computer Harpoon
v1.3 for PC's. I thought the mailing list might be interested.

Bret
====

Greetings:

I am writing this letter to share with you some opinions that I have about your
Harpoon v1.3 product. I would first like to say that I find it to by a good
simulation, and that I enjoy it very much (although my wife isn't so excited -
something about all my time).

However, like all very complex software projects, it contains some some defects
(I don't like the term "bug -- they are defects). The purpose of this letter is
to share with you my thoughts on what I believe are several problems with the
system. I understand that you have announced there will be no further revisions
of 1.x, but I understand software schedules... As part of my job I work on
customer submitted software defects, and understand the frustration of too terse
user descriptions, so the ones here are somewhat long.  My apologies if they are
too long.

The first defect described below is not the sort of thing that you could fix in
a v1.4 anyhow, but please give it some consideration for v2.0. The remaining
defects might be fixable for a v1.4 or a v1.31.

The first (and most consistently annoying) defect is a problem in the design. I
have problems with the information I get about units and groups from the naming
of the units and the subsequent restrictions that this places on the viewing of
them. The game gives me too much information when I make contacts, because it
knows how many units there are in a group and shares this with me (i.e. We now
have an exact fix on XYZ47). This gives me lots of information about group XYZ
simply because I noticed a helicopter. I believe that this also gives rise to
the psychic anti-sub missions.

If I have only detected one sub and send out anti-sub planes, when the sub is
destroyed I can determine if there are more by whether I am asked to keep
looking or not. The most annoying side effect of this extra knowledge is that
enemy planes on patrol are hidden on the Group window. This gives me information
about how the enemy has grouped his units, when in fact all I should know is
that there are some planes over there. This can also be very frustrating.
Recently I was attempting to shoot down an enemy AEW aircraft, but my
interceptors kept running into other patrol aircraft first and using up their
SAMs on them. I never did manage to shoot it down.

My suggestion for this problem would be to maintain a "name map", making the
first thing that I find from group XYZ00, even if the computer knows it is
XYZ47. This should be a simple name translation, and it would fix most of this.
With aircraft, each plane unit should be visible to me. If I want to change my
view of the world to place them into one of the enemies groups, the "join" group
command should allow this (in the name map only). That way I can look at what is
happening and hide things if I want to, but am not forced.

The other design level problem is performance. The speed at which the game runs
seems to be very linear with the number of things that are in use at a given
time. Since the machine noticibly pauses every thirty seconds, I am assuming
that it is the sensor scans that are causing this, and not the movement of the
units. This seems to be the case even if the units are so far apart that they
could not detect each other even with the best possible rolls of their
electronic dice. It would seem as if keeping some sort of list of
Who-could-possibly-see-whom would help here. Of course, this is pure conjecture
about your implementation.

The other defects that I have found are much simpler, code level problems, but
they are annoying none the less.

- It is very easy to run it out of memory handles with v1.3, so that it cannot
  function even though there is memory left. This single problem makes the v1.3
  upgrade sometimes seem like a bad idea.

- Bombs disappear. If bombers attack a target, and I use only part of their
  ordnance, the unused bombs go away. I expect that this is a problem with them
  jetisoning, but I cannot tell for sure. I don't think that B52's should be
  jetisoning. (I have only seen this in IOPG, and don't know if that is the only
  place it occurs.)

- Attack pilots follow bad flight paths. When planes attack a base with short
  range bombs, they fly over the base to attack it, dropping the bombs. They
  continue a little past, and then return to base, flying directly back over the
  base again on the way back. This always costs me a couple of planes on the
  return trip. A little smarter routing would make life easier, since the game
  is not really set up for me to micro-manage all the paths (and I really don't
  want to). 

Thank you for your consideration, and feel free to contact me if any of this is
not clear.

						Sincerely,

						Bret Mckee
						mckee@fc.hp.com

------------------------------

End of CZ Digest
****************


From root@FICUS.CS.UCLA.EDU  Mon Sep 14 13:11:22 1992
Received: by penzance.cs.ucla.edu
	(Sendmail 5.61c+YP/3.19ficus1) id AA11421;
	Mon, 14 Sep 92 13:11:22 -0700
Date: Mon, 14 Sep 92 13:11:22 -0700
Message-Id: <9209142011.AA11421@penzance.cs.ucla.edu>
From: cz@FICUS.CS.UCLA.EDU
To: cz-dist@penzance.CS.UCLA.EDU
Subject: CZ Digest v12 #2 (msgs 13-14)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		14 September 1992
Volume:		12
Issue:		2
Topics:		(13) Editorial			cz-request@ficus.cs.ucla.edu
 		(14) WC II Comparison		felixh@sunspot.ssl.berkeley.edu

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon/cz
		via anonymous FTP 

	Scenario Archive Administrators
Amiga:		lcline@agora.rain.com (Larry Cline)
IBM-PC:		lam@mozart.cs.colostate.edu (Mark Lam)
Macintosh:	gsnow@clark.edu (Gary Snow)
Drop Off Site:	hand@kelvin.jpl.nasa.gov (Kolin Hand)

----------------------------------------------------------------------

Date: Tue  8 Sep 1992 13:52:34 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (13) Editorial
Message-Id: <CZ.v12.msg13@penzance.cs.ucla.edu>

New members added since last issue:

jcanning@kean.ucs.mun.ca (Joe Canning)
frankg@halcyon.com (Frank Gleason)
hatter@cacd.cr.rockwell.com (Bryan L. Hatter)
healyzh@holonet.net (Zane H. Healy)
jon@cas.org (Jon Vander Hill)
williaml@ee.ubc.ca (William Low)
gt7003a@prism.gatech.edu (Kenneth Lawrence Malphurs)

There is only one article this time, but its a long one. Enthusiasts of the
miniature game should find it very interesting. 

-ted (disguised as CZ Administrator)

------------------------------

Date: Fri, 11 Sep 92 00:08:52 PDT
From: felixh@sunspot.ssl.berkeley.edu (Felix Hack)
Subject: (14) WC II Comparison
Message-Id: <CZ.v12.msg14@penzance.cs.ucla.edu>

	Warship Commander II - Modern Naval Miniatures Rules

I'm writing this article for several reasons. My first intention is to introduce
players to an alternative set of rules for modern naval miniatures, rules which
are more detailed than Harpoon and, in some ways, more realistic. I will try to
offer a comprehensive presentation of what Warship Commander is like and why I
prefer it to Harpoon.

My second intention is to contrast the game with Harpoon in order to show how
Harpoon might be improved. It is not my intention to attack and dismiss Harpoon.
Far from it, I own every Harpoon product going back to the Adventure Games
edition, subscribe to SitRep, and own the computer version. I want to offer
constructive criticism that can help show where Harpoon is weakest and can stand
the most improvement. If Larry Bond reads this, please understand that many
Harpoon players besides myself strongly believe that it is in need of a new
edition. The patchwork rule fixes and improvements in SitRep need to be
integrated into the rules, the existing errata needs to be incorporated, and the
whole rules set needs to be rewritten and tightly edited.

Third, I hope to stir up interest in Warship Commander (which I will abbreviate
WC). Without the active support Harpoon enjoys, players of WC are on their own
when it comes time to incorporate new data. I've written to the publisher asking
him to revise the game, but he wrote back that today there simply is not enough
demand for a game of such complexity and that it would be money losing
proposition. Needless to say, this state of affairs frustrates me deeply. I'm
under no illusions that this article will create a fantastic new demand for WC
that prompts its creator to upgrade the game and publish a new edition. I
urgently wish WC were more widely played and therefore more actively supported;
competition is healthy, playing WC does not hurt Harpoon. Data and scenarios
published for one game could easily be used for the other. Greater public
interest in the fascinating topic of modern naval warfare would increase the
popularity of both games to the detriment of neither.

Lastly, I hope to generally stir things up and create meaningful debate. I hope
most everyone reading this will find the information interesting and/or useful.
It may challenge your picture of modern naval warfare and its simulation, and
inspire you to find out more on your own. Please write me if you have comments
or questions and to point out errors, even if you totally disagree with
everything I wrote!

Warship Commander is, like Harpoon, a comprehensive set of rules for playing
modern naval battles with miniatures. It is published by Enola Games and
designed by Ken Smigelski. There are two rule books, one covering surface ships
and the other covering aircraft and submarines. The latest edition of the former
was published in 1984 and is called Warship Commander II. Sea Command, which
covers aircraft and submarines, was printed in 1980 and has not been revised.
The latter is very difficult to find; I found copies for myself and friends at
gaming convention flea markets and the used game sections of well-stocked game
stores. This article will focus on the surface warfare rules.  Players need to
master those rules before moving on to aircraft and submarines, and this article
is already plenty long as it is.

While I will cover some aspects of WC only briefly to give a flavor of the game
overall, I will also try to focus attention closely on those parts where it
differs greatly from Harpoon, in order to more effectively contrast them.

A comparative review of Warship Commander and Harpoon was published in issue 29
of Fire & Movement magazine. Many people subscribing to this mailing list
haven't seen this, but if you can find that issue I highly recommend it. I agree
with the author's points, which are that Harpoon is simpler yet its rules are
badly disorganized, while WC is much more realistic, plays a little slower, but
is superbly organized. Although the criticisms levelled at Harpoon apply to the
2nd edition, in my opinion the 3rd edition is still a mess. The sonar rules in
the current edition of Harpoon are plain broken, and the torpedo rules are vague
and unclear.

One major theme that I hope to develop in this review is that while WC is more
realistic than Harpoon, its careful design makes no single aspect of the game
overly difficult to execute. Many procedures, especially ship movement, are
actually simpler than Harpoon! Also, many reality enhancements that have over
the years been back-fitted into Harpoon suffer from not being designed into the
game system in the first place. They don't mesh well with the existing
structure, which was intended to be relatively simple and clean. Well, modern
naval warfare is not a simple subject! With WC, on the other hand, nothing needs
to be added, and it is very easy to leave out things players don't want or need
in a given scenario, without compromising the game. Still, all the 'extras' in
WC add up, and a typical WC game should probably be smaller in scope than a
typical Harpoon game if it is to proceed at a reasonable pace. Only experienced
players should try to run more than two ships at a time.

Continuing with this philosophical note, WC does have some rule systems which
are fairly involved, like damage resolution. However, I like a lot of detail in
damage resolution, it makes a game much more exciting and realistic. Another
point is that I think the WC rules, for example on electronic warfare, are about
as simple as I can imagine them to be, and still work well at showing at least
the gross effects of various hostile systems interacting.

There are some additional points about electronic counter measures (ECM) in WC
that I wish to address. Harpoon has radically oversimplified matters by throwing
out all ECM considerations by assuming the effects are built into the hit
probabilities. Here the game has problems, for example when an older SSM is
fired at a defenseless merchant ship. In reality the missile should have an
excellent chance of hitting, but in Harpoon the missile suffers by having its
hit probability downgraded to compensate for an environment in which the average
ship has effective ECM.

On the other hand, WC has extensive ECM rules. Nevertheless, with so much
information on electronic warfare (EW) unavailable because it is classified or
simply unknown (like what happens when Soviet jammer A is used against missile
seeker B while a chaff cloud C is located at position D), one can make the sound
argument that the WC EW rules represent, at best, only crude guesses, which,
almost by definition, cannot be totally realistic. I agree with this argument,
but I should like to point out that the WC EW rules, for all their apparent
depth, are not really very detailed or sophisticated! When first reading the
rules this might sound very strange, but it is true. Nevertheless, WC succeeds
in its EW rules because the players will learn some general principles about
what might happen in an ECM environment. The exact details may not be right, but
the trends certainly 'feel' right: modern missiles with good ECCM are very
resistant to older ECM, but less so to newer ECM; older missiles are easy to
spoof. You may not believe the exact numbers and effects, but how much can you
expect from a game system in which there are only two types of radar jammers,
class A (good), and class B (not so good)? The game at least shows how much
better it is to have some jammer than none at all!

WC is constructed to allow play by two players without a referee, although
refereed, double-blind play is far superior. The formal rules for refereed play
are in Sea Command, but any experienced naval gamer can very quickly adapt the
game without them. The system is innovative and actually works. Essentially, a
number of dummy counters are placed on the play surface in addition to counters
for real ships. These are replaced by miniatures if they come into visual
spotting range. Under these counters are placed two more counters. These are
blank for dummies, but say 'blip' and 'real' for ships. If deception jamming is
successfully used against radar searches, then 'blip' counters may be placed
under dummies. The opposing player is only allowed to look under the top counter
if he makes a successful radar search, and at the bottom counter only if his
radars succeed in rejecting false targets.

The first part of WC is a comprehensive introduction to the topic of modern
naval warfare. This part by itself is almost worth the price of the rulebook.
There is a detailed exposition about naval technology and tactics in World War
II, the technological changes that have since taken place, and the new tactics
that evolved in response. The crucial roles of radar, missiles, and electronic
warfare are discussed. The explanation of ECM and ECCM techniques is
outstanding; nowhere else have I seen this information presented as a whole in
such an accessible manner. If you're curious about the effects of chaff, noise
jamming, and deception jamming, and monopulse, pulse-doppler, and
continuous-wave radars, you may want to buy WC just to read this section!

All these considerations are important to the play of WC and players are well
advised to read this section carefully because it explains a great deal of what
is going on in the game. Ted Kim has told me that the whole structure of WC
seems to be focussed on modern naval operations, the game is built from the
ground up to model current and near-future naval activity. This may be
contrasted to Harpoon, which, in my opinion, is more generic and could be
adapted to WW II naval actions with a minimum of system changes. In my opinion,
WC II better imparts the unique flavor of modern naval operations.

WC uses two minute game turns, as opposed to the 30 second turns in Harpoon.
Each turn is divided into two nearly identical phases. The only difference
between the phases is that only one side's ships move during each. All other
activities like radar searches and weapons fire is conducted by both forces in
both phases.

Each phase is subdivided into many segments and steps, which means there is no
need to plot orders as in Harpoon. While a game with one minute 'turns' should
play faster than one with half minute turns, the need to properly step through
the sequence of play slows WC down a bit. This really depends on whether combat
is occurring; in normal maneuvering and searching the game is faster than
Harpoon unless 10 minute intermediate turns are used in the latter.

For convenience, I will discuss the game's systems in the order they appear in
the sequence of play. The first activity in a phase is movement. Here, as in
Harpoon, ships are divided into three size classes for movement and search
purposes. These divisions are similar to those of Harpoon, but are directly
based on tonnage instead of abstract damage points. (Note that Harpoon should
use the damage points unmodified by construction factors to determine sizes.)
Small ships are <1000 tons, large ones are >10,000 tons, and medium ships are in
between. Essentially, small ships turn better than large ones.

The movement rules are simpler than those in Harpoon because two minute long
moves are being simulated, which allows turning through larger angles. Again,
movement plotting is not required; in each phase either one player or the other
will maneuver his vessels.

The type of engines a ship has affects its acceleration rate: diesel and gas
turbine engines accelerate a ship much faster than steam engines. Ships with
combined propulsion systems accelerate based on whichever engines are currently
in use.

The recommended game scale is 3 inches to 1 nautical mile, which requires a
larger playing area than Harpoon's typical scale. However, one can always change
the scale. One important simplification is that ships must always move a speed
commensurate with 2.5 knots; that is 32.5, 15, and 7.5 knots are permitted, but
31 knots isn't. This makes movement scaling very easy, and no decimal inch ruler
is required. In a ship's movement phase it simply moves 1 inch for every 10
knots of speed (1/4 inch for every 2.5 knots). Turning at normal rates costs 1"
of movement, and requires the ship to subsequently move 1" straight ahead.
Emergency turning and evasive maneuvering is also allowed. (These radical
maneuvers reduce gunfire accuracy by and against the ship).

After movement comes visual spotting, except vs SSMs. Spotting is automatic at
the appropriate ranges. Fog, night, and sea state can alter the spotting
horizon. SSMs are spotted separately later in the sequence of play.

The electronic search segment follows. This is quite involved and breaks into
the following steps: First players determine whether they will have radars on
and/or whether they wish to engage in noise jamming. Then units with radar
detectors can detect operating radars and noise jammers. High quality radar
detectors will identify the type of radars, lower quality ones have a 20% chance
of making such an ID. In response to detecting hostile radars, ships may now use
ECM. They may launch chaff, start noise jamming, or engage in deception jamming.

Chaff is an important element of electronic warfare. It can affect both radar
searches and radar fire control. Depending on the quality of the chaff launcher
(modern chaff deploys faster) and the operating mode and ECCM features of the
radar, there is a chance that a radar that otherwise would have detected its
target will completely fail. Full chaff deployment takes one phase; after that
the chaff quality is irrelevant, except that modern chaff also includes flares
to spoof IR homing. Older decoy dispensers need to fire these separately.

Radar operations are very different from Harpoon. Players of J.D. Webster's Air
Superiority (GDW games) or The Speed of Heat (Clash of Arms games) will find the
basics of the radar system familiar. Like the system in those games, the range
and probability of detection are folded together. In WC radars are rated
according to their search strengths at various altitudes. Surface search radars
have non-zero strengths only up to low altitudes, air-search radars are stronger
against high-altitude targets, and so on. The basic detection procedure is to
determine the relevant set of detection modifiers, which vary according to each
target, add these to a D10 random number determined once per radar per phase,
and cross reference the result with the appropriate radar strength chart. The
result is the maximum range at which that target can be detected. If the target
is indeed closer than that range, the search is successful.
 
There is no distinction between range and probability of detection as in
Harpoon. You simply compare the range at which you could have detected the
target with the true range. The charts are constructed such that the most
favorable result is a detection out to the radar's strength in miles. For each
number worse than this the detection range drops by a certain fraction of the
radar's strength. The radar horizon places an absolute limit on the range at
which a target may be detected.
 
There is a large bonus (alerted operator) for attempting to contact previously
detected targets. With this modifier there is often no need to bother resolving
detections in subsequent phases, barring ECM, because even the worst (shortest)
detection range would still give a successful result.

Radar modifiers include the size of the target, if it is a missile, certain
features of the detecting radar, whether the radar is being noise jammed,
whether the radar reduces gain while being noise jammed, and so on. Successful
deception jamming means the opposing player gets to declare dummy blips as real,
though there is a chance these are determined to be false targets. As described
above, chaff may nullify an otherwise successful detection attempt. It is
possible for a ship to detect a large, broadside target far away while
overlooking a small, bow-on that is noise jamming nearby.

These rules nicely show the difference between Soviet-style brute-force radars
which rely on sheer power to burn through any jamming, and typical western
systems which are less powerful but 'smarter', more likely to reject jamming.
The WC radar system directly exhibits the phenomenon of 'burn through', that is,
how at a short enough range a radar can detect/track its target in spite of
noise jamming.

The actual resolution of radar searches is delayed until it is determined
whether already flying SSMs acquire any targets as this changes their
trajectory. Unlike Harpoon where SSMs 'magically' follow and approach their
targets after they are launched, WC requires active homing SSMs to find their
own targets. Missiles with active homing realistically need to acquire their own
targets, and this may not be the target the launching player had in mind. When
launched, active homing SSMs need to have the point where homing begins noted,
as well as a basic search area size and minimum target size.

SSMs are represented by two counters that mark the endpoints of their flight
path in the current phase. When fired upon, the target point may be chosen
anywhere along this path. In the acquisition segment this path becomes the
center of a series of search boxes, whose size is determined at launch. Each box
in turn is searched for allowable targets. Against radar homers, chaff and noise
jamming may prevent successful acquisition. Chaff may even draw the missile off
onto a false target. IR homing missiles may be distracted by flares. There have
been attempts to incorporate search rules for bearing-only launched missiles in
Harpoon, but they are awkward. Harpoon does attempt rules for missile re-attack,
but these are unclear and experimental.
 
Only after this step are SSMs searched for visually. A die roll determines the
maximum distance that side can visually spot SSMs that phase. This distance is
modified such that large missiles are easier to spot farther away, and sea
skimmers are harder to spot.
 
Radar searches are finally resolved, and then ships may employ ECM against
detected SSMs that are homing in. False target generation is not possible, but
instead range or velocity gate pull-off may be used, as well as chaff.
 
The next step involves engaging air targets with guns and SAMs. This is more
involved than Harpoon and takes into account more hardware factors, as well as
some 'soft' factors missing from Harpoon. Weapons in WC have an associated fire
control rating which represents the sophistication of the attendant FC system.
A modern autonomous system like Aegis or Phalanx gets an A rating, a modern
digital fire control system rates a B, older analog systems get a D, and so on,
down to H which represents local manual control of a weapon system. These rules
show that the effectiveness of a given weapon depends on more than just the
caliber and rate of fire of a gun, for example. The same gun system on two
different ships with different fire control ratings will perform radically
differently. This is why modern ships with one or two 5" guns are more
effective against air targets than older ships with 8 functionally identical
guns.
 
There are penalties for engaging recently detected targets. These do not apply
for A rated systems because no human intervention is required. The penalties
reflect the time lag in getting fire control systems engaged. If the detection
was visual instead of by radar there is a major penalty. The quality of the
detecting radars matters, as does the quality of radar detection gear if an
SSM's search radar was detected in the previous phase. Against targets above
surface skimming altitude there are accuracy losses if a 3D air search radar was
not used. Failing that, there is a penalty if a 2D air search radar was used in
conjunction with a height finding radar, and an even greater penalty if no
height finding radar was used. Soviet designed ships suffer an extra penalty
because they don't centralize their detection and fire control stations in CIC's
they way western ships do.

Why are there penalties for not having 3D or height finding radars? In order to
fire guns or SAMs at a target the platform needs to illuminate the target with a
narrow-beam fire control radar. This needs to be pointed at the target before
weapons fire can begin. The information on where to point the fire control radar
comes from search radars, and if they are tracking an air target it is necessary
to know the target's altitude, or there will be an extra delay in capturing the
target.

(Note that some modern point-defense systems have their own 3D acquisition
radars co-located with their guidance radars, for example Pop Group for SAN-4 or
Mk 92 for Sea Sparrow. WC fails to take this into account, unless the system
qualifies for A fire control, like Sea Wolf. I suggest simply assuming a 3D
radar was used even if the ship doesn't have a main 3D radar.)

Other adjustments to the firing accuracy include the fire control rating of
guns, but not SAMs. (SAMs are always closely tied to specific fire control
systems, so their accuracy number already reflects the quality of their fire
control). Range and target speed also affect accuracy, and there is another set
of effects that Harpoon lacks: time and position of engagement. In Harpoon
missiles and aircraft flit from position to position, and cannot be engaged at
intervening points, except just before they hit a ship. The WC system converts
this anomalous situation in Harpoon into the natural situation governing at all
times. WC penalizes weapons fire at air targets whose initial counter is already
inside gun range. This reflects the fact that the gun could already have engaged
the target at that position during the last phase. If a fire control radar is
not employed there is a further accuracy drop.
 
If an air target is successfully shot down, the firing battery (set of guns
under the direction of a single fire control system or, typically, half a SAM
mount) may immediately attempt to engage another target with reduced accuracy.
This accuracy drop depends on the quality of the fire control system. A Phalanx
mount may destroy two or three missiles in one phase this way, but an older SAM
mount is lucky to shoot down even one target. This is very different from
Harpoon where there are strict ROF and timing requirements for weapons. The
overall results in WC seem about the same, but there is a greater variance of
results. A single Phalanx mount may shoot down 3 missiles or none in a single
phase, I've seen both happen.
 
(One weakness in the WC rules is that SAM ammunition is not explicitly tracked,
nor is it clear whether the fire of one SAM battery always represents one single
missile. This would make a difference, for example, in the case of older Soviet
SAMs. Only a single target at a time can be engaged by one mount, but doctrine
is to fire two missiles at it. Shooting two SAMs at one target seems to be a
very common doctrine for many other navies. Only with technology like Aegis do
you really obtain the ability to guide as many missiles at different targets as
you can put in the air. For game purposes, I assume WC SAM firings typically
represent two missiles because rolling twice makes the chances of hitting too
large.)

Weapons accuracy in WC is not handled with direct percentages as in Harpoon.
Instead a more abstract 'accuracy rate' is employed. There is a base accuracy
rate for a given weapon, and this is modified as above. Finally, the rate is
translated into a hit probability. This has several advantages over the Harpoon
system. First, the highest useful accuracy rate of 18 translates into a 90% hit
probability. Any excess is wasted. Yet, some SAMs have accuracy rates in excess
of 20. Why? Well, if such a SAM suffers accuracy penalties as outlined above, it
has some slack to effectively ignore these conditions and thus still be fully
accurate. In Harpoon such a SAM would have to be given a hit probability like
98%, or perhaps in excess of 100%. It is hard to distinguish in Harpoon among
different modern SAMs that are all intrinsically extremely accurate, but react
differently to adverse conditions. Another advantage is that accuracy rates
don't have to scale linearly with hit probabilities. WC has an extended low end
of hit probabilities, they don't suddenly drop to zero. Crudely, the system may
be described as logarithmic, such that a given accuracy adjustment has a
constant 'relative' effect no matter what the initial accuracy. In Harpoon a
-20% drop has a far different effect on a weapon with 90% accuracy compared to
one with a 15% accuracy!

Guns that did not engage air targets may then be employed against surface
targets. With this and other forms of weapons fire, a fire control radar must
successfully track the target before it can assist in aiming. This is not a
concern for missiles because these do not typically carry jammers, and the
engagement ranges are relatively short, so that fire control will always
automatically be successful. As described above for search radars, there are all
manner of adjustments based on target size, aspect, radar mode of operation and
ECCM capability, and jamming. Chaff can defeat an otherwise successful attempt
to track a target.
 
The adjustments to gunnery accuracy include target size and speed, whether the
target and/or firer turned and how much, evasive maneuvers by target or firer,
and the fire control rating of the guns. During the first phase of gunfire there
is an extra penalty for 'ranging in', in which more modern fire control systems
are again advantaged. Here Soviet ships are penalized, as are ships not using
radar fire control.
 
The damage done by gunfire is resolved on detailed damage tables. The number of
hits is modified by the type of shell used (HE is the standard, armor piercing
does less damage, high capacity more, and there's also semi-armor piercing ...).
HC rounds are good against small boats and for blowing away topside and deck
structures, but they won't penetrate armor or any real hull thickness. AP rounds
are useful against armored ships, but there aren't a whole lot around. Still, if
you're a Soviet who wants to shell the high-tension steel hull of USS Nimitz, by
all means use AP. Players may also choose to fire proximity fuzed shells which
cause less hull damage, cannot cause flooding or shock damage, but have a better
chance of destroying the topside electronics of the target, rendering it
helpless. The effective number of hits increases against small targets because
there is nowhere 'safe' to hit them. For each hit the area of damage is resolved
as either superstructure, hull, or deck damage. This depends on the range of
firing and a random resolution.
 
For each hit and each damage area percentile dice are used to determine the
exact damage. WC tracks damage through specific system damage, fire, and
flooding. There are no abstract hit points as in Harpoon. This means that almost
no damage can be ignored; a lucky gunfire hit can cause a dangerous fire, damage
the engines, and/or knock out key electronics like radars and jammers.

A gun duel can be decided very quickly by when one ship takes damage to its gun
fire control system or guns, or suffers steering or engine damage. Flooding
damage is tracked by flotation points. A ship sinks when it sustains flooding
equal to its flotation allowance, which equals its tonnage. Soviet ships are
penalized and get a smaller allowance, while the well-built British and Canadian
ships get more. Non-warships typically get half the flooding points normally
assigned to a ship of their tonnage.

After surface gunfire comes the SSM segment. First, it is determined whether
currently homing SSMs hit their targets. This depends solely on the missile's
accuracy, and all SSMs in the game have nearly the same accuracy numbers.
Remember that the target already had its chance to spoof or jam the missile, if
that does not succeed there really isn't much difference between the homer on an
SS-N-2A and a Harpoon. The Harpoon is, of course, much more resistant to being
jammed in the first place. Yet, both missiles should be roughly equally accurate
when fired at an undefended practice target. In Harpoon this causes problems, as
ECM is assumed to be taking place, so older missiles are given substantially
worse hit probabilities. Yet these hit probabilities really represent a baseline
case of engaging a modern, ECM-using vessel. Against an older vessel with
primitive ECM, or no ECM, the hit numbers of the older missiles should really
rise. There is no such problem in WC.

SSM damage can be extremely massive, and is resolved on its own charts. There
are separate charts depending on the size of the target, the size of the
missile, and whether the missile was a sea-skimmer or came in from a high angle.
Whereas a ship like Kirov could laugh off several Harpoon hits as long as no
critical hits were scored, even one small or medium missile hit in WC can cause
a mission kill by blowing radars and fire control systems away, even if few
weapons mounts, if any, suffer direct damage. SSMs often cause fires which can
rage out of control and destroy the ship unless contained by damage control
crews. Similarly, a large amount of flooding can occur, which will continue to
grow until controlled. In this way I have played games where a minor gun hit on
a Soviet frigate caused a fire that grew without restraint due to some poor die
rolling by the Soviet player, finally to engulf the ship. On the other hand,
hits that would automatically result in sinkings in Harpoon can be survived, as
when a Perry class frigate survived an SS-N-22 in a WC game. After heroic fire
fighting and flooding control the ship was just barely saved. Until my ships
came into gun range.
 
SSMs in flight are moved, and new SSMs are then launched. Unlike Harpoon, WC has
very definite and strict rules about the tracking requirements needed to engage
targets with SSMs. A ship either needs to track the target itself with a fire
control radar or optical gun director, or it needs to have this information
relayed by a friendly vessel. Only a few missiles may be fired in bearing-only
mode (Harpoon, SS-N-22, etc) against targets detected only passively, where the
range is not known. Bearing-only launched missiles must turn their homers on as
soon as possible, and must be set to search the widest possible zone. This means
the other side can get ESM warning sooner.

The torpedo segment is next, and it is of little consequence in surface vs
surface engagements. Torpedoes function broadly similarly to SSMs in that two
counters are used to represent them, but at a specified range they stop moving
and set up a pattern-running search zone in which targets may be acquired.
 
Next is the damage control segment. Western ships have significant advantages
here in that they can repair electronic systems and weapons, which Soviets are
not allowed to do, and they are better at putting out fires and controlling
flooding. Before weapons, electronics, and propulsion repairs are attempted
there is a procedure to determine whether any repair is, in fact, possible.
 
The last phase is communications; here ships that are in mutual radio contact
inform each other of their contacts. Unlike Harpoon, this means that a picket
ship does not instantaneously inform its counterparts of the exact locations of
targets. Vessels that did not detect their own targets earlier in the phase by
visual spotting or search radars could not engage them until being made aware of
them in this phase.
 
There is one way to get around these restrictions: a data link system allows a
ship friendly to another to immediately communicate detection information. Data
link systems are a bit finicky, there is a chance each turn that a given ship's
system will fail to function. If data link works, a ship may engage a target
that it did not itself detect with its own search sensors.
 
As you can tell, a game turn of WC can be a lot more involved than one of
Harpoon, but I believe the extra effort is very worthwhile. The main drawback of
WC compared to Harpoon is that some of the ship and weapons information is
dated, but this can be remedied by borrowing data from Harpoon and using good
reference books like Combat Fleets of the World and World Naval Weapons Systems.

How does it play? Some players have likened Harpoon to a die rolling contest
because the possible outcomes are narrowly defined by the weapons statistics.
That is probably unfair, but in my experience the possible range of outcomes in
a Harpoon missile shoot out are not hard to predict, there isn't a great deal of
variance. That is definitely not the case in WC. The player who uses better
tactics, who understands the limitations and advantages of his electronics and
missiles better than his enemy, will have a big advantage, even if he has a
weaker force. A good player is more likely to get an effective first missile
volley off, and is better at defending against missiles by knowing how to best
use ECM.
 
With many 'soft' factors modelled in WC, the range of outcomes has a larger
variance. Surprise is more dangerous than in Harpoon, and the more lethal damage
system of WC means the first substantial missile hit will probably eliminate a
ship's fighting power even if there are no fires or flooding. This makes a good
first attack more decisive compared to Harpoon. These factors make players much
more cautious and careful. Maneuver before contact and proper scouting become
supremely important. Surprise attacks against forces under electronic silence
are devastating due to the penalties for engaging just-discovered missiles. But
if the radars are left on, you give away your location.

Even if you are perfectly happy with Harpoon, I urge you to get Warship
Commander II, if only as reference material on modern naval technology and
tactics. Many systems of the game can easily be adapted to make Harpoon more
realistic. For example, some concepts from the electronic warfare section,
especially chaff, could easily be used in Harpoon games. The damage system
should be very easy to transplant and should make Harpoon games more fun and
realistic (watch your opponent sweat even a single incoming missile; no more
'free' damage). Or go wild and borrow all the electronics rules, so that EW is
completely integrated. At a cost of $12 I think WC is a very worthwhile purchase
for any naval gamer. If you're like me, you might even decide to go the other
way, play WC and borrow from Harpoon!

I should like to thank Ted Kim for his assistance in preparing this article.
Credit is also due to James Stear for being a great Warship Commander opponent.
What better motivation for learning the game? I very much invite comments,
please direct them to the email addresses below.

Perhaps my next article will be: "Simulations Canada Naval Games on the
Computer: What You're Missing", we shall see. In any event, in your naval
gaming, may you find him before he finds you.

-Felix Hack
 
    GEnie: F.HACK1
 Internet: felixh@sunspot.ssl.berkeley.edu

------------------------------

End of CZ Digest
****************


From root@FICUS.CS.UCLA.EDU  Fri Sep 25 17:12:09 1992
Received: by penzance.cs.ucla.edu
	(Sendmail 5.61c+YP/3.19ficus1) id AA00569;
	Fri, 25 Sep 92 17:12:09 -0700
Date: Fri, 25 Sep 92 17:12:09 -0700
Message-Id: <9209260012.AA00569@penzance.cs.ucla.edu>
From: cz@FICUS.CS.UCLA.EDU
To: cz-dist@penzance.CS.UCLA.EDU
Subject: CZ Digest v12 #3 (msgs 15-26)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		25 September 1992
Volume:		12
Issue:		3
Topics:		(15) Editorial			cz-request@ficus.cs.ucla.edu
		(16) Re: Making Scenarios	jtgorman@cs.arizona.edu
		(17) Blue Water Navy		rinkleff@ksuvm.ksu.edu
		(18) Re: European Sales		postmaster@manadon
		(19) PC 1.3 Bug			paul@xcluud.sccsi.com
		(20) 1.3 Sales and Questions	postmaster@manadon
		(21) 1.3 Upgrade		a760@dmt03.mcc.virginia.edu
		(22) Unix/X-Windows Game	janm@dublin.docs.uu.se
		(23) Various			atubbiol@ccit.arizona.edu
		(24) Re: Tomahawk vs. Harpoon	dennis@hecate.ngs.noaa.gov
		(25) 1.3 Problem		zen%hophead@canrem.com
		(26) More On Reloads		s905066@otto.bf.rmit.oz.au

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon/cz
		via anonymous FTP

	Scenario Archive Administrators
Amiga:		lcline@agora.rain.com (Larry Cline)
IBM-PC:		lam@mozart.cs.colostate.edu (Mark Lam)
Macintosh:	gsnow@clark.edu (Gary Snow)
Drop Off Site:	hand@kelvin.jpl.nasa.gov (Kolin Hand)

----------------------------------------------------------------------

Date: Fri 25 Sep 1992 14:22:27 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (15) Editorial
Message-Id: <CZ.v12.msg15@penzance.cs.ucla.edu>

New members added since last issue:

jboeken@ccit.arizona.edu (John Boekenoogen)
coates@lse.ac.uk (Ian Coates)
andrew@wybbs.mi.org (Andrew Fabbro)
quee@wam.umd.edu (Mike Lynn Miner)
modlinski%gssfc.decnet@scfb.nwc.navy.mil (Chip Modlinski)
kq9h@maristb.bitnet (Richard W. Roberts)
wsulliv@theporch.raidernet.com (Walt Sullivan)
torreti@sjsuvm1.sjsu.edu (Timothy A. Torres)
tupper@cats.ucsc.edu (Doug Tupper)
dturn@mitvma.bitnet (Dave Turnquist)
jeffw@sunncal.west.sun.com (Jeffrey Allen Worley)

Real work intruded its ugly head again. Sorry for the late issue. 
Here is a correction of an arithmetic error in v11 msg 42:

         Class           RCS     Range Factor
        Large           10 m^2  1.00
        Small           1       0.56 (not .66)
        VSmall          .1      0.32
        Stealthy        .001    0.10

-ted (disguised as CZ Administrator)

------------------------------

Date: Tue, 8 Sep 92 17:21:39 MST
From: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Subject: (16) Re: Making Scenarios
Message-Id: <CZ.v12.msg16@penzance.cs.ucla.edu>

In CZ v12 msg5, Andrea Fontana (fontana@pavia.infn.it) writes:
>	[about defending major Soviet vessels...]
>
> 	ANTI-AIRCRAFT PLATFORMS
> 
> In the AAW ring the defense from aircraft or missile attacks and the air
> attacks will be performed by strong AAW platforms, like the cruisers:
> 	Kara: with SA-N-3B (30nm), SA-N-4 (8nm)
> 	Slava: with SA-N-4, SA-N-6 (50nm) 
> or the frigate	
> 	Krivak II: with SA-N-4

About that Krivak II, I believe that just as in the US Navy, the former Soviet
Navy never used frigates in deep sea formations. The Krivak series, although
well armed for it's size, is mainly a platform for patroling the territorial
seas (i.e., VERY close to shore). This is evidenced by the fact that the Krivak
II series was built for KGB use! The Krivak III was for the "real" Soviet Navy.

[Mod Note: I think you have the II and III confused, the III is the KGB model.]

The US Navy does not use frigates for carrier protection because of the lack of
speed, and previously, an overbundance of missile armed destroyers, but now with
all the older missile armed destroyer being phased out, leaving only the 4 Kidd
class destroyers and the "under built" Arleigh Burke class, we may see frigates
preforming carrier escort. Frigates are many for convoy protection.

> 	ANTI-SURFACE PLATFORMS
> 
> Again a carrier can launch her aircraft, configured for a surface attack,
> possibly standoff or guided, and the type it depends on carrier class.

As for this, unless Harpoon provides us with the never built sucessors to the
Kusnetsov, Soviet carriers will very rarely launch surface strike missions.
Since the Kusnetsov barely carries half of the compliment of a US carrier, and
nearly all of these planes are truly fighters, 99% of the time, the fixed wing
assets of a Soviet carrier will be used only in defense of the carrier, in a
CAP-type role. In fact, I believe I read over in sci.mil that the navalized
Fulcrum got canceled, but I just might be halucinating from the midday heat. So
that just leaves navalized Flankers. I forget if they have ASuW loadouts in
IOPG, but the Air Force versions have little to no ground to air capability, so
I would assume that the navalized Flankers are similarily lacking.

(To ford off speed boats with RPGs, or an outdated Osa class boat, keep around
a couple of Ka-28s, armed with ATGMs. Those Spandrel missiles will take out a
dinky tub like that and save you a Sunburn. Ah, but armed Ka-28s are only in
IOPG...)

|--------------------------------|    "If you were happy all of your life,
|      J. Taggart Gorman Jr.     |     you wouldn't be human - you'd be a
| jtgorman@caslon.cs.arizona.edu |     game show host."
|--------------------------------|             Winona Ryder, in _Heathers_

------------------------------

Date: Wed, 9 Sep 92 06:30 CDT
From: rinkleff@ksuvm.ksu.edu
Subject: (17) Blue Water Navy
Message-Id: <CZ.v12.msg17@penzance.cs.ucla.edu>

I recently called Presidio and learned that the book had been cancelled.

The reason given for this was because of the changing world political scene.
They didn't think that there would be a market for a book invovling a super
power conflict.

If you REALLY want it you can get a pre-publication copy for about $100.

Hope this helps!

------------------------------

Date: Fri, 11 Sep 92 11:46 BST
From: postmaster@manadon-engineering-college.ac.uk (Keith Wain)
Subject: (18) Re: European Sales
Message-Id: <CZ.v12.msg18@penzance.cs.ucla.edu>

In CZ v11 msg50, someone asked if 360 takes Europlastic. Up till recently only
Harpoon itself was available in the UK and I had to buy all the other goodies
direct from 360. They were extremely helpful accepted Visa and Mastercard, but
were not all that cheap! Since the goodies are now being sold in the UK I have
found them to be cheaper than direct from 360.

------------------------------

Date: Fri, 11 Sep 92 14:26:40 CDT
From: paul@xcluud.sccsi.com (Paul Hutmacher)
Subject: (19) PC 1.3 Bug
Message-Id: <CZ.v12.msg19@penzance.cs.ucla.edu>

Hi y'all:

I'd been getting this "Irrecoverable System Error: (Mem Mngr) Insufficient
master handles, code = 113,21,-1" error over and over with the new 1.3 Harpoon
release and had been getting rather annoyed. One poster on rec.games.ibm.pc
noted the same problem and indicated that 360 was aware of it but was not going
to do anything about it.

Well, I called Dave at the customer support number and he said they were aware
of the problem and were working on a fix for it. His suggestion at this time was
to go back to version 1.2 until they released the fix. He indicated it was to be
a "couple of weeks" and to check back with them then.

I asked how the fix was to be released, but he didn't know.

-- 
Paul Hutmacher  |  paul@xcluud.sccsi.com
Houston, Texas  |  {nuchat,lobster}!xcluud!paul

------------------------------

Date: Fri, 11 Sep 92 12:12 BST
From: postmaster@manadon-engineering-college.ac.uk (Keith Wain)
Subject: (20) 1.3 Sales and Questions
Message-Id: <CZ.v12.msg20@penzance.cs.ucla.edu>

The New Designer Series has become available in the UK (from Virgin Shops, at
least). They come complete with an update to 1.3. Firstly a few comments and
queries on 1.3, if anyone can help.

One of my favourite scenarios involved French Mirages in the Indian Ocean doing
a nuclear strike on a shore base and on a group of ships. Now they will not
attack either. (They at least fly toward the shore base, but never release any
weapons.) I can see that I am having to be far more realistic about which
weapons I use on which targets, but surely they should have attached one of
them?

Can anyone recommend a good book on the air/sea/sub weapons available in
Harpoon? If anyone has a crib sheet with weapon parameters on it would be most
welcome if mailed to me! Otherwise, I am in the process of making up my own.

Version 1.3 seems a lot less likely to crash randomly, compared to previous
releases. When it does crash, it always appears to be the mem handler problem.
The frequency of the machine going into deep thought appears to have gone up
particularly on torpedo release. The clock seems to stop but the cursor still
moves. Leaving it for a while (like minutes rather than seconds) and everything
starts working again.

The ability to fire missiles to an activation point, without having to specify
any particular target is very powerful and well worth trying out. This is worth
getting 1.3 for, in my opinion.

Submarines now seem to be MUCH more difficult to find. As I complained earlier
about how unrealistically easy it was to find them, I should be happy! It is
possible now to set up an ambush by luring a group of ships over an area with
deep static subs. In the past these subs seemed to be detected no matter what.

The new scenarios that I have tried seem well thought out -- although many seem
to have no difference between partial and total victories. Some of the victory
conditions (as seen with Scenedit) look a bit odd. I have only looked at a few
of these -- generally after I have tried the scenario from each side for a good
few goes.

How do you set up the formation editor for a ship/aircraft to cover more than
one sector? Or is this limited to the battleset scenarios?

------------------------------

Date: 14 Sep 92 09:43:04 EST
From: a760@dmt03.mcc.virginia.edu (Kirby Stiening)
Subject: (21) 1.3 Upgrade
Message-Id: <CZ.v12.msg21@penzance.cs.ucla.edu>

Couple of strange things about the pricing on the 1.3 upgrade. First, registered
users like me get a note in the mail that we can upgrade to the Designer's
Series for the special price of $44.95. Well, Software Etc has it on sale at
$42.95. So much for a "deal". The upgrade itself was only $19.95, but then there
is the CZ note from Australia (v12, msg 10) that says they will be getting the
update FREE! Finally, why doesn't 360 market a 3.5" disk version? Another nickel
and dime frustration.

Kirby

------------------------------

Date: Mon, 14 Sep 92 18:30:24 +0200
From: janm@dublin.docs.uu.se (Jan Mattsson)
Subject: (22) Unix/X-Windows Game
Message-Id: <CZ.v12.msg22@penzance.cs.ucla.edu>

About two years ago someone on this list said he was designing a Harpoon
look-a-like for Unix/X-windows. What happened to this project? Is someone else
working on a similar project?

------------------------------

Date: 15 Sep 1992 13:52:40 -0700 (MST)
From: atubbiol@ccit.arizona.edu
Subject: (23) Various
Message-Id: <CZ.v12.msg23@penzance.cs.ucla.edu>

Hi guys/gals, here's some hints and some questions ...

For all you CGA users out there who can't use the Indian Ocean battle set, like
me ... Rename IOPGEGA.RES to GIUKCGA.RES and you are ready to rock!

For all you out there who use the scenario editor, and are not satisfied with
the inability to attack an enemy that can be at variable positions. First, set
recon patrols to all the locations that you have designated as potential sites
for blue, assuming you are programming red, and allow ample time for the patrol
to find potential targets. Be sure to use somthing nifty like a MOSS or IL-76
MAINSTAY, and keep it out of range of SAM range. After ample time has passed to
allow the longest patrol to be completed, launch your bombers on an attack
mission.

A few editions ago someone mentioned the ability to edit .res files, so you
could edit ship, and aircraft weapons capabilities. Because my mail directory
was purged I have no record of this. Whoever you are could you send instructions
to me, or the next issue?
                                            Happy Hunting!
                                                 /    \
                                                   0 0
                                                    >
                                                  \__/
                                           ATUBBIOL@CCIT.ARIZONA.EDU

------------------------------

Date: Thu, 17 Sep 92 07:19:50 EDT
From: dennis@hecate.ngs.noaa.gov (Dennis Milbert)
Subject: (24) Re: Tomahawk vs. Harpoon
Message-Id: <CZ.v12.msg24@penzance.cs.ucla.edu>

Chris Lane (CZ v12 msg9) asks:
> What's the difference between a Harpoon and a Tomahawk?

In one word, "size".

In 1972 the Navy wanted a strategic missile that would fit a standard torpedo
tube. It would have a nuclear warhead and a range of 1600 miles. This meant
cruise missile technology; and the Tomahawk (SLCM -- Submarine Launched Cruise
Missile) was conceived. Subsequently, the Navy extended the requirement to
include a long-range, conventional, anti-ship mission.  The conventional version
was TASM (Tomahawk Anti-Ship Missile), deployed in 1982-83 on both ships and
subs. In 1984 we deployed GLCM (Ground Launched Cruise Missile) and TLAM-C
(Tomahawk Land Attack Missile - Conventional).  In 1987 we finally deployed the
TLAM-N (Nuclear), which was the missile originally envisioned in 1972.

These versions share the same airframe/wings/engine. Modular design allows
different warhead/guidance/fuel tank combinations. Obviously, if a commander
needs to nuke a base or crater a runway, then a Tomahawk is chosen.

Focusing now on TASM, the warhead comes in two types:
	BGM-109B  1000lb warhead (found on the AGM-12 BULLPUP missile)
	BGM-109E  an incendiary warhead
These warheads are heavier than the 200 kiloton W80 nuclear warhead, so fuel
tankage is less, and the range is reduced to around 300 miles.

TASM uses inertial guidance and an active radar terminal guidance. Of interest,
this radar guidance was derived from the Harpoon.

TASM flies at medium altitude, then decends to 50-100 ft for the final run.
It can be programmed to fly doglegs, and search if the target has moved from
its expected location.

By way of contrast, Harpoon was designed from the ground up as an anti-ship
missile. The land attack version (SLAM) is a recent development. Harpoon has a
smaller warhead (488 lb) and shorter range (60-80 miles). Harpoon flies at only
50 ft for the entire course, with a selective popup at the end. It is a smaller,
lighter missile.

	(as a source: The Dictionary of Modern War, Luttwak and Koehl, 1991)

   Dennis Milbert            dennis@hecate.ngs.noaa.gov

------------------------------

Date: Thu, 24 Sep 1992 13:00:34 -0400
From: zen%hophead@canrem.com (Nick Zentena)
Subject: (25) 1.3 Problem
Message-Id: <CZ.v12.msg25@penzance.cs.ucla.edu>

Hi,

Every now and again a air patrol will run out of fuel and crash. The problem is
these patrols are attached to the bases, i.e., in the the base formation. Is
anybody else having this problem?

        Nick

*****************************************************************************
I drink Beer I don't collect cute bottles!
zen%hophead@canrem.com
*****************************************************************************

------------------------------

Date: Fri, 25 Sep 92 13:59:17 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (26) More On Reloads
Message-Id: <CZ.v12.msg26@penzance.cs.ucla.edu>

Some weeks back I wrote to CZ and raised the question of reloadable launchers in
computer Harpoon. Thanks to those who replied. I appreciate it.

However, I have some new information to bring to light.

I was playing a scenario of my own making from the MEDC battleset (Harpoon IBM
v1.2). I was playing the blue side. One of my groups was composed of Italian
vessels, and was under heavy air/sea attack - I mean lots of incoming missiles.

I received the message "AH07 reloading its mounts". I was stunned. I have NEVER
in two years of play seen this message for a blue ship before ... I eagerly
looked at the unit, using the close-up window, and requesting a [F]ull Report. I
remembered seeing the Maestrale unit (there were also three Lupos, a V. Veneto,
A. Doria and two Audace class ships) fire off some SAMs.

Sure enough, it had fired 16/24 missiles. That is, it had fired off its total of
8 in the Albatros launcher.

Now this DOES UPSET ME. Why is it that this is the first unit I remember with
this characteristic? There are many vessels in the Data Annex also represented
in the computer game which are said to have "manual reloads" ... but why is the
Maestrale the only class that can USE them?

The Maestrale class has, and I quote, "16 reloads for Aspide (manual)". There
are many other ships with notes the same as this. (Only one other ship is
allowed more than one shot with their SAM launchers per tube, that being the G.
Garibaldi, it would seem.)

The other classes are: DDG Cassard (Sadral/Mistral), CV Clemenceau (Crotale
EDIR), DDG Georges Leygues (Crotale), DD Tourville (Crotale), FF Oslo (NATO
SS/RIM-7M), FF Descubierta (NATO SS/Aspide), FF Leander/3A (Sea Wolf), all Type
22 FFs (Sea Wolf), and both the DD Spruance and DD Improved Spruance classes
(NATO SS/RIM-7M).

The G. Garibaldi is rated for 24 missiles, not 48 and is said to have "six
manual reloads carried for Otomat Mk 2", does that mean it should have 10/10
Otomat instead of 4/4 ?

Now, there are errors in the Data Annex I admit, and there may be more I am not
aware of, but assuming there are not, could someone please explain to me what
gives?

Oh, and one final matter. Could someone please tell me if the Clemenceau class
has 8-round or 6-round Crotale EDIR launchers in real life? Harpoon gives them
6-round, while two other sources say 8-round. Is the EDIR launcher smaller than
the regular Crotale Navale carried on the Georges Leygues and Tourville classes?

Thanks a bunch.

DAX  

------------------------------

End of CZ Digest
****************


From root@FICUS.CS.UCLA.EDU  Thu Oct  1 10:06:44 1992
Received: by penzance.cs.ucla.edu
	(Sendmail 5.61c+YP/3.19ficus1) id AA14626;
	Thu, 1 Oct 92 10:06:44 -0700
Date: Thu, 1 Oct 92 10:06:44 -0700
Message-Id: <9210011706.AA14626@penzance.cs.ucla.edu>
From: cz@FICUS.CS.UCLA.EDU
To: cz-dist@penzance.CS.UCLA.EDU
Subject: CZ Digest v12 #4 (msgs 27-36)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		1 October 1992
Volume:		12
Issue:		4
Topics:		(27) Editorial 			cz-request@ficus.cs.ucla.edu
		(28) Survey Again		lam@cs.colostate.edu
		(29) Re: Making Scenarios	assembly15@bvc.edu
		(30) Re: 1.3 Problem		postmaster@manadon
		(31) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(32) This and That		coates@vax.lse.ac.uk
		(33) USN Frigates		ksoutor@unlinfo.unl.edu
		(34) Data Annex Updates		tek@penzance.cs.ucla.edu
		(35) 1.3 Bugs			mgjblok@cs.vu.nl
		(36) PC 1.3 Config Tricks	s905066@otto.bf.rmit.oz.au

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon/cz 
		via anonymous FTP

	Scenario Archive Administrators
Amiga:		lcline@agora.rain.com (Larry Cline)
IBM-PC:		lam@mozart.cs.colostate.edu (Mark Lam)
Macintosh:	gsnow@clark.edu (Gary Snow)
Drop Off Site:	hand@kelvin.jpl.nasa.gov (Kolin Hand)

----------------------------------------------------------------------

Date: Thu  1 Oct 1992 08:19:01 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (27) Editorial
Message-Id: <CZ.v12.msg27@penzance.cs.ucla.edu>

New members added since last issue:

belanger@mr4dec.enet.dec.com (Roland Belanger)
leungsa@ecf.toronto.edu (Leo S. Leung)
adrianm@vnet.ibm.com (Adrian Merwood)
rodrigue@sunburn.ec.usf.edu (Angel Rodriguez)
bsteele@ups.edu (Brian Steele)
andrew.stevens@prg.oxford.ac.uk (Andrew Stevens)
wagner@main.mndly.umn.edu (Rick Wagner)

Mark Lam's survey is included again for any of you want to respond but don't
have a copy.

Late breaking news: A European archive site is now operational! Our European
readers and Harpoon players can now get service closer to home. The archive is
available by anonymous FTP to ftp.cs.vu.nl (192.31.231.42). Our thanks to
Maurice Blok (mgjblok@cs.vu.nl) who arranged the setup and to the Vrije
Universiteit in Amsterdam for letting their facilities be used. Everything from
the Sunbane archive should be available there also. Please be kind and gracious
guests when using their system.

-ted (disguised as CZ Administrator)

------------------------------

Date: Fri, 25 Sep 92 16:25:54 MDT
From: lam@cs.colostate.edu (Mark Lam)
Subject: (28) Survey Again
Message-Id: <CZ.v12.msg28@penzance.cs.ucla.edu>

Folks,
I recently received a request to send out my survey because a member had lost
his copy. Unfortunately, my reply bounced back (sorry Andrew.) To make sure
everyone has a copy, I have posted it again. I need some more responses to this,
or the results could be a bit strange! :-)

Thanks to all who have filled out and returned to survey to date. I wanted to
reply to all of you personally, but I didn't accomplish that goal. Please accept
this substitute.

Thanks again, and Happy Harpooning!

==== 
I thought it might be interesting to see how the membership of CZ breaks down in
relation to the version of the game they play (computer vs. paper), and what
their favorite part of the game is. So, I decided to put this little survey
together. Here's what I propose: fill out the survey and email it to
lam@mozart.cs.colostate.edu. [Mod Note: Do not mail it to cz or cz-request!]
I'll tabulate the data over the course of volume 12. After the last issue of
volume 12 is posted, I'll put the data together and present it to the group.
Hopefully, this will spur some discussion as well as give people a feel for the
list membership.

1.  What versions of the game do you have (computer/paper/both):
	a.  What type of computer do you play Harpoon on:

2.  Which version is your favorite, if you have both:

PAPER VERSION

1.  Please rank your favorite types of scenarios (ASW, ASuW, AAW, other) with
    one being your favorite, two your second favorite, etc.:
	a.  If you have one, what is your favorite scenario:

2.  What Harpoon supplements do you own, other than the basic game (Ship Forms,
    ASW Forms, etc.):

3.  Do you prefer large games (ie Carrier Battle Groups involved) or small
    games (ie two or three ships total):

4.  Do you prefer a game with a referee or without:

5.  How long does a typical game session last:

6.  What is the single most important facet of the game that needs improvement:

COMPUTER VERSION

1.  Do you own the Scenario Editor:

2.  What BattleSets do you own, other than GIUK:

3.  Please rank the BattleSets in order of preference, with one being your
    favorite, two your second favorite, etc.:

4.  Do you prefer playing user scenarios or built-in scenarios:

5.  What is your favorite type of scenario:
	a.  If you have one, what is your favorite scenario:

6.  What is the single most important facet of the game that needs improvement:

====
Please take a few minutes to fill this out and send it to me.  I think the whole
list will be interested in the results.

Thank you!

-- 
Mark R. Lam                       InterNet Address: lam@mozart.cs.colostate.edu 
Colorado State University                           lam@lamar.colostate.edu
Fort Collins, Colorado

------------------------------

Date: 26 Sep 1992 13:29:24 -0500 (CDT)
From: assembly15@bvc.edu (Suicidal Freshman)
Subject: (29) Re: Making Scenarios
Message-Id: <CZ.v12.msg29@penzance.cs.ucla.edu>

In CZ v12 msg16, jtgorman@cs.arizona.edu (J. Taggart Gorman) writes:
> The US Navy does not use frigates for carrier protection because of the lack
> of speed, and previously, an overbundance of missile armed destroyers, but now
> with all the older missile armed destroyer being phased out, leaving only the
> 4 Kidd class destroyers and the "under built" Arleigh Burke class, we may see
> frigates preforming carrier escort. Frigates are many for convoy protection.

Frigates are mainly used for picket patrols where you speed up a while and then
slow down to use you sonar more effectively.

> [stuff deleted]
>
> As for this, unless Harpoon provides us with the never built sucessors to the 
> Kusnetsov, Soviet carriers will very rarely launch surface strike missions.
> Since the Kusnetsov barely carries half of the compliment of a US carrier, and
> nearly all of these planes are truly fighters, 99% of the time, the fixed wing
> assets of a Soviet carrier will be used only in defense of the carrier, in a
> CAP-type role. In fact, I believe I read over in sci.mil that the navalized
> Fulcrum got canceled, but I just might be halucinating from the midday heat.
> So that just leaves navalized Flankers. I forget if they have ASuW loadouts in
> IOPG, but the Air Force versions have little to no ground to air capability,
> so I would assume that the navalized Flankers are similarily lacking.

In real life, Flankers are a pain in the a** if you opponent have them. They can
carry a wide variety of ASMs and can effectively knock out ships from standoff
range. So for you board players, you can modify the Su-27/35 to sink some ship.

SF
bvc

------------------------------

Date: Mon, 28 Sep 92 12:20 BST
From: postmaster@manadon-engineering-college.ac.uk (Keith Wain)
Subject: (30) Re: 1.3 Problem
Message-Id: <CZ.v12.msg30@penzance.cs.ucla.edu>

In reference to CZ v12 msg25 ...

Base aircraft running out of fuel on the PC version of Harpoon appears always to
be a result of "joining" a battlegroup to a base when the group has aircraft
flying. These aircraft then appear to be homeless and will crash without
warning. The only solution I have found is to use the formation editor to land
all aircraft before joining groups.

I am not sure what happens when a group is split -- do the aircraft stay in
formation or rejoin the ships leaving the group? Because Harpoon seems to let
any platform land any number of aircraft, I suspect that I do not see crashes
because the aircraft are landed onto whatever platforms are left in the group
that can take them ... .

Again, landing all aircraft before splitting groups seems to be the only
sure-fire way of getting the right aircraft on the right ships.

Any-one had any problems with OS2/2 and Harpoon, or running Harpoon under
Windows 3.1? The latter never seems to have enough memory to make it worthwhile.
The former has loads of memory but seems to be very flaky. I have followed the
manual supplied with the 1.3 upgrade. (RTM has caught me out too many times ...)
If sound is enabled the whole system goes ape whenever multiple aircraft take
off.

Finally, what is the situation regarding user scenarios on a BB? I have been
asked for scenarios and would like to download those from your archive site, but
thought that there were copyright problems, so did not. With 1.3 able to support
user scripts as well as databases, the interest in user scenarios should grow
even more.

[Mod Note: an anonymous FTP scenario archive is on sunbane.engrg.uwo.ca ]

------------------------------

Date: Tue 15 Sep 1992 10:47:38 PDT
From: tek@penzance.cs.ucla.edu (Ted Kim)
Subject: (31) Recent Naval Developments
Message-Id: <CZ.v12.msg31@penzance.cs.ucla.edu>

What follows are some items of interest summarized from the September 1992 USNI
Proceedings.

The Royal Navy's last broad-beamed Leander (HMS Ariadne) was sold to Chile. On 3
June 1992, it became PF-09 General Banquedano. This leaves 5 of the original 26
Leanders built from 1964-73 still in service. Other Leanders recently removed
from UK service include HMS Jupiter (sold in April) and the HMS Hemione
(decommissioned in June).

In July 1992, the FRG withdrew from the European Fighter Program. The stated
reason was that it was too expensive and elaborate for the times.

The PRC has bought the CIS Varyag (sister ship to Kuznetsov) and 22 Su-27K. It
was supposedly bought to help enforce her claim on the Spratly islands and the
oil reserves there. When the Soviet Union collapsed, work was stopped before the
ship was fully equipped. Now, she may be completed with equipment different from
her sister ship. Apparently, the dispute about Black Sea Fleet ownership
revolved primarily around the Varyag. Now that she will be sold, Russia and
Ukraine have agreed to operate the fleet jointly through 1995. Some of the
proceeds of the sale will finance Black Sea Fleet operations.

In CZ v11 msg42, there was a report about a CIS aircraft sale to Iran.
Apparently, that deal is larger than thought before. In addition to 24 MiG-27 48
MiG-29 and 24 MiG-31, the deal reportedly includes 2 Il-76 Mainstay, 12 Tu-22M
Backfire, An-72 maritime surveillance variants, SAMs (SA-5, SA-11, SA-13) and
contracts for service and spare parts. The Mainstays are AWACS type planes,
though not nearly as sophisticated. The SAMs may be the beginnings of a Soviet
style IADS network. 

However, what really worries the USN are the Backfires. This is the first time
that Backfires have been exported. The An-72 variants are apparently the search
component for the Backfires. The search technology is some type of passive EO
search with a data-link. The main concern is that the CIS has exported AS-4 or
AS-6 with the Backfires. If this is so, Iran will have the sort of naval air
threat previously only possessed by the CIS (though on a much smaller scale). No
Gulf state navy is up to effectively defending from that sort of threat. The USN
may find that the development programs for the Outer Air Battle (e.g., F-14D,
AAAM) were abandoned prematurely. Backfire attacks on CVBGs may not be a thing
of the past.

The second Arleigh Burke class destroyer (DDG-52 Barry) went on trials on 29
June 1992.

The USN is reorganizing and trimming down the CNO's office. One major change is
that the so called "platform barons" (3-star Assistant CNOs for Suface Warfare,
Undersea Warfare and Air Warfare) were reduced to 2-star positions placed under
a single 3-star Deputy CNO.


The September 1992 issue also contained an interesting article about the
F/A-18E/F. Among other things, the article contained graphs showing projected
carrier aviation strengths out to 2015. Some interesting observations can be
made by interpolating from the graphs (an inexact measurement to be sure).

Currently, the USN desires to have a "base force" of approximately 1600 fighters
and attack planes total for a 12 carrier force. Current levels are somewhat
below this at about 1400. Around 1995-99, the desired force level will be
achieved.  However, after that there is a steep drop off. Of course, the Navy is
considering service life extension programs, the AX and the F/A-18E/F. If all
goes as planned, the force never drops below 1400 (low point around 2007).
However, many people question whether the projected service lifetimes, budget
and delivery times can really be counted on. The projected drop off for the
current program and the current program with new life extension programs is
shown below.

	Force	Year Reached
	Size	Current	SLEP

	1400	2000	2003	
	1200	2001	2005
	1000	2002	2008
	 800	2004	2011
	 600	2008	2013
	 400	2012

Projections for specific plane types are as follows. 

A-6E		peak of ~250 in 1998, declining until totally gone by 2015
AX		projected deployment in 2007, with 200 by 2015

F-14A		currently at 404, declining until totally gone by 2012
F-14B/D		peaks at 124 in 1993, declining until totally gone by 2016

F/A-18A/B/C/D	peak of ~800 in 1998, declining with ~300 in 2015
		this decline will be slowed if SLEP is instituted
F/A-18E/F	projected deployment in 1999, with ~800 by 2015

Overall, there is a fall in the attack plane total, which is only arrested after
the AX is deployed. The Tomcat slowly fades from the scene, being replaced
eventually by Hornet types. The Outer Air Battle capability is traded for more
general fighter and light attack capability.

-ted

Ted Kim                           Internet: tek@penzance.cs.ucla.edu
UCLA Computer Science Department  UUCP:    ...!{uunet|ucbvax}!cs.ucla.edu!tek
3804C Boelter Hall                Phone:   (213)206-8696
Los Angeles, CA 90024             FAX:     (213)825-2273

------------------------------

Date: Mon, 28 SEP 92 12:37:46 BST
From: coates@vax.lse.ac.uk
Subject: (32) This and That
Message-Id: <CZ.v12.msg32@penzance.cs.ucla.edu>

I was wondering if there we any Computer Harpoon users here in the UK,
preferably in the University of London, (although Polys will be accepted), or
the University of Bristol (my home address), who are willing to swap User
Scenarios (as I'm not sure it's possible on ye olde JANET). Also, I have not
been able to access the archive files for CZ in the USA from the UK, and was
wondering if anyone in the UK had been able to via JANET with their friendly
neighbourhood VAX? And if not, would anyone be kind enough to E-mail me their
past issues? Pretty please?

In response to Bret Mckee's letter to Three-Sixty (CZ v12 msg12), I agree with
his main point. It annoys me greatly when Sub contact ZZ01 is detected. It
immediately tells you that ZZ00 is lurking around somewhere. Also the fact that
helicopters on AEW for an enemy group give away the course and speed of that
group, although it can be argued that this is the drift speed and course as the
helo patrols it's patrtol area, while maintaining it's formation.

One thing I have noticed with Computer Harpoon v1.3 is that whenever I conduct
ASW operations the computer tends to crash. You hear a faint helo launch noise
followed by a freeze in the action, followed by complete frieze in the game, but
the helo noise continues. I notice that Keith Wain (CZ v12 msg20) has
experienced a similar problem. Has anyone else experienced this, or is it yet
another fault of my occasionally incompatable Walters 286?

Also in response to Keith Wain's letter (CZ v12 msg20), to get formation editor
patrols to cover more than one sector, you need to hold the SHIFT key down while
clicking on the second, third, fouth ... sectors with the mouse. It's in the
manual supplement, but I only just noticed it after 2 years of playing the game!

Finally, I would like to have a moan at the after sales support, or lack of it,
here in the UK. Initially, I bought Harpoon v1.1 here in the UK. I then had to
send away to Three-Sixty in the states for battlesets. This year Electronic Arts
finally got there act together and re-released Harpoon, and introduced the three
other battlesets and scenario editor. I registered with Electronic Arts, but
recieved no correspondance concerning the Designer Series or the possibility of
upgrading to v1.3 of Harpoon. I had better service from Three-Sixty in the USA
who at their own expense sent me v1.2 free, after I wrote to them over some
problems I was having with the game.

You will soon realise that my spelling leaves a lot to be desired!

Ian Coates

------------------------------

Date: Mon, 28 Sep 92 10:02:53 CDT
From: ksoutor@unlinfo.unl.edu (Kevin Soutor)
Subject: (33) USN Frigates
Message-Id: <CZ.v12.msg33@penzance.cs.ucla.edu>

In opposition to a previous article (CZ v12 msg16), frigates are commonly used
in American CVBGs: KNOX class frigates are used as ASW platforms with their
IVDS, SQS-26 sonars, and embarked LAMPS helicopters while O.H. PERRY class
frigates are more general purpose escorts, being armed with the Mk 13 GMLS, TASS
(towed array sonar), and SH-60 helos. Their "slow" speed (29 knots max in each
case) does not prevent them from operating with the carriers at all: they are
relatively fast when compared to the AOR that accompanies the battlegroup to
refuel and replenish the escorts.

-- 
       Kevin Soutor        | "Buzzards gotta eat, same as worms!" |
 ksoutor@unlinfo.unl.edu   |               -- Outlaw Josey Wales  |

------------------------------

Date: Fri 11 Sep 1992 16:15:43 PDT
From: tek@penzance.cs.ucla.edu (Ted Kim)
Subject: (34) Data Annex Updates
Message-Id: <CZ.v12.msg34@penzance.cs.ucla.edu>

The following data entries for the miniatures game are summarized from SITREP 12
by permission of Larry Bond.

Annex A
=======

CIS	Nanuchka E					FFL
	----------
Displacement: 680			In Class: ?
Damage Points: 29			In Service: 1988?
Damage Mod: 1.00			Speed: 36
Propulsion: Diesel			Crew: 60
Weapons:				Total Mounts: 5
	A(1)1 AK-176 76mm/60 // 1 Bass Tilt		C
	A(6)1 AK-630 30mm/65 w/15 bursts // 1 Bass Tilt	C
	F(2)1 SA-N-4 w/18 Gecko // 1 Pop Group		D
	PB&SB(6)2 SS-N-25 w/6 missiles			D
Sensors:
	Band Stand, Don, Peel Pair			J
Remarks:
	The latest variant of the Nanuchka series, replacing the SS-N-9 with
	twice as many SS-N-25s, presenting the defender with more, smaller
	targets.

	Uses Soviet construction modifier in damage point calculation. Single
	Bass Tilt directs both AK-176 and AK-630. Total SS-N-25 ROF = 6 
	missiles/turn at same target.

Damage and Speed Breakdown:
	Damage Points:	  0	  7	 14	 21	 26	 29
	Surface Speed:	 36	 27	 18	  9	  0	Sinks


CIS	Mod Udaloy					DDG
	----------
Displacement: 6500			In Class: 0+2
Damage Points: 185			In Service: 1992
Damage Mod: 1.00			Speed: 33
Propulsion: COGOG			Crew: 300
Weapons:				Total Mounts: 15
	F(2)1 Auto 130mm/70 // 1 Kite Screech		C
	P/S(R+2)2 CADS-N-1 
		w/15 bursts + 8 SA-N-11 missiles 	C,D
	F&A(2)4 SA-N-9 w/16 missiles // 2 Cross Sword	D
	A(12)2 RBU 6000 w/5 salvoes			E
	PB&SB(4)2 SS-N-14 w/4 Silex // 2 Eye Bowl	E
	P/S(4)2 533mm torpedo tubes w/4 SET-65		F
	Aft Pad(1)2 Ka-27 Helix A			B
Sensors:
	3 Palm Frond, Top Plate				J
	Hull Sonar, Towed Array				M
Remarks:
	BAL-COM-12. Evolutionary development of Udaloy class.
	
	Critical Hit Protection: Auto 130mm, CADS-N-1, SA-N-9, RBU 6000 are L.

	Uses Soviet construction modifier in damage point calculation. Each
	SA-N-9 mount ROF = 4 missiles/turn. Each Cross Sword can control 4
	missiles, 2 each at 2 separate targets.	Fitted with stabilizers. May 
	have improved sonar suite. Until more data is available use Horse Jaw &
	Horse Tail with +5% Pd. 

Damage and Speed Breakdown:
	Damage Points:	  0	 46	 93	139	167	185
	Surface Speed:	 33	 25	 17	  8	  0	Sinks

Annex B
=======

USA	F/A-18E/F Hornet				Intercept/Attack
	----------------
Cannon ATA: 4				Def ATA: 4.5(2.5)
Sensors:
	APG-65 radar, ESM, Advanced Bombsight,
	FLIR (pod), Laser-Spot Tracker (pod).
Performance:
Speed:  Knots (nm/phase) ---------- Throttle Setting --------------
	Altitude	Cruise		Military	Afterburner
	-----------------------------------------------------------
	VLow/Low	650 (2.7)	650 (2.7)	 795 (3.3)	
	Medium		490 (2.0)	685 (2.9)	 914 (3.8)
	High		490 (2.0)	720 (3.0)	1032 (4.3)
Ceiling: 15,510 meters
Endurance:
Cruise Range: 1500 nm			Engine Type: Turbofan
Internal Fuel: 6591 kg			Inflight Refuel?: Y
	Drop Tank		Fuel Weight	Additional Range
	--------------------------------------------------------
	330 USG drop tank (A)	1018 kg		116 nm
	480 USG drop tank (B)	1481 kg		169 nm
Ordnance Loadouts:
Cannon: M61 20mm	 		Payload: 8169 kg
	* 4 Mk83 bombs, 4 AIM-9L, FLIR & LST pods, 2 drop tanks
		(A: 1559 nm, B: 1654 nm)
	* 2 AIM-9L, 2 AIM-120, 3 drop tanks (A: 1663 nm, B: 1806 nm)
	* 2 AIM-9L, 4 AIM-120, 2 drop tanks (A: 1559 nm, B: 1654 nm)
	* 4 Harpoon, 2 AIM-9L, drop tank (A: 1454 nm, B: 1502)
Remarks:
	Derivative design of F/A-18. Streched fuselage, more fuel, larger wing,
	more powerful engines, but heavier. Performance estimated as about the
	same as original F/A-18 but with greater range. 
	

USA	F-22						Air Superiority
	----
Cannon ATA: 4				Def ATA: 6.0(3.5)
Sensors:
	ATF radar, ESM.
Performance:
Speed:  Knots (nm/phase) ---------- Throttle Setting --------------
	Altitude	Cruise		Military	Afterburner
	-----------------------------------------------------------
	VLow/Low	650 (2.7)	650 (2.7)	 792 (3.3)
	Medium		700 (2.9)	780 (3.2)	1020 (4.2)
	High		807 (3.4)	920 (3.8)	1260 (5.2)
Ceiling: 19,812 meters
Endurance:
Cruise Range: 2000 nm			Engine Type: Turbofan
Internal Fuel: 9979 kg			Inflight Refuel?: Y
Ordnance Loadouts:
Cannon: M61 20mm	 		Payload: ? kg
	* 4 AIM-9L, 4 AIM-7M or AIM-120 (1900 nm)
Remarks:
	Advanced Tactical Fighter (ATF). Data is very sketchy. Incorporates all
	sorts of advanced technology including stealth, thrust vectoring and 
	advanced radar. Front quarter RCS is 100 times smaller than F-15. Cost
	estimated at US$ 51.3 million in FY90.

	Radar has low passive detection signature (not clear how to simulate
	this), but should still have APG-70 or better performance. Should be
	considered a low-RCS (VSmall) target. Air to air loadouts carried in
	internal bays to preserve stealth RCS. Internal bays could probably
	carry a small air to ground weapons load instead.

Annex G4
========

New Info on CIS Guided Bombs

CIS	Name       Hang   Dmg  Remarks
	           Wt(kg) Pts
	------------------------------
	KAB-500L    500    43
	KAB-750L    750    45
	KAB-1000L  1000    92
	KAB-1500L  1500   133  only carried by Su-24

these weapons share the following characteristics:
	min range: .5 nm, max range: 4.3 nm, Ph .80, 
	speed 528 kts (4.4 nm/phase), ballistic trajectory, SALH guidance,
	VSmall target

	TV guided versions are named KAB-500T, KAB-750T, etc. 
	Stats are same except guidance is EO(TV).

-ted

Ted Kim                           Internet: tek@penzance.cs.ucla.edu
UCLA Computer Science Department  UUCP:    ...!{uunet|ucbvax}!cs.ucla.edu!tek
3804C Boelter Hall                Phone:   (213)206-8696
Los Angeles, CA 90024             FAX:     (213)825-2273

------------------------------

Date: Tue, 29 Sep 92 16:31:57 MET
From: mgjblok@cs.vu.nl (Maurice Blok)
Subject: (35) 1.3 Bugs
Message-Id: <CZ.v12.msg35@penzance.cs.ucla.edu>

Morning!
I've been running Harpoon 1.3 for a few months now, and I encountered a few
bugs. Maybe some of you encountered them too or can explain why they are bugging
me.

- While playing the MEDC scenario Allah`s Will (I beleive) my beloved F-14s got
  shot down by their own missiles. I launched a salvo of Phoenix's (sp?) at a
  section of Foxbats. They flew straight and true for their IP, reached their
  IP, made a cool 180 and flew back towards their previous owners in search
  mode. I immediatly saved the game and I waited for `it`(being the bug) to
  happen. "We shot down 1 F-14D Tomcat!!", my staff assistant screamed, quickly
  followed by "1 F14D Tomcat has been shot down". 
  
- When I sink a carrier the 'kill` picture is empty/black, all other `pics` work
  OK. 

- Not really a bug but also irritating: When launching a strike Harpoon
  displays: "Not enough fuel to reach target", while according to the loadout
  screen and Ctrl-C the target is well within strike radius. I realise that some
  kind of fuel reserve is allocated, but about 200nm worth? When using standoff
  weapons the range is usually shortened by another 100nm. I usually just launch
  the strike on a patrol mission, fly them to the target and ignore the `Must
  return to base message`. I strike the target and land my planes safely.

Otherwise Harpoon is better and more realistic than ever. Every change made made
the game better, although gameplay became a bit tougher. Normally (v1.2) I won
with just a few planes downed, now winning will cost me a few squadrons worth of
planes ... .

I`ve got a small request, does anyone have a list with all the missile
parameters; like Low-VHigh, All-Aspect, Snap U/D etc. The same for SAMs and
planes (data & ATA, etc). I do have the Battlebook, but with all the changes in
Harpoon the Battlebook is `Out-of-Date(?)`.

[Mod Note: You may want to check out the Data Annex for the miniatures game.
 Various updates for the Data Annex have appeared in CZ. For example, AAMs were
 updated in CZ v9 msgs 22,26. Data for SAMs (Annex S) will appear soon in a
 future issue.]

Thanks a bunch!

	Maurice Blok

  /-------\        /-------------------------------\
  |04:23am|        | Let's hit the sack!.....Naaah |
  \-------/        /-------------------------------/ 
     ____         / 
    /   #     /---\           ------
---/    #     |o  |           Maurice Blok <mgjblok.cs.vu.nl>
|       #    <__  |           Vrije Universiteit, Amsterdam 
---\____#     \___/           ------

------------------------------

Date: Thu, 1 Oct 92 9:05:06 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (36) PC 1.3 Config Tricks
Message-Id: <CZ.v12.msg36@penzance.cs.ucla.edu>

I bought the HDS yesterday, but I have not had a chance to run it yet.

However, I was quite dissapointed when I read the Version 1.3 manual supplement.

It struck me as being poorly made, with faded and small lettering, and multiples
of some pages. In contrast, the Scenario Booklet for HDS looks great.

I was, however, very disappointed with the way that 360 dealt with the section
on memory under DOS 5 and Windows. For the unwary, their suggestions might, at
the very least, prove frustrating - and at worst painful.

The CONFIG.SYS file must resemble the form:

DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE
DOS=HIGH,UMB

To be able to load TSRs into the UMB area (on a 386 - based machine), the
parameter NOEMS should be added after EMM386.EXE. In most PCs, this will give
you around 70-100K of precious space back if you have a lot of TSRs, especially
small ones.

As for Windows, I would not run Harpoon under this ... and it can only be run in
CGA mode anyway. It is a pain to get graphics-based packages to run in DOS
windows.

If you have Windows 3.1, be sure to use the replacements for HIMEM.SYS,
EMM386.EXE and remember SMARTDRIVE now works, and is loaded from the
AUTOEXEC.BAT file.

One other thing, I believe that 360 used the RAM parameter on the EMM386.EXE
manager to say how much memory you want to be XMS. It will actually be how much
memory you wish reserved for either XMS or EMS, as the manager detects it is
needed. Default memory should be left as XMS if possible.

Hopefully, this has been of some use, and Harpoon will run for everyone as they
want it to.

Any comments can be mailed to me

DAX
s905066@otto.bf.rmit.oz.au

------------------------------

End of CZ Digest
****************


From root@FICUS.CS.UCLA.EDU  Fri Oct  9 15:40:42 1992
Received: by penzance.cs.ucla.edu
	(Sendmail 5.61c+YP/3.19ficus1) id AA02585;
	Fri, 9 Oct 92 15:40:42 -0700
Date: Fri, 9 Oct 92 15:40:42 -0700
Message-Id: <9210092240.AA02585@penzance.cs.ucla.edu>
From: cz@FICUS.CS.UCLA.EDU
To: cz-dist@penzance.CS.UCLA.EDU
Subject: CZ Digest v12 #5 (msgs 37-47)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		9 October 1992
Volume:		12
Issue:		5
Topics:		(37) Editorial			cz-request@ficus.cs.ucla.edu
		(38) Bombing Bases		leungsa@ecf.toronto.edu
		(39) Miscellaneous		randy@ms.uky.edu
		(40) Udaloy vs. Tanker		postmaster@manadon
		(41) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(42) PC 1.3 + HDS		s905066@otto.bf.rmit.oz.au
		(43) PC 1.31			mckee@hpmckee.fc.hp.com
		(44) PC 1.3 Handles Bug		sburge@iris.dri.du.edu
		(45) PC 1.3 Fix Beta Testing	kq9h@maristb.bitnet
		(46) 360 on PC 1.3, etc.	76711.240@compuserve.com
		(47) Annex S			tek@penzance.cs.ucla.edu

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	anonymous FTP for CZ and Computer Scenarios (Amiga, Mac, PC)
	Europe	ftp.cs.vu.nl (192.31.231.42): harpoon
	N.A.	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon

	Scenario Archive Administrators
Amiga:		lcline@agora.rain.com (Larry Cline)
IBM-PC:		lam@mozart.cs.colostate.edu (Mark Lam)
Macintosh:	gsnow@clark.edu (Gary Snow)
Drop Off Site:	hand@kelvin.jpl.nasa.gov (Kolin Hand)

----------------------------------------------------------------------

Date: Fri  9 Oct 1992 15:03:04 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (37) Editorial
Message-Id: <CZ.v12.msg37@penzance.cs.ucla.edu>

New members added since last issue:

md87-ajo@nada.kth.se (Anders Jorring)
100113.2052@compuserve.com (Steve Trease)

For all you PC 1.3 users out there wondering about v1.31 and v1.32, handle
problems, etc., please take a look at Carl Norman's message (46) below.

-ted (disguised as CZ Administrator)

------------------------------

Date: Thu, 1 Oct 1992 17:12:36 -0400
From: leungsa@ecf.toronto.edu (Leo S. Leung)
Subject: (38) Bombing Bases
Message-Id: <CZ.v12.msg38@penzance.cs.ucla.edu>

Hi, 
I'm just wondering if any others have encountered this problem while playing
Harpoon PC (I know this problem existed on v1.1 & v1.2 but I haven't had the
opportunity to see if this problem occurs in v1.3):

When I send an any type of unguided air strike group to hit a base (especially
if the base has already been damaged rather extensively), the air group flies
over the target for a long period of time not doing anything. I re-issue the
attack order and the program accepts it, but despite another wait, the planes
continue flying around the base aimlessly until they're low on fuel.

This is not a constant occurence, but it still happens nonetheless. Could it be
that the base has been damaged to a point where the computer thinks that it
would be fruitless to damage it to a point of total destruction?

Thanks!

+--------------------------------------------------------------------------+
 Leo Leung 9T3
 Department of Electrical Engineering
 SKULE (tm), University of Toronto
 e-mail:    leungsa@ecf.toronto.edu
            leungsa@ugsparc0.eecg.toronto.edu
            443f24@ugsparc0.eecg.toronto.edu

------------------------------

Date: Fri, 2 Oct 1992 00:51:23 EDT
From: randy@ms.uky.edu (Randy Appleton)
Subject: (39) Miscellaneous
Message-Id: <CZ.v12.msg39@penzance.cs.ucla.edu>

Hi!
Two questions: What is the "Designers Annex", and how do I get one? Also, which
scenerios from the archive do y'all enjoy the most? How come?

As a final note, the readme in /pub/harpoon/pc on the archive at sunbane says
there should be an INDEX file, but I see none. What's up?

-Randy

[Mod Note: I think you mean the Data Annex 91/92 from the miniatures version of
 the game available from GDW. It is also available separately. Mark Lam says he
 is working on getting out the INDEX for the PC archive.]

------------------------------

Date: Thu, 8 Oct 92 16:15 BST
From: postmaster@manadon-engineering-college.ac.uk (Keith Wain)
Subject: (40) Udaloy vs. Tanker
Message-Id: <CZ.v12.msg40@penzance.cs.ucla.edu>

On 16 Dec last year, I sent a mail message with a problem scenario concerning a
single ship duel -- Udaloy vs. Spruance. The setting was the aftermath of a
convoy battle, where a single disabled tanker (modelled by a ship being given
zero speed) was being guarded by a Spruance. This was sent on an infinite
circular course around the tanker -- but now I know how to give it a multi-
sector patrol area, I will use that instead.

The Udaloy was the only Soviet ship in the scenario; but was modelling the
single ship that the Soviet commander had allocated to the job of removing the
tanker -- the rest of his assets were taking on the rest of the convoy, in
theory.

Even giving the Udaloy LRMP support and a fairly intelligent route, the Udaloy
failed to sink the tanker. Its missiles missed and it simply wouldn't close and
engage with guns. What am I doing wrong? The Soviet win conditions were to sink
the tanker -- the US win conditions were to keep the tanker in the zone for 36
hours (theoretically a support group was en route).

Any thoughts?

Keith Wain 
postmaster@uk.ac.manadon

"bigger guns make bigger holes"

------------------------------

Date: Wed  7 Oct 1992 09:23:22 PDT
From: tek@penzance.cs.ucla.edu (Ted Kim)
Subject: (41) Recent Naval Developments
Message-Id: <CZ.v12.msg41@penzance.cs.ucla.edu>

What follows is a summary of some items of interest from the October 1992 USNI
Proceedings.

	Updates on Republic Navies (p.24) 

The top commander of the Russian Navy is now Admiral F.N. Gromov, taking over
from Admiral of the Fleet V.N. Chernavin. Gromov was the Northern Fleet
commander. The Russian Navy has switched back to the Tsarist ensign (i.e., naval
flag) design - the Cross of St. Andrew.

The Black Sea Fleet dispute has been resolved. The fleet will be jointly
operated until 1995, at which point separate national fleets will be
established. By 1995, the division of resources and details concerning Russian
use of Ukrainian facilities will be worked out (e.g., overhauling the Russian
carriers at Nikolayev yards).

Some small naval units are apparently being transferred to Georgia on the
Eastern Black Sea. Also, 10 small units of the Caspian Sea Flotilla are to be
turned over to Azerbaijan in November 1992.

	An Arleigh Burke with Helicopters (p.102)

The original Flight III design of the Burke was cancelled due to budget
pressures. What will replace it is a new Flight IIA design starting with DDG-72.
The new variant will have the two LAMPS III (SH-60B) helicopters of the Flight
III design and a RAST hauldown system. It also has the Kingfisher mine-hunting
sonar upgrade to the SQS-53, advanced VLS Sea Sparrow (4 per cell) and the Track
Initiation Processor upgrade for the SPY-1D (Aegis) radar, blast hardened
transverse bulkheads and lots of smaller changes. But it does have tradeoffs in
other areas: no SQR-19 towed array, no Mk15 Phalanx, no VLS loading cranes and
no Harpoon missile canisters.

The mine sonar is thought to be more important than the towed array in expected
littoral situations. The Sea Sparrow system is thought to be adequate for CIWS
purposes. Space is still left for the Harpoon. It is thought that the TASM and
LAMPS III surface attack capability will be sufficient. IMHO, the loss of the
VLS crane is perhaps a realization of the realities of reloading at sea.

	World Naval Developments (p.122)

The Russian arms business is becoming quite agressive in marketing and pricing.
Previous "secrets" are now being openly advertised in sales brochures.
Unfortunately, this is one of the few areas that Russia has a hard-cash export
market. Its not completely clear if all wares are available today or if they
were looking for advance sales to finance development. Apparently, export items
carry an "E" designation. Some items recently offered at the August 1992 Moscow
sales show include:

AS-15: Essentially a Tomahawk equivalent. Conventionally armed strike version of
the strategic weapon. Presumably, conventional ship-launched version (SS-N-21)
is coming. Possibly an anti-ship version coming also. Details: subsonic cruise,
TerCom and GLONASS (Russian GPS equivalent) guidance.

AS-16: Possibly AS-4, AS-6 replacement. Carried in rotary launchers on Backfire.
Details: high-altitude launch range 90 nm. vs. cruisers (shorter range vs.
smaller ships), 2600 lb hang weight, 330 lb warhead, rocket-ramjet propulsion,
high trajectory w/ terminal dive (upto Mach 5), I/M/TARH (mm wave) guidance.

AS-17 (Kh-31): Smaller version of same airframe used on Flanker carried missile
(see next item). Also ARM version.

AS-?: New rocket-ramjet antiship missile. Shown mounted on Su-27K (carrier-based
Flanker).

AS-?: ARM specialized to attack the Patriot's MPQ-53 ground radar. Details:
range 86 nm, top-speed Mach 3.6.

SS-N-12, SS-N-19: Both have PRH versions. The SS-N-19 PRH version specialized to
attack SPY-1 (Aegis) radar. The SS-N-19 not on display. Possibly, its not for
sale.

SS-N-22: Apparently, sub-launched, coastal defense and PRH versions exist.
Missile has a video data-link.

SS-N-25: Essentially a Harpoon equivalent. Also air-launched version. Supposedly
available starting 1993.

ASW Torpedo: New 350 mm helicopter carried, light-weight rocket torpedo called
APR-2E. Perhaps also a warhead for a stand-off ASW weapon. Details: dive depth
600 m, top speed 63 kts.

SA-?: Big ramjet ARM SAM. Specialized to attack AWACS, probably homing in on
S-band APY-1/2 (AWACS radar) emissions. Details: 600kg launch weight, range 108
nm, top speed 1940 kts., ARM/TARH guidance w/ target memory.

	Combat Fleets (p.125)

The German MEKO-200 modular frigate design is popping up everywhere. In June
1992, the first of 4 for Greece went on trials after taking only slightly more
than 6 months to construct in Hamburg. The other 3 are being constructed in
Greece. Other MEKO-200 ships deliveries and orders include Turkey (4+2),
Portugal (3), New Zealand (0+2) and Australia (0+8).

The FRG announced it will be selling 39 former DDR combatants including
fully-armed Parchim-I frigates to Indonesia. The sale also includes 9 Kondor-II
minesweepers and 12 Frosch-I landing ships and 2 Frosch-II amphibious support
ships.

-ted

Ted Kim                           Internet: tek@penzance.cs.ucla.edu
UCLA Computer Science Department  UUCP:    ...!{uunet|ucbvax}!cs.ucla.edu!tek
3804C Boelter Hall                Phone:   (213)206-8696
Los Angeles, CA 90024             FAX:     (213)825-2273

------------------------------

Date: Tue, 6 Oct 92 11:08:31 EST
From: s905066@otto.bf.rmit.oz.au (Gavin Rewell)
Subject: (42) PC 1.3 + HDS
Message-Id: <CZ.v12.msg42@penzance.cs.ucla.edu>

I got the 1.3 upgrade with my HDS, and have now played a few scenarios.

I have found subs extrmely elusive. Incoming torpedoes are the only things I
see, and then I lose a ship. More play, I suspect to appreciate the new sonar
model ...

And I have a nasty thing to say about the AAW model. I was playing the first
scenario of the GIUK HDS and had my helos with radar on for the mixed ASW (blue)
group. Detected incoming Shipwrecks. Illuminated area ... and waited. No one
fired a shot except for the Phalanx on the Iroquois (just before it went down).

Subsequent attacks left all my ships in dire straits, and only 2 SM1MR missiles
from a Charles F Admams were fired.

On a final note, the database is now awesome. Nice one 360.

DAX

------------------------------

Date: Sat, 3 Oct 92 17:20:47 MDT
From: mckee@hpmckee.fc.hp.com (Bret Mckee)
Subject: (43) PC 1.31
Message-Id: <CZ.v12.msg43@penzance.cs.ucla.edu>

I was at Software Etc. today and saw some of the new Harpoon products. I noticed
that the boxes have a litte sticker that says 1.31 next to the word "Version" on
the box. I hope this is the memory handles fix, and I hope 360 makes it easily
availible. Anybody have more information?

Bret

------------------------------

Date: Tue, 6 Oct 92 10:51:51 -0600
From: sburge@iris.dri.du.edu (Steve Burge)
Subject: (44) PC 1.3 Handles Bug
Message-Id: <CZ.v12.msg44@penzance.cs.ucla.edu>

Does anyone know if 360 really plans to put out a bug fix to the most glaring
and annoying bugs in version 1.3? I've called them (360) to ask about a
possible fix especially to the "Insufficient master handles" error, and the tech
(Scott) just laughed and said that any fix is just a rumor and unlikely and to
happen.

As to going back to version 1.2, I've also had this same error. It might not
occur as often, but it still does occur and so this does not seem to be a very
good solution.

So we have a couple of differing opinions from 360 techs about a fix.

Does 360 subscribe to the CZ? If so, how about an authoritative answer.

[Mod Note: Yes! They do subscribe to CZ. See below.]

------------------------------

Date: Wed, 07 Oct 92 20:49:35 EST
From: kq9h%maristb.bitnet@mvs.oac.ucla.edu (Richard W. Roberts)
Subject: (45) PC 1.3 Fix Beta Testing
Message-Id: <CZ.v12.msg45@penzance.cs.ucla.edu>

Last week I called Three-Sixty with some questions about the problems with
Harpoon V1.3. Maybe someone can verify this, but I was told they currently beta
testing a fix. I hope this is the case, as I would rather not be limited to the
number of aircraft I can have in the air.

Anyway, they said they release the fix, when it is ready, on the networks and by
mail to registered users.

Have fun Harpooning!

------------------------------

Date: 08 Oct 92 02:00:09 EDT
From: 76711.240@compuserve.com (Three-Sixty Pacific, Inc.)
Subject: (46) 360 on PC 1.3, etc.
Message-Id: <CZ.v12.msg46@penzance.cs.ucla.edu>

Harpooners,
I realize that all of you have been very patient while we have been working on
bug fixes for Harpoon V1.3. The Harpoon Development Team at Three-Sixty
appreciates your patience and understanding while we have worked on a Harpoon
revision. I can now tell all of you that we are ALMOST finished with Harpoon
Version 1.32.
 
What happened to V1.31? A new Signature Edition Challenger Pak has just been
released that contains Harpoon, the Scenario Editor, and the original four
BattleSets. This new product had a scheduled release date that prevented us from
having the ability to put all the 1.3 fixes into it, so we made V1.31 specific
to the Signature Edition Challenger Pak. V1.31 is similar to V1.3 except for the
inclusion of a command line switch that allows the user to increase the number
of master handles that Harpoon uses. V1.32 has this feature and many other
fixes. Sorry if this V1.31 and V1.32 is confusing.
 
Version 1.32 should be finished within the next two weeks. It will be mailed to
everyone who purchased the 1.3 upgrade or HDS directly from Three-Sixty and to
registered HDS owners (if you purchased HDS from somewhere other than
Three-Sixty, get those registration cards in now).
 
I will also upload the V1.32 executable file to CompuServe, GEnie, AOL and to
the Harpoon scenario FTP site when it is completed for those of you who want to
get it right away. It will be about 250K zipped. You must have the other files
that came with V1.3 for the executable to work. We are in the final stages of
beta testing V1.32 so please hang on just a bit longer.
 
Good Hunting,
            Carl C. Norman
            Three-Sixty Pacific, Incorporated

------------------------------

Date: Mon 28 Sep 1992 14:56:16 PDT
From: tek@penzance.cs.ucla.edu (Ted Kim)
Subject: (47) Annex S
Message-Id: <CZ.v12.msg47@penzance.cs.ucla.edu>

In SITREP 12, new Data Annexes S1 and S2 are included to provide data about
land-based SAMs. The data is summarized here by permission of Larry Bond. 

I have taken the liberty to reorganize the data a bit. SITREP subscribers might
like to compare. I would like to hear comments about whether you like this or
not.

Land-based SAM systems are made of the same basic components found on ship-based
SAMs. The larger radar guided systems are organized into "batteries" and include
an acquisition radar (search radar), launchers (mounts) and guidance/tracking
radars (directors). Most modern systems tend to have a guidance radar unit for
every launcher. The latest systems can track multiple targets and guide multiple
missiles from a single planar radar array. The smallest systems are man portable
IR missiles which have no associated radars.

Land-based SAMs generally do not have automatically loaded launchers fed by
large magazines. Instead, they have several launchers each with a small number
of "ready" missiles sitting on rails or in canisters. After expending the ready
missiles, the launchers must be reloaded manually. Since space is not as tight
as on a ship, SAM batteries are often spread out over a much larger area and are
possibly dug-in or in improved positions. Also, many of the systems are also
designed to be broken down and moved by vehicles.

Annex S1 lists the characteristics of the SAM itself. Annex S2 describes battery
organizations. Each battery is assumed to have at least one acquisition radar
unit. Each launcher in the battery has as many ready missiles as it has rails or
canisters listed in its mount. ROF is assumed to be all ready missiles in the
battery. In most cases, the guidance system limits the total number of missiles
in flight to considerably less than the ROF. Man portable units form single unit
independent batteries. All batteries are considered to have 360 firing arcs.

	Annex S1: Land-Based SAMs
	=========================
	Note: the data does not fit into 80 columns, 
	so the table is divided into 2 parts

	S1, Part 1
 A.      B.                   C.         D.    E.    F.    G.    H.    J.    K.
- ------------------------------------------------------------------------------
CIS     SA-1 Guild           Cmd        .20   4.0   19.0  4000  30.0  1434  12.0
CIS     SA-2 Guideline       Cmd        .20   3.7   22.0  1500  18.0  2008  16.7
CIS     SA-3 Goa             Cmd        .25   3.2   13.5   100  15.0  1147   9.6
CIS     SA-4 Ganef           Cmd/TSARH  .25   5.0   38.0  1100  27.0  1434  12.0
CIS     SA-5c Gammon         Cmd/TSARH  .25  43.2  165.0  3000  30.5  2995  25.0
CIS     SA-6 Gainful         Cmd/TSARH  .40   2.2   16.1   100  18.0  1434  12.0
CIS     SA-7a Grail          IRH        .25   0      1.9    45   3.0   924   7.7
CIS     SA-7b Grail          IRH        .30   0      2.6    25   4.5  1078   9.0
CIS     SA-8a & 8b Gecko     Cmd        .50   0.9    6.5    50  13.0  1147   9.6
CIS     SA-9 Gashkin         IRH        .30   0.1    3.5    20   5.0   990   8.3
CIS     SA-10a & 10b Grumble TVM        .70  10.0   54.0    25  30.0  3442  28.7
CIS     SA-11 Gadfly         SARH       .70   1.6   16.0    30  14.0  1721  14.3
CIS     SA-12a Gladiator     SARH       .70   2.7   54.0   900  30.0  3442  28.7
CIS     SA-12b Giant         SARH       .70   2.7   54.0   900  30.0  3442  28.7
CIS     SA-13 Gopher         IRH        .40   0.3    4.3    10   5.0   990   8.3
CIS     SA-14 Gremlin        IRH        .40   0.1    2.7    10   3.5  1300  10.8
CIS     SA-15 Tor            Cmd        .70   0.8    6.5    10   6.0  1625  13.5
CIS     SA-16 Gimlet         IRH        .50   0.1    2.7    10   3.5  1107   9.2
CIS     SA-19                Cmd/TIRH   .60   0.2    5.4    15   5.0  1434  12.0
France  Crotale              Cmd        .60   0.3    5.4    15   5.0  1518  12.7
France  Mistral & SATCP      IRH        .50   0.2    3.2    15   4.5  1716  14.3
France  SAMP/ASTER 15        I/M/TARH   .80   0.3    8.1    15  15.0  1147   9.6
France  SAMP/ASTER 30        I/M/TARH   .80   0.3   16.2    15  25.0  1147   9.6
FRG     Roland 1 & 2         CLOS       .50   0.3    3.2    20   5.5   972   8.1
FRG     Roland 3             CLOS       .60   0.3    4.3    20   5.5  1205  10.0
Intl.   ADATS                SALH       .80   0.5    4.3    10   5.0  1721  14.3
Italy   Spada/Aspide         SARH       .60   1.0    5.4    15   5.0  1319  11.0
Japan   Type 81              I/TIRH     .70   0.3    3.8    15   3.0  1377  11.5
PRC     FM-80                Cmd        .40   0.4    5.4    15   4.0  1434  12.0
PRC     HN-5                 IRH        .25   0.4    1.9    50   2.5   924   7.7
PRC     HN-5A                IRH        .30   0.4    2.4    50   2.5  1078   9.0
PRC     HQ-2B & 2J           Cmd        .20   5.0   18.9   457  24.4  2000  16.7
PRC     HQ-61                SARH       .40   1.6    5.4    50   8.0  1721  14.3
Sweden  RBS 70               SALH       .70   0.1    2.7     0   3.0   700   5.8
Sweden  RBS 70 Mk2           SALH       .80   0.1    3.2     0   4.0   700   5.8
Sweden  RBS 90               SALH       .80   0.1    3.2     0   4.0   700   5.8
Switz.  Skyguard/Sparrow     SARH       .60   0.5    8.0    30   5.0  2638  22.0
UK      Bloodhound Mk2       SARH       .50   4.0   43.0   100  40.0  2000  16.7
UK      Blowpipe             Cmd        .40   0.4    1.6    10   3.5  1300  10.8
UK      Javelin              SACLOS     .40   0.2    2.4    10   3.0   660   5.5
UK      Rapier               SACLOS     .60   0.4    3.5    10   3.0  1147   9.6
UK      Starstreak           SALH       .80   0.2    3.8     0   4.0  2295  19.1
UK      Thunderbird          SARH       .40   5.0   21.6   500  30.0  1434  12.0
UK      Tigercat             Cmd        .40   0.3    3.2     4   3.5   396   3.3
USA     Chaparral            IRH        .50   0.3    5.0   500   6.0  1434  12.0
USA     Improved Hawk        SARH       .70   1.0   21.6    30  16.0  2500  20.8
USA     Nike-Hercules        Cmd        .50   4.0   75.6   100  45.0  2000  16.7
USA     Patriot              TVM        .80   2.0   43.5    60  21.0  2237  18.6
USA     Redeye               IRH        .40   0.1    1.6    20   3.5  1300  10.8
USA     Stinger              IRH        .50   0.1    3.0    10   3.5  1452  12.1
USA     Stinger-POST         IRH        .60   0.1    3.0    10   3.8  1452  12.1

	Column Key
A. Country		F. Maximum Range (nm)
B. Name			G. Minimum Altitude (m)
C. Guidance		H. Maximum Altitude (km)
D. Pk			J. Speed (kts)
E. Minimum Range (nm)	K. Distance/Turn (nm/30 seconds)

	S1, Part 2
 A.      B.                L.    M.               N. P. 
- -----------------------------------------------------
CIS     SA-1 Guild         1    YoYo              N  1
CIS     SA-2 Guideline     1    Fan Song F        Y  2
CIS     SA-3 Goa           2    Low Blow          Y  3
CIS     SA-4 Ganef         2    Pat Hand          N  4, 5
CIS     SA-5c Gammon       1    Square Pair       N  6
CIS     SA-6 Gainful       3    Straight Flush    Y  5
CIS     SA-7a Grail        1     -                Y  7, 8
CIS     SA-7b Grail        1     -                Y  8, 9
CIS     SA-8a Gecko        4    Land Roll         Y  5, 10
CIS     SA-8b Gecko        6    Land Roll         Y  5
CIS     SA-9 Gashkin       4     -                Y  11
CIS     SA-10a Grumble     4    Flap Lid A        N  12, 13
CIS     SA-10b Grumble     4    Flap Lid B        N  13, 14
CIS     SA-11 Gadfly       4    Fire Dome         Y  15
CIS     SA-12a Gladiator   4    Bill Board        N  16
CIS     SA-12b Giant       2    Bill Board        N  16
CIS     SA-13 Gopher    4 or 6   -                Y  17
CIS     SA-14 Gremlin      1     -                Y  8, 18
CIS     SA-15 Tor          8    K-Band Doppler    Y  19
CIS     SA-16 Gimlet       1     -                Y  8, 20
CIS     SA-19              8    Hot Shot          Y  21
France  Crotale            4    J-Band Monopulse  Y  22
France  Mistral & SATCP    1     -                Y  8
France  SAMP/ASTER 15      8    Arabel            N  
France  SAMP/ASTER 30      8    Arabel            N  
FRG     Roland 1          10     -                Y  
FRG     Roland 2          10    Pulse Doppler     Y  
FRG     Roland 3          12    Pulse Doppler     Y  23
Intl.   ADATS              8     -                Y  24
Italy   Spada/Aspide       6     -                Y  
Japan   Type 81            4     -                Y  25
PRC     FM-80              4     ?                Y  26
PRC     HN-5               1     -                Y  8, 27
PRC     HN-5A              1     -                Y  8, 28
PRC     HQ-2B & 2J         1    Gin Sling A       N  29
PRC     HQ-61              2     ?                N  30
Sweden  RBS 70             1     -                Y  8
Sweden  RBS 70 Mk2         1     -                Y  8
Sweden  RBS 90             2     -                Y  
Switz.  Skyguard/Sparrow   4    Pulse Doppler     Y  31
UK      Bloodhound Mk2     1    Firelight         N  
UK      Blowpipe           1     -                Y  8
UK      Javelin            1     -                Y  8
UK      Rapier, Towed      4    Blindfire         Y  
UK      Rapier, Tracked    8    Blindfire         Y  
UK      Starstreak         1     -                Y  
UK      Thunderbird        1     ?                N  32
UK      Tigercat           3     -                Y  
USA     Chaparral          4     -                Y  33
USA     Improved Hawk      3    PWAR              N  
USA     Nike-Hercules      1    HIPAR             N  34
USA     Patriot            4    MPQ-53            N  35
USA     Redeye             1     -                Y  8
USA     Stinger            1     -                Y  8
USA     Stinger-POST       1     -                Y  8, 36

	Column Key
A. Country		M. Tracking Radar
B. Name			N. Optical Backup
L. Missiles/Launcher	P. Remarks

	Remarks
1. Probably removed from operational service.
2. Naval version is SA-N-2. CIS designation V750K, system designation V75SM.
   Nuclear version may exist. 
3. Naval version is SA-N-1. Guidance radar has optical tracking too.
4. CIS Designation ZUR Krug 3M8M2. 
5. Either uses or can use Long Track AS radar and Thin Skin HF radar. 
6. Long minimum range, poor low altitude capability, relatively unmaneuverable.
7. CIS designation 9M32 Strela 2. Tail-chase only.
8. Man portable. 
9. Naval version is SA-N-5. CIS designation 9M32M Strela 2M. Better
   countermeasures resistance.  
10. Naval version is SA-N-4.
11. Associated Hat Box range-only radar.
12. Naval version is SA-N-6. Static mount.
13. Can be linked with Big Bird AS radar.
14. Mobile version.
15. Naval version is SA-N-7. Radars can be tied into SA-6 system.
16. Can be used as ABM system.
17. Replaces SA-9. Better IR seeker.
18. Naval version is SA-N-8. Replaces SA-7. Cannot engage head-on targets.
19. Naval version is SA-N-9.
20. Can enagage head-on targets.
21. Naval version is SA-N-11. On 2S6 Tunguska AA vehicle.
22. Can two fire missiles at same target from same launcher.
23. Improved missile fired from same launchers as earlier versions.
24. On-board acquisition radar. Passive optical tracking system w/ LLTC or IIR.
25. Guidance allows designation and launch against one new target each turn.
26. Copy of France Crotale with lower performance.
27. Copy of CIS SA-7a. PRC designation Hong Yin-5. Tail-chase only.
28. Copy of CIS SA-7b. Can engage helicopters from head-on.
29. Copy of CIS SA-2. HQ-2B is semi-mobile tracked version.
30. Acquisition radar is copy of CIS Flat Face.
31. RIM-7H version of Sparrow. Skyguard FCS can control 35mm guns and RIM-7H or
    Aspide SAMs at same time. 
32. Removed from service in 1977.
33. Sidewinder variant.
34. System improved in 1981.
35. Multiple target capability.
36. Passive Optical Seeker Technique. Improves seeker discrimination by using UV
    and IR.

	Annex S2: SAM Battery Organizations
	===================================
 A.      B.                   C.                       D.   E. F. G. H.  J.
- -----------------------------------------------------------------------------
CIS     SA-1 Guild           Gage                    162    6  1  1  1   6
CIS     SA-2 Guideline       Spoon Rest              146    6  1  1  1   6
CIS     SA-3 Goa             Flat Face (P-15)        135    4  1  1  1   8
CIS     SA-4 Ganef           Long Track, Thin Skin    54    3  1  1  1   6
CIS     SA-5c Gammon         Back Net, Tall King     173    6  1  1  1   6
CIS     SA-6 Gainful         Long Track, Thin Skin B 130    4  1  1  1  12
CIS     SA-8a Gecko          Land Roll                16.2  5  5  5  2  20
CIS     SA-8b Gecko          Land Roll                16.2  4  4  4  2  24
CIS     SA-9 Gashkin          -                        -    4  0  4  2  16
CIS     SA-10a & 10b Grumble Clam Shell                ?   12  1  6  2+ 48
CIS     SA-11 Gadfly         Tube Arm                  ?    4  4  4  1  16
CIS     SA-12a Gladiator     Grill Pan                 ?    8  4  4  2+ 16
CIS     SA-12b Giant         Grill Pan                 ?    4  4  4  2+ 16
CIS     SA-13 Gopher          -                        -    4  0  4  2  16 or 24
CIS     SA-15 Tor            Pulse Doppler            13.5  4  4  4  2  32
CIS     SA-19                Hot Shot                  ?    6  6  6  2  48
France  Crotale              Mirador IV                9.7  3  3  3  2  12
France  Mistral & SATCP       -                        -    6  0  6  1   6
France  SAMP/ASTER 15        Arabel                   52    4  4 10  2  32
France  SAMP/ASTER 30        Arabel                   52    4  4 10  2  32
FRG     Roland 1 & 2         Monopulse Doppler         8.9  3  3  3  1  30
FRG     Roland 3             Monopulse Doppler         8.9  3  3  3  1  36
Intl.   ADATS                SHORAR                   11    4  4  4  1  32
Intl.	Indep. Man Portable   -                        -    1  0  1  1   1
Italy   Spada/Aspide         Pluto                    38.4  9  3  3  2  54
Japan   Type 81              Phased-Array 3D          16.2  2  0  8  2   8
PRC     FM-80                 ?                       10    6  6  6  1  24
PRC     HQ-2B & 2J            ?                        ?    6  1  1  1   6
PRC     HQ-61                Model 571               135    4  1  1  1   8
Sweden  RBS 70 & 70 Mk2      PS-70/R Giraffe          21.6  6  6  6  1   6
Sweden  RBS 90               PS-91                    10.8  6  6  6  1  12
Switz.  Skyguard/Sparrow     Pulse Doppler            10.8  6  1  1  2  24
UK      Bloodhound Mk2       UKADR                     ?    8  1  1  1   8
UK      Rapier, Towed        Blindfire                 6.5  4  4  4  1  16
UK      Rapier, Tracked      Blindfire                 6.5  4  4  4  1  32
UK      Starstreak            ?                        ?    6  6  6  1   6
UK      Thunderbird           ?                        ?    6  6  6  1   6
UK      Tigercat              ?                        ?    6  1  1  1  18
USA     Chaparral            MPQ-49 FAAR               ?    4  0  4  2  16
USA     Improved Hawk        CWAR                     54    3  3  3  1   9
USA     Nike-Hercules         ?                        ?    6  1  1  1   6
USA     Patriot              MPQ-53                   92    8  1  5  2+ 32

	Column Key
A. Country			F. Directors or Tracking/Guidance Radars
B. Name				G. Targets/Battery
C. Acquisition Radar		H. Missiles/Target
D. Acquisition Range (nm)	J. Missiles/Battery 
E. Launchers				(total ready missiles in battery)

	Independent Man Portable Units
	------------------------------
CIS SA-7a Grail		PRC HN-5		USA Redeye
CIS SA-7b Grail		PRC HN-5A		USA Stinger
CIS SA-14 Gremlin	UK  Blowpipe 		USA Stinger-POST
CIS SA-16 Gimlet	UK  Javelin

-ted

Ted Kim                           Internet: tek@penzance.cs.ucla.edu
UCLA Computer Science Department  UUCP:    ...!{uunet|ucbvax}!cs.ucla.edu!tek
3804C Boelter Hall                Phone:   (213)206-8696
Los Angeles, CA 90024             FAX:     (213)825-2273

------------------------------

End of CZ Digest
****************


From root@FICUS.CS.UCLA.EDU  Thu Oct 15 15:36:39 1992
Received: by penzance.cs.ucla.edu
	(Sendmail 5.61c+YP/3.19ficus1) id AA18519;
	Thu, 15 Oct 92 15:36:39 -0700
Date: Thu, 15 Oct 92 15:36:39 -0700
Message-Id: <9210152236.AA18519@penzance.cs.ucla.edu>
From: cz@FICUS.CS.UCLA.EDU
To: cz-dist@penzance.CS.UCLA.EDU
Subject: CZ Digest v12 #6 (msgs 48-56)
Errors-To: cz-request@FICUS.CS.UCLA.EDU
Status: RO

			 The Convergence Zone

Date:		15 October 1992
Volume:		12
Issue:		6
Topics:		(48) Editorial			cz-request@ficus.cs.ucla.edu
		(49) Origins/Gencon Report	d9bertil@dtek.chalmers.se
		(50) PC 1.32 Update		postmaster@manadon
		(51) Amiga HDS			jdutka@wpi.wpi.edu
		(52) Re: Bombing Bases		creps@bronze.ucs.indiana.edu
		(53) V1.32 in the UK		coates@vax.lse.ac.uk
		(54) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(55) Volume 12 Index		cz-request@ficus.cs.ucla.edu
		(56) CZ Guidelines		cz-request@ficus.cs.ucla.edu

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing list
for the discussion of the Harpoon naval wargame series and related topics.

Submissions:	cz@ficus.cs.ucla.edu
Administration:	cz-request@ficus.cs.ucla.edu
Archives:	anonymous FTP for CZ and Computer Scenarios (Amiga, Mac, PC)
	N.A.	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon
	Europe	ftp.cs.vu.nl (192.31.231.42): harpoon

	Scenario Archive Administrators
Amiga:		lcline@agora.rain.com (Larry Cline)
IBM-PC:		lam@mozart.cs.colostate.edu (Mark Lam)
Macintosh:	gsnow@clark.edu (Gary Snow)
Drop Off Site:	hand@kelvin.jpl.nasa.gov (Kolin Hand)

----------------------------------------------------------------------

Date: Date: Thu 15 Oct 1992 15:06:41 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: (48) Editorial
Message-Id: <CZ.v12.msg48@penzance.cs.ucla.edu>

Members added since last issue:	

70524.513@compuserve.com (Bernard Delurey)
markf@sequoia.com (Mark R. Friedman)
eph3@po.cwru.edu (Ephraim P. Hochberg)
karmira@natinst.com (Apostolos Karmirantzos)
jlassen@bonnie.ics.uci.edu (Jeremy Lassen)
vzhivov@ccs.carleton.ca (Vladimir Zhivov)

Mark Lam reports he has put out an INDEX file for the PC archives with more
updates to come. Also, I have been told that Mac 1.3 (packaged with HDS) is
out, though I have not seen it myself. Finally, you should take a look at
Bertil's article (msg 49) on what Larry Bond said at Origins.

This issue wraps up Volume 12 and has the usual end of volume stuff attached.

-ted (disguised as CZ Administrator)

------------------------------

Date: Tue, 13 Oct 1992 11:32:46 +0100 (MET)
From: d9bertil@dtek.chalmers.se
Subject: (49) Origins/Gencon Report
Message-Id: <CZ.v12.msg49@penzance.cs.ucla.edu>
Comments: reformatted

At Origins/Gencon this year, Larry Bond held a Harpoon seminar which I
attended. This is a short summary of what was discussed there. Unless
otherwise indicated 'Harpoon' means the miniatures rules published by GDW. My
comments are within brackets.

The seminar was semi-well attended but what was lost in numbers was made up
for by enthusiasm :).


	GAME NEWS

A book similar to Troubled Waters but for the Pacific Rim is in the making,
exact release date unknown. The 4th edition Harpoon might be on the way. If
GDW is willing, it will be comming out in late 93 or early 94. "Beat on
GDW!", if you want to see it. It is very likely that the Annex will return to
the normal, Jane's style organization but with an alphabetic index over ship
classes.

Computer Harpoon 1.3 is on the way (I guess you already know this :).
Computer Harpoon II is sheduled for Xmas 93 release. It will include unrep
and supplies, aerial tankers and <roll drums> Modem Play!

There is a multiplayer Harpoon for Genie under development, at that time the
display routines were working.

He is working on an WWII naval simulation named 'Murderers Row' which
probably will be in form of a 3 ring binder. Apparently it uses a faster
system with one dice roll and a lookup table, rather than five dice rolls.

His new novel, title 'Cauldron' is sheduled for May 93 release. The main bad
guy in it will be French, more on this later.


	WORLD NAVAL/TECHNOLOGICAL/POLITICAL DEVELOPMENTS

	General
Based on lessons from Desert Storm the Ph of LGB's should be 50%-60%, if
opposition (some AAA, etc.) is encountered and 85% to 95% if the target area
is totally calm. The Ph of SARH missiles should be lowered, except for
AMRAAM, Active SkyFlash and AIM-54C.

Experiments and trials with advanced conepts for conventional subs continue.
Germany is experimenting with a liquid oxygen fuel-cell in a 212 and another
air-independent-propulsion in a 209. The Swedish sub with the Stirling is on
it's 3rd or 4th year now. There are also several more exotic concepts tossed
around, some involving new nuclear propulsion.

In Latin America, nothing really interesting is going on, except a lot of
ship buying.

	CIS	
The Russian Navy continues to shrink. Due to delayed and/or non-existant
support and overhauls, the Minsk and the Kiev are "hulks". Several Kirovs are
laid up. The Kresta I, Kashin, Victor and the Foxtrots are being phased out.
The latter are being sold to Turkish, Brittish and South Korean scrapyards.

The Kirov has been renamed to Admiral Usjikov (sp?) and the rest of that
class has been named after old Tsars. The class name for the Akula is Baris
(snow leopard) and they are named after hunting cats. The Typhoon is named
Akula :).

There is an upgraded MiG-29 called the MiG-33. The prototype has a 4-glass
cockpit, fly-by-wire and aerodynamic upgrades and is dual-role capable. It
will also have a new radar, more effective flares and be able to carry the
Kh-31. The Kh-31 is a long range high speed ARM about as big as a Standard
ARM. It is said to be tunable in flight and to have a target location memory
like the HARM (but it's not a HARMski).

New data from Russia reveals that AWACS and tankers were the high-priority
targets in a war.

Since the world political scene has changed, the likelyhood of a Russian-US
confrontation diminishes, while the PRC apparently is strengthening it's
capabilities.

	India 
India hasn't forgotten the USN threat of entry in the '72 war and is going
through a very thourough program of upgrading its logistics sector and the
capabilities of its bases. The goal of this buildup is to become a strong
regional power able to withstand outside coercion. With the current cutbacks,
there will be no permanent US carrier presence in the Indian Ocean.

The Charlie I they borrowed from USSR is back in Russia, but they learned
valuable lessons from it. They are working on mastering carrier operations
and is planning a Harrier carrier similar to the Garibaldi. Two other new
Indian classes are the New Delhi DD(G?) and the Kukri FF(G?). They are,
however, still weak on nukes and have no airborne radar.

	Japan
Japan is going through a period of domestic agonizing over the limitations on
participation in UN actions that the constitution sets.

	"The Alternate Klingons are the Chinese"
The Chinese government are trying to take over the Soviet role of main
exporter of low level cheap weapons to Third World countries. There are
rumours that they might be selling nukes too. The French has recently sold
Croatale to the PRC Luda class destroyers, but their navy is roughly on the
same level as the USN in the late 60's except for area AAW which they lack.
The French are also selling technology and know-how to China.

PRC is generally disliked as a neighbour, especially those who also claim the
rights to the Spratley Islands. There is also a risk of interior unrest in
the PRC.

	UK 
The UK is performing a nuclear standdown removing all nuclear weapons from
their ship and storing them on the bases. They are also cutting down the
conventional parts of their navy. For example, some ships have had their
sonar sets removed and the Type 22 is being scrapped (?). Their new AOE has
been put on ice and Spearfish is getting less and less likely to ever get
deployed. The 70kt speed that was reported was an accident. The engine
regulator malfunctioned and let the motor run free and burned itself out. In
summary, the UK is going down from large power to regional power. 

	US 
The B1 and B2 are being converted to conventional weapons. [Can't the B1
already take conventional weapons?]. The B1's are being transferred from SAC
to the tactical command. [Yup, that's what they said at Ellsworth AFB too].
The B1 and B2 will be added to the Annex due to this. ECM for the E3's are
being added.

The carrier air wings are to be changed to 100% F/A-18 and SH60F. Cheney has
slashed the Tomcats, and the line has shut down. [There are loads of F14's at
Davis-Monthan AFB]. The F-14A+ has been officially renambed F-14B. AV-8B+
will have an APG-65, FLIR and be able to carry AMRAAM. The A12 [aka the USN
batplane] is dead. DoN is defying congress that tries to strangle the V-22.
They are writing a paper specifying a need that can only be filled by the
V-22.

In the US, the Knoxes are hanging loose as are the Leahys. At least one
Seawolf, probably two, will be built. Whether a third will be built is an
open question, depending on whether the US government wants to keep two
shipyards capable of building submarines or just one. The Centurion is still
unformed. The only firm things are that it will be in the 6000 to 8500 ton
range, have a max speed of below 30kt, be very quiet, but not have the
capacity to carry a large weapons loadout.

-bertil-
-- 
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
		"Revive the Swedish-Madagascan Brigand Pact!"

------------------------------

Date: Mon, 12 Oct 92 8:48 BST
From: postmaster@manadon-engineering-college.ac.uk (Keith Wain)
Subject: (50) PC 1.32 Update
Message-Id: <CZ.v12.msg50@penzance.cs.ucla.edu>

Hi,
Being a little too impatient, I guess, but when 360 loads the update to
(presumably) Sunbane, where will it be? 360 thought that it would be in "a
couple of weeks" -- which makes it any day now ...

I sent back the registration card for 1.3 -- just as I have sent back the
previous registration cards for all the other 360 goodies I have bought (lots
through 360 direct). Never have had the slightest glimmer of any updates,
newsletters, bug fixes or anything from them. Can't blame them too much I
suppose, the cost of international mail being what it is. So, fingers
crossed I can get the update from CZ.

Cheers
keith

------------------------------

Date: Fri, 9 Oct 92 19:57:01 EST
From: jdutka@wpi.wpi.edu (John Dutka)
Subject: (51) Amiga HDS
Message-Id: <CZ.v12.msg51@penzance.cs.ucla.edu>

Upon calling the Harpoon Hotline, I was informed that 360 is thinking about
doing an Amiga vesrion of the Harpoon Designer Series, so if you want to see
it released, let them know you are interested ...  You never know - it might
just help. Stranger things HAVE happened :).

------------------------------

Date: Tue, 13 Oct 1992 09:38:22 -0500 (EST)
From: creps@bronze.ucs.indiana.edu (Steve Creps)
Subject: (52) Re: Bombing Bases
Message-Id: <CZ.v12.msg52@penzance.cs.ucla.edu>

In CZ v12 msg38, leungsa@ecf.toronto.edu (Leo S. Leung) writes:
> When I send an any type of unguided air strike group to hit a base (especially
> if the base has already been damaged rather extensively), the air group flies
> over the target for a long period of time not doing anything. I re-issue the
> attack order and the program accepts it, but despite another wait, the planes
> continue flying around the base aimlessly until they're low on fuel.

I've noticed this problem too, and have notified 360 about (a year ago). My
theory of what is causing it is this. When you send a group of aircraft on
attack, they are put into formation by unit. Therefore, if you send say a
unit of A-6's loaded out for anti-radar in the same group as a unit of A-6's
loaded out for iron bomb, the group will contain two units.

My theory is that in such a case the unit loaded for iron bomb are put into
formation more than a mile from the center of the formation, with the
anti-radar A-6's being in the center. Now the attack range for iron bomb is 0
miles; the _unit_, not the group, has to be directly over the target. I would
guess that closing for the attack is based on the center of the formation.
Therefore it is likely that units not in the center of the formation will
never be directly over the target, and therefore will never drop their bombs.

To get around this problem, send a separate group for weapons with a range of
0 miles. Also make sure the time compression is set to 1 second when the
group gets close to the target. If it's set for say 1 minute, the time
resolution may be too high, causing the group to pass over the target
"between ticks."

By the way, I haven't noticed this problem in 1.3, but I haven't really
checked for it.

-	-	-	-	-	-	-	-	-	-
Steve Creps, Indiana University
creps@bronze.ucs.indiana.edu

------------------------------

Date: Thu, 15 OCT 92 10:28:45 BST
From: coates@vax.lse.ac.uk
Subject: (53) V1.32 in the UK
Message-Id: <CZ.v12.msg53@penzance.cs.ucla.edu>

Just a quick note to all fellow Harpoon v1.3 users in the UK. Yesterday, I
phoned Electronic Arts (Harpoon distributors in the UK) to ask about the
distribution of v1.32, whether we'd actually be receiving it and secondly,
would it be free.

Being their typical self, they knew nothing about it, but said they'd now
look into it, and if they received a copy, it would be available to
registered UK users.

Just incase they "forget", here's their address in Slough, and their phone
number:

	ELECTRONIC ARTS
	LANGLEY BUSINESS CENTRE
	11/49 STATION ROAD
	LANGLEY
	NR SLOUGH
	SL3 8YN.	UK.

Tel:	0753 549442

Ian Coates			COATES@UK.AC.LSE
London School of Economics
University of London

------------------------------

Date: Thu 15 Oct 1992 10:57:41 PDT
From: tek@penzance.cs.ucla.edu (Ted Kim)
Subject: (54) Recent Naval Developments
Message-Id: <CZ.v12.msg54@penzance.cs.ucla.edu>

These USN news items are from navnews@nctamslant.navy.mil (Navy News Service)
via the sci.military newsgroup. My commentary is in brackets "[]".


	Summary of NNS140. "Bombcats" Join the Fleet

Recently, two F-14B squadrons (74 and 103) on CV-60 Saratoga were equipped
with bomb racks. They have executed bombing training missions from the
Adriatic to the Wadi Natrun Range in Egypt (1700 miles) and to the Avgo Nisi
Range in the Aegean Sea.

[Comments: While strike development of the Tomcat has been discouraged from
 above, including prohibiting "Quickstrike" program funding, it looks like
 some operators are taking matters into their own hands.]


	Summary of NNS156. FY-93 Authorization and Appropriation Results

The final version of the Defense Authorization and Appropriations bills for
FY-93 has been approved by Congress. This includes:

		Requested	Authorized		Appropriated
Ops & Maint	$20.728B	$19.533B		$19.108B 
Aviation	$ 6653.7M	$ 5899.4M		$ 6026.2M 
Weapons		$ 3719.0M	$ 3700.1M		$ 3760.7M
General R&D	$ 8517.8M	$ 8984.7M (up 466.9M)	$ 8930.4M (up 412.6M)

SHIPBUILDING: All major items requested were fully funded, though with some
minor price adjustments. LHD-6 was authorized (to take advantage of a
favorable contract option) but not fully funded this year. One additional
LSD-41, authorized last year but not funded, was appropriated. The National
Defense Sealift Fund (NDSF) established. With money from previous years, the
fund has approximately $2.5B.

		Requested       Appropriated 
	CVN AP	  $   832M	  $   832M (long lead funding for next CVN)
	DDG-51	4/$ 3,346M	4/$ 3,253M 
	LHD-6	        0	  $   305M 
	LSD-41	        0	1/$   300M 
	MHC-51  2/$   246M	2/$   236M 
	AOE-6	        0	  $   300M (Can be added to $200M from 
					    prior year appropriation.)

AVIATION: The budget includes $175M for new F-14 engines. Funding for the
Advanced Self-Protection Jammer (ASPJ) was removed. Money for these purchases
was included: 36 F/A-18C/D, 3 remanufactured EA-6B, 12 SH-60B and 9 SH-60F.
Some EP-3 funding was shifted to an account designated for a future common
tactical SIGINT/ELINT aircraft

Only 65% of aviation development funds may be spent until JCS roles and
mission stufy and DoD cost analyses of programs is completed.

AX program funding ($165.5M) includes money for the two contractor teams to
do Demonstration/Validation of concept.

F/A-18E/F was authorized at $944M. The budget placed these restrictions on
the program: no long lead funds or procurement money until an early
operational assessment based on flight performance of not less than two R&D
aircraft, cost caps placed on R&D and flyaway cost (relative to F/A-18C/D
costs) and a Cost and Operational Effectiveness Analysis (COEA) must be
submitted comparing the AX, F/A-18E/F and F-22.

MV-22 was funded at $755M. Congressional support for the program is quite
strong. (Only $22M was provided for the Medium Lift Requirement Alternative
study.)

OTHER: Magic Lantern (helicopter mounted laser mine detection system) funding
increased. All Ship Self-Defense budget items were appropriated with some
increases. The Advanced Submarine System Development (Centurion) program
suffered some cuts. Funding for both the Non-Acoustic ASW and the Deep
Submergence Technology programs were cut completely. Full funding for the
single demonstration Fixed Distribution System (SOSUS replacement) was given.
Development funding of the related Advanced Deployable System was increased.

[Comments: The 12 carrier plan is still alive for now. Currently, ASPJ has
 big technical problems. All the strings on aviation development reflects the
 general concern about the future of carrier aviation. Magic Lantern was
 probably boosted by good Gulf War performance and worries over mine warfare
 in general.]

-ted

Ted Kim                           Internet: tek@penzance.cs.ucla.edu
UCLA Computer Science Department  UUCP:    ...!{uunet|ucbvax}!cs.ucla.edu!tek
3804C Boelter Hall                Phone:   (213)825-8524
Los Angeles, CA 90024             FAX:     (213)825-2273

------------------------------

Date: Thu 15 Oct 1992 15:06:18 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: Volume 12 Index
Message-Id: <CZ.v.msg@penzance.cs.ucla.edu>

Volume	Issue	Date	
		Messages			Author
- --------------------------------------------------------------------------
12	1	8 September 1992
		(1) Editorial			cz-request@ficus.cs.ucla.edu
		(2) Re: Making Scenarios	s905066@otto.bf.rmit.oz.au
		(3) Blue Water Navy?		dennis@hecate.ngs.noaa.gov
		(4) Computer Following Orders?	s905066@otto.bf.rmit.oz.au
		(5) Re: Making Scenarios	fontana@pavia.infn.it
		(6) Re: Miscellaneous		lcline@agora.rain.com
		(7) More Good Books		dennis@hecate.ngs.noaa.gov
		(8) CVBG Composition		lcline@agora.rain.com
		(9) Harpoon vs. Tomahawk	netoprbl@ncsuvm.cc.ncsu.edu
		(10) Australian Update		s905066@otto.bf.rmit.oz.au
		(11) Amiga Bug or Feature	bull@vaxc.cc.monash.edu.au
		(12) PC 1.3			mckee@hpmckee.fc.hp.com

	2	14 September 1992
		(13) Editorial			cz-request@ficus.cs.ucla.edu
 		(14) WC II Comparison		felixh@sunspot.ssl.berkeley.edu

	3	25 September 1992
		(15) Editorial			cz-request@ficus.cs.ucla.edu
		(16) Re: Making Scenarios	jtgorman@cs.arizona.edu
		(17) Blue Water Navy		rinkleff@ksuvm.ksu.edu
		(18) Re: European Sales		postmaster@manadon
		(19) PC 1.3 Bug			paul@xcluud.sccsi.com
		(20) 1.3 Sales and Questions	postmaster@manadon
		(21) 1.3 Upgrade		a760@dmt03.mcc.virginia.edu
		(22) Unix/X-Windows Game	janm@dublin.docs.uu.se
		(23) Various			atubbiol@ccit.arizona.edu
		(24) Re: Tomahawk vs. Harpoon	dennis@hecate.ngs.noaa.gov
		(25) 1.3 Problem		zen%hophead@canrem.com
		(26) More On Reloads		s905066@otto.bf.rmit.oz.au

	4	1 October 1992
		(27) Editorial 			cz-request@ficus.cs.ucla.edu
		(28) Survey Again		lam@cs.colostate.edu
		(29) Re: Making Scenarios	assembly15@bvc.edu
		(30) Re: 1.3 Problem		postmaster@manadon
		(31) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(32) This and That		coates@vax.lse.ac.uk
		(33) USN Frigates		ksoutor@unlinfo.unl.edu
		(34) Data Annex Updates		tek@penzance.cs.ucla.edu
		(35) 1.3 Bugs			mgjblok@cs.vu.nl
		(36) PC 1.3 Config Tricks	s905066@otto.bf.rmit.oz.au

	5	9 October 1992
		(37) Editorial			cz-request@ficus.cs.ucla.edu
		(38) Bombing Bases		leungsa@ecf.toronto.edu
		(39) Miscellaneous		randy@ms.uky.edu
		(40) Udaloy vs. Tanker		postmaster@manadon
		(41) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(42) PC 1.3 + HDS		s905066@otto.bf.rmit.oz.au
		(43) PC 1.31			mckee@hpmckee.fc.hp.com
		(44) PC 1.3 Handles Bug		sburge@iris.dri.du.edu
		(45) PC 1.3 Fix Beta Testing	kq9h@maristb.bitnet
		(46) 360 on PC 1.3, etc.	76711.240@compuserve.com
		(47) Annex S			tek@penzance.cs.ucla.edu

	6	15 October 1992
		(48) Editorial			cz-request@ficus.cs.ucla.edu
		(49) Origins/Gencon Report	d9bertil@dtek.chalmers.se
		(50) PC 1.32 Update		postmaster@manadon
		(51) Amiga HDS			jdutka@wpi.wpi.edu
		(52) Re: Bombing Bases		creps@bronze.ucs.indiana.edu
		(53) V1.32 in the UK		coates@vax.lse.ac.uk
		(54) Recent Naval Developments	tek@penzance.cs.ucla.edu
		(55) Volume 12 Index		cz-request@ficus.cs.ucla.edu
		(56) CZ Guidelines		cz-request@ficus.cs.ucla.edu

------------------------------

Date: Thu 15 Oct 1992 15:06:14 PDT
From: cz-request@ficus.cs.ucla.edu (CZ Administrator)
Subject: CZ Guidelines

			      Guidelines
				 for
			 The Convergence Zone

Last Update:	1 October 1992
Author:		tek@penzance.cs.ucla.edu (Ted Kim - CZ Moderator)

Welcome to The Convergence Zone!

	Goal

"The Convergence Zone" (or just "CZ" for short) is an electronic mailing
list for the discussion of the Harpoon naval wargame series and related
topics. The Harpoon products include Harpoon, Captain's Edition Harpoon,
Computer Harpoon, Harpoon SITREP, and various supplements for the print
and computer versions.  Naval topics are discussed in so far as they are
related to the game or provide useful background. The goal of CZ is
interesting discussions and material and just plain fun.

	Submissions

Messages for submission to the mailing list should be sent to
"cz@ficus.cs.ucla.edu". CZ is published in digest form. Volumes 10 and
higher are in RFC 1153 compatible format. Earlier volumes are in an
incompatible format. All messages are subject to possible rejection or
editing by the moderator. Rejection should be pretty rare and only
occurs if the subject of a message is wholly inappropriate or if the
message is offensive. (Please keep flames to a minimum!)

Editing should be pretty rare also. Reasons for editing include (but are
not necessarily limited to) extreme length, obvious errors and really
bad formatting. Any editing will be noted. Please double check your
submissions for errors and try to stay within 80 characters per line.

	Administration

Administrative requests should be sent to "cz-request@ficus.cs.ucla.edu".
Once in a while, the moderator has to do real work, so please be
patient. If several people on the same machine receive the CZ, please
try to organize a local redistribution. When you signup, I will send you
back issues from the current volume. Previous volumes are available from
the archives.

	Archives

After each volume is complete, it along with an index is placed on the
archive sites for access by anonymous FTP. The archive sites and the
path to the Harpoon directory root is listed below.

North America	sunbane.engrg.uwo.ca (129.100.100.12): pub/harpoon
Europe		ftp.cs.vu.nl (192.31.231.42): harpoon

The CZ archive is in the "cz" subdirectory under the Harpoon directory
root. The CZ archive volumes are named v1.Z, v2.Z, etc and are in UNIX
compress format.  The index files are named i1.Z, i2.Z, etc. A few other
items appear under separate names. The complete list is in the file
"INDEX". Please be polite and don't FTP during peak load hours during a
workday.

	Scenarios

User written scenarios for Amiga, Macintosh and IBM-PC versions of the
computer game are also stored on the archive site under the the Harpoon
directory root in subdirectories "amiga", "mac" and "pc" respectively.
Each directory contains a file called "INDEX" and one called "README".
The "INDEX" file lists the contents of that directory. The "README" file
describes the scenario formats, procedures for uploading, who
administrates the directory, etc. The scenarios themselves are in
compressed files. If "README" and "INDEX" are sufficiently long they too
will be in UNIX compress format as "README.Z" and "INDEX.Z".

	Disclaimer

All services are being provided with no representations about the
suitability of these services for any purpose. It is provided "as is"
without express or implied warranty.

Three-Sixty Pacific, Inc. does not accept responsibility for any of the
services or scenario files that are provided by the archive.

------------------------------

End of CZ Digest
****************


