HARPOON



Operations Manual

Quick Start



The following is a step-by-step walk-through of the "Gauntlet"
scenario, the second scenario in the GIUK BattleSet.  We suggest
that when following the steps in this demonstration that you
load the "Gauntlet" scenario in Harpoon and play along with the
instructions.  This may be the quickest way for you to learn how
Harpoon is played.  Please bear in mind, however, that the
strategy suggested in this demonstration is not necessarily the
best one; rather, our main purpose is to demonstrate how the
game operates.



At various points during the simulation, the Staff Assistant
will appear, notifying you of sensor contacts.  We cannot say at
exactly what point this will occur since it will vary somewhat
each time you play.  Harpoon scenarios are generally the same
each time you play, but the enemy Groups may start in different
positions each time, and take different routes, making each game
a continuing challenge!





Note:



When you do get a new contact, you will see on the screen an
indication of how precisely that contact is located.  If you see
a  diamond-shaped or rectangular figure surrounding your
contact, that tells you that the contact is somewhere in the
diamond-shaped "uncertainty zone", and the wider the diamond the
greater the degree of uncertainty.  This uncertain contact can
either be an area contact or a bearing-only contact.  You
probably have a bearing-only contact with the enemy. 
Bearing-only contacts are usually made by passive sensors on
your unit.  If you set your sensors to "active", and if the
contact is within range of your active sensor, then the diamond
will disappear and you will see only the enemy group or unit
icon.  When this happens, you have a "solid" (i.e. exact)
contact.  When you lose a contact, it will degrade into an area
contact, with the uncertainty zone growing over time, until you
either re acquire the contact or it is lost completely!





To follow along with this sample scenario, select the GIUK
BattleSet, then make sure you select 'NO' for the "Auto
Formation Air Cover" on the Select Game Options screen.





Then select the "Gauntlet" scenario (number 2.0 in GIUK) by
using the down arrow key, then pressing ENTER.





1.  After loading any scenario you should review your Orders
(CTL-O) and your Order of Battle (CTL-B).





In this scenario, you are escorting two merchant ships to
Narvik.  Your Order of Battle shows the port of Narvik, two
frigates (Type 22/2 and O.H. Perry classes), two merchant ships
and four helicopters (on the two frigates).  Select the surface
group with call sign AAS, then either use the TAB key to switch
to the Unit window (or use your mouse to click on the first
Unit).





Now you can get a unit report on the Type 22/2 by pressing 'R'
(or use your mouse to click on the Unit [R]eport button).





Notice that all sensors are off except your Passive Sonar and
that you have only short range (SR) weapons (short range weapons
are generally under 30 NM in range).  Check your sensors by
pressing 'S' (or clicking on the [S]ensors button).  You will
get your Radar Report screen.





As you can see both radars are tuned off.  You have two
different radar sets: one combination air and surface search
radar (AS/SS), the other a surface search radar (SS).  The range
of the radar against different sizes of targets.  Also remember
that Radar is limited by the Radar Horizon, regardless of the
range it can potentially reach.  Now we can look at our sonar's
by pressing 'S' (or clicking your mouse on the [S]how Sonar
button).



Notice the active sonar's are off.  You have two different
sonar's, one a hull sonar (H) that has both an active and
passive mode.  The other sonar is a towed sonar (T) that is
passive only.  The direct path range is shown for each sonar and
mode, and the sonar's convergence zone (CZ) reach is also shown.
 From this screen we can return to the main ship display by
pressing the 'ESC' key (or using the mouse to click, on the
<Ship> button.  Once back at the unit display screen, press 'W'
to look at your weapons (or click the mouse on the [W]eapons
button).





Using the weapons display, you can check all your weapons and
current ammo levels.  This screen tells you all the information
about your weaponry.  Selecting each weapon shows you it's arc
of fire, weapon name, current ammo/initial magazine load, type
of target it can engage, maximum range, % fired that will hit a
target (if it finds a target), and number of damage points it
can do if it does hit.  Pressing the 'W' regroups the weapons. 
Once you have examined all your weapons, you can either return
to the ship display by pressing 'S' (or clicking your mouse on
the [S]hip button ) or directly back to the Order of Battle by
pressing 'E' (or clicking your mouse on the [E]xit button).  Now
you can examine your other platforms, just like we did for the
Type 22/2 Brave.  Examining and understanding the capabilities
of your platforms is absolutely key to effectively fighting them.





2.  After reviewing your forces you will notice that the
Designation Square and the Unit Window on the Group Map are
centered on NATO Port with call sign ABP in Narvik, Norway. 
This is your destination, as stated in your scenario orders. 
Notice that to your North is a red triangular figure.  Use the
BACKSPACE key to cycle the designation pointer to that triangle
(or, if your are using a mouse, point to it and "click" the left
button).  When you do, you will notice from the small Reports
Window that it is USSR Airfield with call sign ZXA in Banak,
Norway.  Press the 'F' key (or click your mouse on the [F]ull
Report button).





As you can see, Banak has an estimated 6 enemy attack aircraft,
active radar and no known damage.



3.  Press the BACKSPACE key once again.  The Designation Square
will cycle to a group of ships to the south.  The small Reports
Window shows that this is NATO Surface Group with call sign AAS,
comprised of 4 ships and 4 helicopters.





4.  Press the "C" key.  The Unit Window indicator on the Group
Map will immediately center itself around your selected surface
group, and the group will be shown on the Unit Map.  Give the
[F]ull Report command; a report will appear in the report window
indicating that your groups' radar's are in STANDBY and that our
sonar's are in PASSIVE mode.





5.  You need to select your Staff Options from the Settings menu
(ALT-M).  Note that you can select and de-select certain Staff
options.  Make sure that the "Repeatable Air Patrols/Attacks" is
'x'ed and that the "Enable Air Intercepts" is empty by clicking
on it if you have a mouse (if no mouse, use the down arrow key,
when the item is highlighted, press the SPACEBAR to toggle it on
or off).





After turning these options on, press the ENTER key to accept
your Staff Option changes.





6.  Now we must make our first tactical decision.  What do we
want to do with our radar's and sonar's?  If we leave them off
then we will be operating with just our passive sensors; that
is, we will be "listening" but not "seeing".  The advantage of
running with sensors deactivated is that the enemy cannot detect
our emissions, and as shown in Section F-Sensors, we can detect
his emissions long before he can detect ours.  On the other
hand, it is possible that the enemy is running with his sensors
off.  Also, even if we do happen to detect an enemy's sensors we
will have only moderately reliable range and bearing
information.  but, let's leave our radar's off for the time
being.





7.  We have a slightly different problem with regard to our
sonar's.  It is difficult to judge at exactly what distance we
could expect to detect an enemy, either with our active or our
passive sonar's.  Anti-submarine warfare is extremely complex
and problematical because the ocean has temperature layers
(thermoclines) which can distort or block sound waves.  No doubt
the enemy's subs can pick up the noise from our convoys screws
(propellers) long before we could ever hope to detect him with
our own sonar's.  On the other hand the noise from our own
screws are very liable to mask any noise we could hear from an
enemy sub, particularly if we are traveling at the rather brisk
speed of 18 knots.  Now let us slow down on our convoy so that
we can increase our chances of detecting the enemy.  Drag down
the Orders Menu and select Set Group-Speed (or press F2).  The
Set Speed box will appear in the Reports Windows.  Use the
BACKSPACE key to erase 20 kts from the Speed line, then type in
the number 16.  This should increase our probability of
detection without slowing down our group too much.   We will
also leave our sonar's in passive mode for the time being.





8.  Since our intelligence brief on the Scenario Selection
Screen told us that we could expect surface, air, and subsurface
threats, we will want to position our units so that we can
protect our convoy of transports.  Also, we will want to make
sure that the helicopters have a load-out appropriate to the
situations we can expect to face.





a.  First, let us see what load-out our helicopters currently
have.  Press F5 (or drag down the Orders Menu and select Ready
Aircraft).  You will then be presented with the Ready Aircraft
screen.





You can immediately see that all of your helicopters are
equipped for antisubmarine warfare and are in a "Ready 5" status
(can be launched in 5 minutes or less).  Now we need to make a
tactical decision;  Do we want to commit all our helicopters to
ASW duties, or do we want to be load one or more out for a
possible surface threat?  We will load out one with surface
missiles and have  it ready to launch, and use another as an
early warning picket.





b.  Use the arrow keys to highlight the Navl Lynx HAS.3, then
give the [R]eady command.  A small dialog box will appear in the
middle of the screen.  Use the BACKSPACE key to erase the number
2 on the "To ready" line, then type in the number "1" (we want
only one helicopter loaded to attack surface ships).



Then press the ENTER key to select OK.  When you do another box
will appear which lists the types of missions a Lynx can
accomplish.  Use the cursor to highlight "Guided" and again
select [OK].



Once you do, you will returned to the Ready Aircraft screen. 
Notice that your Lynx which has the guided mission will be ready
in 30 minutes.



Now select the other Lynx and give the [R]eady command.  When
the mission loadout selection screen appears, select the
"Search" Load out.  Note that it has the same range (288
nautical miles) as the AntiSub Load out which is already loaded!
 Lets leave this one the way it is and we will send it out as a
scout with an AntiSub Load out.  Press Escape or click on the
<Cancel> command to return to the Ready Aircraft screen, then
press ENTER to exit to the Main Screen.





c.  Now we can launch a helicopter within our formation to
perform ASW patrol duties.  Drag down the Orders Menu and select
Formation Editor.  Use the "down" arrow key to highlight "2
SH-60B Seahawk", then select [S]et Air Patrol.





The selection for how many aircraft to patrol will be shown. 
BACKSPACE over the "2" and type in "1" as shown above.  Press
the ENTER key (or click your mouse on the [OK] button) to accept
one aircraft for the patrol.



Now you will see a helo symbol appear in the middle of the
formation and a new entry will appear in the scroll box labeled
"ASW Patrol".



Locate this helo in the outer sector (Picket Ring) of the same
ring as the Brave by clicking in the sector if you have a mouse
(without a mouse, press ENTER then use the arrow keys to move it
to the location, then press ENTER again).



Now select [E]xecute by pressing the "E" key (or clicking your
mouse on the [E]xecute button).  You will be returned to the
main screen where you can see in the Unit Window that the helo
has been launched.





9.  Now we should set up the Range Circles so we can play
effectively.  Pull down the Range Circle menu item (ALT-R from
the keyboard) under Settings.  For now, lets set them as
indicated below:



Best Surface Missile for both Blue and Red.

Best ASW Weapon for Blue

Best Passive Sonar for Blue





10.  Now that we have things set up the way we want them, slowly
compress time to speed up the game a little bit.  Press the "Q"
or "+" key until time compression is set at "5 min".  In a few
seconds your message will appear on the message bar to let you
know that your Lynx on the Brave is ready.  Since we will want
to send it off on a search mission, press the ENTER key to
return to a 1-to-1 time ratio.





11.  Now launch this Lynx on its search mission.  Drag down the
orders menu and select Launch Aircraft (F6).  A box will appear
in the Reports Window listing the three possible launch aircraft
missions.



Select Patrol, then give the [OK] command.  Next to appear is a
dialog requesting you to enter the position for your patrol. 
The Circle you see is the range of your longest range aircraft. 
Click the mouse (or move the crosshairs) to about half the
radius of the circle, directly North of your Group, then select
[OK].  The next screen to appear is the Launch Aircraft screen.





Highlight the Lynx with the AntiSub mission in the Ready Air
Assets box, then move it to the Launching Group box by pressing
the "." (period) key.  Now select [OK].





12.  Notice on the Group Map that a helo symbol begins to
separate itself from the ship symbol.  Use the BACKSPACE or
SPACEBAR key to select the halo.  The report window shows that
it is NATO Helicopter Group with call sign ACH.





a.  Since we are trying to find a surface enemy, lets turn the
radar's on for this helicopter.  Since it is already the
selected Group, just pull down the Orders menu, selecting the
Sensors item.



You will get the Set Group Sensors dialog as shown.  Set the
Surface Search Radar's to Active then select [OK].





b.  At this point increase time compression to "1 min".  After a
minute or two your staff assistant will appear to inform you
that a Soviet Nanuchka has been detected.  The Group window will
show a red surface symbol enclosed in a red square.  This red
square is the "uncertainty zone", meaning that the vessel was
detected by passive sensors and that its exact location is
uncertain.  But you know the enemy is out there somewhere in the
general vicinity!  Select [1:1 TIME] by pressing the ENTER key.





13.  Continue closing until you have a solid fix on the enemy,
then use the Set Altitude and Speed order to hover your
helicopter.  This gives you targeting information on the enemy
ships and will allow us to attack them using other means.





14.  Since we are too far away to shoot our shipborne missiles,
let's launch the helicopter we have ready with the Guided
Loadout.  Select your ship group, then select the Launch
Aircraft order.  Select Attack for the launch mode, and the
enemy ship group as the target.  Then launch the Lynx with the
Guided Load out.





15.  Once your Lynx with the Guided Load out is airborne, select
it using either the mouse or the space/backspace keys.  Set it's
speed to military to get it to the target faster, and make sure
it has all sensors OFF so that the enemy ships do not detect it
as quickly.  Once you get close to the enemy ships (about 20
miles) you may want to set your altitude to VLow (very low) to
avoid radar detection for as long as possible.



At this point, we cannot guide you any further because the game
you are playing may not proceed exactly the same from this point
onward.  However, you can play around with the various commands
and menus.  Use this opportunity to see just what you can and
cannot do.



The more you play Harpoon, the more you will discover the
various uses of the commands.  There is such a wealth of detail
built into the internals of the simulation that it may require
you to play scenarios 1 through 4 many times just to discover
Harpoon's capabilities.  We recommend that you become
comfortable with the first four scenarios before you attempt the
more complicated ones.



Once you feel that you are familiar with how Harpoon is played,
you will be ready for the greater challenges presented by the
more difficult scenarios.  You might want to play these
scenarios in numerical order.  This order is roughly equivalent
to the order of the situations which might be faced by NATO
forces according to the US Navy's Maritime Strategy, and it will
give you a good feel for how a war really might be conducted  in
a real-life situation.  Also, the later scenarios are generally
laid out in order of graduating difficulty and complexity.



Of course, if you "lose" a particular scenario it will have no
effect on the outcome of any subsequent scenario; and you can
replay any scenario as many times as you wish.  Keep in mind,
however, that even though you may replay a certain scenario, the
computer will not necessarily set up the situations or the
forces in exactly the same way each time.  Consequently, you
cannot always be sure that the tactics you used for winning a
scenario one time will always work each succeeding time.



Good Luck to you.  Your alliance depends upon your skill!





An Overview of Harpoon's Operation



GAME ELEMENTS



Your Role



In computer Harpoon you play the role of a Side Commander,
commanding all naval and air units for one Side of a scenario. 
Because the scenarios can vary from a single ship Group to
multiple ship Groups and bases, the scope of the role you play
can vary immensely.  Your job is to direct all the Groups within
your control to achieve the task set in your scenario orders.





Groups, Units & Classes



Understanding Groups, Units and Classes is the key to
effectively playing Harpoon.



A Class is a single platform type, such as an Iowa Class
Battleship, an F-15 Fighter or a Nimitz Class Aircraft Carrier.



A ship or submarine Unit, consists of a single (named)
individual class member, such as the New Jersey, an Iowa Class
Battleship.  In an aircraft or missile Unit, a single Unit may
contain multiple members (i.e. six F-15 Fighters with the same
Air-to-Air Load out, or nine Tomahawk Missiles launched from the
same ship at the same target would be represented by a single
Unit).



A Group is the primary unit of control in Harpoon and is defined
as one or more units.  An example ship Group might contain one
battleship Unit and two destroyer Units.  As the Side Commander,
you will give orders to Groups, and the (computerized) Group
commander uses the individual Units to carry them out.





Sides & Countries



Three sides are modeled in each of the Harpoon BattleSets. 
Sides typically represent alliances (such as NATO, Warsaw Pact,
SEATO, etc...) made up of multiple countries. These three Sides
are labeled BLUE, RED and NEUTRAL (colored Yellow), and all of
their groups and units will be colored accordingly within the
game.  (Note: An uncertain contact will show up as the enemy
Side/color until you establish an exact contact, this is because
within the game you can only shoot at enemy contacts).  Each
Side can have multiple countries represented, as in the first
BattleSet, GIUK, where the BLUE side has the U.S.A., United
Kingdom and Norwegian countries aligned together (while other
countries may be in the alliance, only countries with Classes
used in the BattleSet are represented in Harpoon).  Countries
have many variables associated with them, including the
percentage of breakdowns their equipment will experience, how
effective their repair capability is, how effective their
bearing only weapons are, and more!



In Harpoon you can either play the RED or BLUE side, allowing
you to see the conflict and it's tactical nuances dictated by
differing missions and equipment, from both sides.





Environment



In Harpoon the environment consists of several elements.  The
first element is altitude (or depth).  To simplify the range of
possibilities, altitude bands (ALT bands) are used.



VHigh   -Very High altitude is 20,000 meters and higher.  Only
some jet aircraft have the capability to fly at this altitude.



High    -High altitude is between 3,500 and 20,000 meters.

Medium  -Medium altitude is between 600 meters and 3,500 meters. 
This is the maximum altitude for all helicopters.



Low     -Low altitude is between 30 meters and 600 meters.



VLow    -Very Low, is 'wave height' or 'terrain following' flying,
keeping your aircraft below 30 meters.  In a fixed wing aircraft
(not a helicopter), there is a significant chance that you will
hit the water due to pilot error and the aircraft will be lost. 
The advantage is that aircraft flying at the VLow altitude can
only be detected at less than half the range of an aircraft
flying at Low altitude



Sea Level       -The surface of the ocean.



Periscope       -Right below the surface where you can see out your
periscope and but can be spotted by low flying aircraft.



Shallow -Above the thermal layer, deeper than Periscope depth.



Intermediate    -Below the thermal layer, but shallower than the
max safe depth for most submarines.  Submarines are harder to
detect when at this depth or deeper.  Speeds up to 24 knots are
possible without cavitating at this depth.



Deep    -The maximum safe depth for most submarines, used to evade
detection.  Submarines can go up to 29 knots without cavitating
at this depth.



Very Deep       -Can only be achieved by a few submarine classes, and
eliminates all cavitation noise.



Too Deep        -Too Deep is deeper than any submarine can go,
extending to the ocean floor.



In computer Harpoon all the land is of uniform height, so you do
not have to worry about your planes crashing into mountains. 
Water depth is directly relative to how close you are to land
(i.e. no realistic undersea maps).  In general the higher you
go, the easier it is to be spotted by the enemy.  So Submarines
tend to stay as deep as they can unless attacking, and planes
tend to fly low unless searching for the enemy or trying to
improve endurance.



Weather systems or cells can appear in Harpoon, and your groups
and units can be affected while within the range of the Weather
Icon.  Some weapons cannot be used at certain Sea States (which
are directly linked to the strength of the weather cell), and
you may not be able to launch some aircraft.  Weather also
affects sensors, making visual, radar and sonar contacts more
difficult.





Weapons



Weapons with Harpoon are designated by the term Mount.  Each
Mount contains one or more weapons.  A Mount also has an
associated number of barrels/rails/tubes, an ammunition amount,
a weapon firing arc and possibly a specific sensor for the
Mount, called a director.  Directors direct weapons to specific
target(s), and if they are damaged the Mount may not be capable
of firing at all!  Note that directors can only track a limited
number of targets, so a major factor in maximizing the
effectiveness of your attacks is overwhelming the capacity of
the defending Mounts.



To examine your weapons in computer Harpoon use the Unit Full
Report or Display options to get to a Platform Display screen.





Choose the [W]eapons option to get to the weapons screen.  For
ships and submarines you get a screen that looks like this:





While for aircraft you get a screen that looks like this:





The column descriptions in the two different weapon reports are:



Ammunition      -The type of ammunition this mount fires or carries.

Qty     -The maximum quantity of this ammo in the mount.



Target  -The type of target this mount/ammunition can shoot.  It
will be labeled AIR (flying targets), SURF (surface targets),
SUB (submarines) or N/A (not applicable).  The number following
the "/" is the number of Targets that the director can track
concurrently.



Range   -The range in nautical miles that the weapon can hit
targets.  If HORIZ is listed, the lesser of your current radar
horizon or weapon range is the weapons maximum range.



Hit %   -The percentage chance that this weapon will hit if fired
at a target that is within range (and if it is not shot down by
the target as in the case of a missile).



Damage  -The maximum number of damage points that this weapon can
inflict if it hits a target.  Some weapons have KILL listed,
meaning if they hit the target type, they will kill it.  Another
special damage type is NUKE, where nuclear explosion damage is
done to the target and nearby units.





Nuclear Weapons are only available in computer Harpoon after you
have been granted nuclear release.  At some point in the game,
if you choose "YES" to the Possible Nuclear Release option, you
may receive nuclear release.  If the enemy uses a nuclear
weapon, you are automatically granted nuclear release.  Any
nuclear weapons carried and/or aircraft load outs will now be
available for use.



Sensors



General Sensor & Detection Information



In computer Harpoon, enemy and neutral Groups and Units are
hidden until you detect them in some fashion.  Detection is
always by a sensor, and the module within Harpoon that does the
detections is called Search.  Every 30 seconds of game time,
each sensor on each Unit 'Searches' to see if a non-friendly
Unit has been detected.  Variables that affect this search
process include distance, absolute size, altitude/depth,
weather, and speed of both the searching and detected Units.  In
general, Units which are larger in size, faster moving and
radiating energy (via propulsion noise or active radar or
sonar), are easier to detect.  A larger Unit is easier to see,
and returns more energy if 'painted' or hit by radar or sonar
waves.  A faster moving Unit is radiating more sound energy, and
the air/water it disturbs at high speeds also increases that
Unit's size for radar/sonar detections.  Finally, a radiating
Unit (radar or sonar) can always be passively detected beyond
the effective range of whatever active sensor is used.





Passive & Active Contacts



Contacts are either passive or active, meaning either you are
detecting radiated energy or you are detecting reflections of
your own radiated energy.  When you detect a radiating target
(i.e. their radar or sonar is on or they are making noise based
on their movement), you have a passive detection.  If you are
radiating (i.e. your radar or sonar is on) and detect a target,
this is an active detection.





Types of Contacts



Detections of either the passive or active type can be exact,
area or bearing-only.  An exact detection means you know exactly
where the detected unit is.  An area detection means you know
that the unit exists in a given area.  This area is defined by a
uncertainty zone or region represented by a colored diamond
shape which surrounds the icon.  A bearing-only detection is a
special case of an area detection in which you know that a
contact is a certain bearing from your position, but you only
know the minimum and maximum distance it might be from you.  All
detections degrade over time if not repeated.  As contacts
degrade, the area of uncertainty will grow at the rate the
detected unit could move since the last detection.





Fire Control Solutions



Fire control solutions in computer Harpoon are either exact,
nearly exact or bearing-only.  Whether a detection is from
passive or active sensors is immaterial, only the accuracy and
type of solution is important.  Some weapons require an exact
detection, others a bearing-only or nearly exact area detection
level to attack with your current weapons, and will either let
you attack or inform you of an inadequate fire control solution.





Radar



Radar is the use of airborne radio waves sent out at a certain
frequency, combined with a detector that listens for 'returns'
of this same frequency, caused by this energy bouncing off a
potential target.  Radar's in Harpoon are divided into two
classes, air  and surface search.  Radar's are limited in the
distance they can be effective by the Radar Horizon.



The Radar Line of Sight table shows you the maximum distance you
can pick up targets given the altitude of your radar transmitter
and altitude of the target, assuming the radar would be strong
enough to reach that far.





Air Search Radar's



Air Search (AS) radar's are used to locate and track airborne
targets, such as missiles, planes and helicopters.  Air Search
radar's are generally used to detect targets at Medium altitude
or higher.  These radar's can be effective against targets at
Low or Very Low altitude, but only at 5% or less of their
maximum range.  Three special purpose Air Search radar's are the
Height Finding (HF), Range Only (RO) and the Look Down/Shoot
Down (LD/SD) radar's.  A Height-Finding (HF) radar not only
detects airborne contacts, but also determines which altitude
they are at.  It can also detect surface contacts.  A Range Only
(RO) radar can only detect targets directly in front of it, and
is mainly used  in aircraft as a gunsight radar.  A Look
Down/Shoot Down (LD/SD) radar is an air search radar (mounted on
an aircraft) that has much greater capabilities than a normal
airborne radar.





Surface Search Radar's



Surface Search (SS) radar's are used to detect surface Units and
airborne targets at Low and Very Low altitudes.  A special
surface search radar is the Periscope Radar (PR) which is
mounted on the periscope of a submarine and is used to help
targeting submarine weapons against surface targets.





Sonar



General Sonar Information



Sonar is the use of sound energy traveling through the water to
detect and track surface ships or submarines  Sonar's can be
passive or active.  Sound travels underwater in strange ways as
shown in this illustration:





As you can see, your direct sonar reflects off of the
Thermocline (also called the Thermal Layer) and this limits it's
range.  Sound that makes it through the Thermocline 'bends' back
to the surface due to the immense pressure of the ocean at
depths over 1,000 fathoms, then may reflect off the surface and
repeat the process.  This area where you can detect distant
targets is called a convergence zone (or CZ).  Modern sonar's
can sometimes detect targets out to 3 CZ's.  This illustration
shows the areas where you might pick up a target, and the
corresponding 'blind' zones.  If the water is not Very Deep, you
will not get convergence zone detection's.



Passive Sonar's



Passive Sonar's work by listening to sounds traveling in the
water, classifying them and refining the contact.  The primary
advantage of a passive sonar is that it does not give away your
position.  The main disadvantage is that if often takes a longer
time to classify a target, and get an exact location on it.





Active Sonar's



Active sonar's work similarly to radar's in that they send out
sound energy and then listen for reflected returns of this sound
off possible targets.  The main advantage of an active sonar is
that it gives exact distance and bearing information on any
contact it detects.  The disadvantage is that enemy Units can
detect the sound energy used in active mode at 2-3 times the
range an active sonar can detect a target.  A common tactic is
to use passive sonar to generate an initial contact, then turn
on active sonar just long enough to generate an exact contact
for your fire control solution.





Hull Sonar's



Hull Sonar's (H) are built into the hull of a ship or submarine.
 They usually have both active and passive sonar capability. 
Hull sonar's have two restrictions, the first being the 'blind
spot' in the Baffles, caused by propulsion noise and turbulence.
 The second restriction is that when you travel at or above 20
knots, the flow noise caused by water flowing over the sonar
eliminates the ability to detect anything.





Towed Sonar's



Towed Sonar's (T) are trailed behind some ships and submarines
on a long cable.  Most towed sonar's are always below the
thermal layer, but Units with Variable Depth Sonar's (VDS) can
change the towed sonar depth to either above or below the layer.
 Towed sonar greatly increases the effectiveness of a Unit, as
you have a much better chance of detecting targets below the
layer.  In computer Harpoon all towed sonar deployment and
retrieval is automatic.  Each time you change course a towed
sonar will stop working or work at greatly reduced effectiveness
until it can straighten back out.





Dipping Sonar's



Dipping Sonar's (D) are used on helicopters.  They are suspended
on a cable and lowered into the water while the helicopter
hovers.  In computer Harpoon use of dipping sonar is mainly
automatic, as any helicopter with this capability will use it if
assigned to a patrol zone within the formation editor.  To
manually dip your sonar, hover your helicopter at very low
altitude, and if your unit has a dipping sonar it will
automatically lower it.





Mine Hunting Sonar



Mine Hunting Sonar (M) are used only to hunt mines, although
Harpoon does not employ mines.





Sonobuoys



Sonobuous (S) are small sonar sensors combined with a short
range radio transmitter.  Sonobuoys are dropped in the water in
'fields' of 6-12 Sonobuoys by aircraft then monitored.  Fields
of Sonobuoys only last a few hours then turn themselves off and
sink to the bottom of the ocean.  In computer Harpoon this
process is automatic if an aircraft with Sonobuoys is in a
patrol zone within the formation editor.  To manually lay a
sonobuoy field, hover/loiter your aircraft, and it will lay a
sonobuoy field and begin to monitor it.





Visual Detection



Prior to modern times, human vision was the only way to detect
distant threats.  In today's environment there are several
visual methods of detection available.  Human vision is limited
to the Visual Line of sight and modified by time of day and
weather conditions.





The Visual Line of Sight table shows you the maximum distance
you can pick up targets given your altitude and the targets
altitude, assuming the perfect visibility.



A technological addition to vision is the detection of infrared
(IR) radiation (i.e. heat).  On some aircraft, there are
Forward-Looking Infrared (FLIR) and Infrared Search and Track
(IRST) sensors available.  These sensor can spot surface ships
and submarines on the surface or snorkeling.  Ships may also
have passive IR sensors to detect other ships or aircraft.





Other Detection Methods



The other detection methods supported in computer Harpoon are
described below:



Electromagnetic Intercept/Electronic Support Measures (ESM) -
All combat ships of frigate size or better have ESM capability
allowing them to rapidly detect any (active radar) radiating
target within 110% of  your current radar horizon (against the
target).  This is considered a passive radar detection,
comparable to a passive sonar detection.



Magnetic Anomaly Detectors (MAD) - Some ASW aircraft carry a
sensor which can detect large metal objects which are close
beneath them under the surface of the water.  The aircraft must
be a low or very low altitude for this sensor to be effective. 
Some submarines of this sensor.



SOSUS/Caesar - In the GUIK BattleSet, the NATO SOSUS system and
USSR Caesar systems may generate detections.  These systems are
large fields of sealed sensors laid in the North Sea to track
enemy vessels through advanced passive sonar techniques. 
Occasionally, you may be notified of a contact using this
detection method, giving you an advanced warning of a threat.

Aircraft



Aircraft are the primary scouts and a major portion of the
offensive power available to today's naval forces.  Effective
use of aircraft is essential if you want to succeed in Harpoon.



Aircraft in Harpoon are fitted with Load outs, which have a
selection of weapons/sensors/fuel pods for a specific mission.



The Load outs are:



Search  -Aircraft assigned only to look for the enemy do not
carry anything but fuel, sensors, and crew.  Some of these
sensors may detect other aircraft, surface shipping, or even
submarines.



Ferry   Normally has minimal or no weapons, set up for a one way
trip to another base.  Typically carrying external tanks full of
fuel.



Tanker  -This configuration consists of many external tanks and a
special attachment so other planes can draw fuel.  (note:
Tankers are not supported in Version 1.11 of Harpoon)



Patrol  -Used for Electronic warfare and Early Warning aircraft.



Nuclear -This load out contains Nuclear weapons ready to do
massive damage to the enemy.  The type of weapon depends on
aircraft type and country.



Standoff        -Cruise missiles which fly the distance from release to
target without requiring guidance from the aircraft, thus
reducing the risk to the launching aircraft



LR Standoff     -Same as above, but some cruise missiles (and/or
AAM's) will be replaced with fuel tanks to extend your range.



Anti Radar      -A special type of weapon, normally a missile, that
looks for any enemy radar that is turned on.  If it hits, the
radar is destroyed.  If used against ships a great deal of
additional damage may be caused.  If the radar is turned off,
most of these weapons will "go stupid" and self destruct while
others home in on the last broadcasting location.



LR Anti Radar   -Same as above, but some anti-radar missiles
(and/or AAM's) will be replaced with fuel tanks.



Guided  -These are "Smart Bombs" or shorter range missiles which
are guided by the launching aircraft to the target.  Unlike
cruise missiles they have very short ranges, but can do more
damage.  They also cost a lot less, so a country is likely to
have more of these than cruise missiles.



LR Guided       -Same as above, but some smart bombs (and/or AAM's)
will be replaced with fuel tanks.



Unguided        -This loadout represents rockets, cluster bombs,
fuel-air explosives and other "area" weapons.  Typically, many
unguided weapons are in a loadout due to their small size. 
These function like a grenade, spewing fragments over a wide
area.



LR Unguided     Same as above, but some of the "area" weapons
(and/or AAM's) will be replaced with fuel tanks.



Iron Bomb       -This is what most countries used in W.W.II.  A simple
weapon that is "thrown" at or dropped on the target based on the
movement of the aircraft, the wind, and temperature.  These
weapons are very potent (they are all explosives and metal case)
but are very difficult to target effectively.



LR Iron Bomb    -Same as above, but some bombs (and/or AAM's) will
be replaced with fuel tanks.



Air To Air      -Fighters and some better attack aircraft will load
with infrared and radar guided missiles to destroy other
aircraft and helicopters.  Some extra fuel is carried for some
aircraft types.



LR Air to Air   If the target is far away, or the fighters must
stay aloft for a long time, some missiles will be replaced with
additional fuel tanks.



AntiSub -Submerged submarines are only killed by torpedoes and
depth charges.  Some aircraft may be able to do this with
nuclear depth charges (see Nuclear load out).



LR AntiSub      -Same as above, but some ASW weapons will be replaced
with extra fuel tanks.  In the case of helicopters that cannot
carry extra fuel tanks, weapons will be dropped to reduce weight
and increase airborne endurance.



Anti Runway     -To destroy an enemy runway, iron bombs, guided
weapons, or special "runway busting" weapons can be used.  (the
type used depends on the aircraft and the country which owns it).



LR Anti Runway  -Same as above, but some anti-runway ordinance
(and/or AAM's) will be replaced with fuel tanks.





Most aircrafts only have a limited number of possible and/or
available Load outs.  All aircraft have a Ferry Load out
available, while other Load outs are subject to both the
missions which the aircraft are designed for and availability.



In the current version of Harpoon (Version 1.11), air-to-air
refueling is not supported, though the Tanker Load out may be
present.

If you see some "extra" weapons in a load out do not be
surprised.  For example, the UK Nimrod can carry torpedoes,
Harpoon ASM's and Sidewinder AAM's mixed on its various load
outs.





Airborne Threat Detection



Sometimes in computer Harpoon a new threat which can be
countered by patrolling aircraft will be detected.  Instead of
having to launch new aircraft or selecting a group with
patrolling aircraft and splitting them off to attack the threat,
we provide the Intercept Screen.



Each available unit is shown including their current distance to
the target that needs to be intercepted.  Move to the Unit(s)
you want to use to intercept the threat, and press "I" key (or
click your mouse on the [I]ntercept button).  Selected intercept
aircraft will have a "*" show up to the left of the # of
aircraft.  When you have selected the units to use to intercept,
select the [OK] button.





Bases



There are 3 different kinds of Bases available in Harpoon, and
each is described below:



Airfield                -An airfield



Port                    -A port facility for submarines and surface craft.



Port & Airfield -A combination of both a port and an airfield.





Bases typically have various radar sensors, and defense weapons
mounts that will automatically defend against attacking enemy
targets.  (i.e. you do not have to make your bases attack using
the Attack Order).



Within Harpoon  there is a simple Damage Point system used to
represent the possible damage to Units.  Each primary Unit Class
in Harpoon has a certain number of Damage Points it can absorb
before being destroyed.  Each weapon can deliver a certain
number of  Damage Points.  In addition to Damage Points, all
Bases, Ship and Submarine Classes have the possibility of
receiving Critical Hits.  The categories of Critical Hits and
which types of platforms they can apply to are shown below:



				  Base      Ship    Carrier       Submarine

Weapon Mount(s)                   x          x         x                   x

Sensor(s)                         x         x         x               x

Flooding                                    x        x                x

Fire                                          x         x        x                x

Engineering                                         x        x                x

Bridge/CIC                                          x        x                x

Rudder                                      x        x                x

Flight Deck/Runways               x                  x                  

Hanger                            x                  x

Cargo                                       x

Pressure Hull                                                         x

Keel                                                x        x                x

Sonar                                               x        x                x

Aircraft                                  x         x        x





Most of the Critical Hits have a chance of being repaired within
48 hours.  Fire and Flooding Critical Hits are the most
distressing, as either may spread and cause additional damage
and critical hits, destroying the unit.



Your unit reports will show both your current Damage Points and
current Critical Hits.  Note that in Harpoon all repairs  are
automatic and require no input from the Side Commander.  If  a
surface or submarine unit is severely damaged, you may want to
split off from your group into its own group.



Aircraft in Harpoon can only be killed, never just damaged, so
they have no Damage Points or Critical Hit areas.



THE HARPOON COMPUTER INTERFACE





Using Buttons



Buttons are used on many screens within the program.  Buttons
can be clicked on if you have a mouse, or activated by a key. 
The key is always indicated on the button.  So the button
labeled [E]xecute is activated by the "E" key, while the button
labeled [F]ull Report is activated by the "F" key.  There are
also two special case buttons that utilized the ENTER and ESC
(escape) keys.  Buttons whose entire text label is within the
brackets (i.e. [OK], [EXIT]) are activated with the ENTER key. 
Buttons within the less than and greater than keys (i.e.
<Cancel>, <Quit>) are activated with the ESC (escape) key.  In
this way we keep you from having to memorize a lot of special
keys.





Using the Menus



Menus can be operated without a mouse by simply pressing the ESC
(escape) key.  This brings down the PC menu.  Use the right and
left arrow keys to move between menu headings, and the up and
down arrow keys to select a particular item within the menu. 
Pressing the ENTER key selects the item, pressing the ESC key
again cancels the menu selection mode.  To operate the menus
using a mouse, move the mouse pointer to the menu heading
desired, then press the mouse button.  Hold the mouse button
down, and drag the pointer to the menu item you want, then let
up on the mouse button to select the item.



Certain menu items are not always available.  When a menu item
is not available, it will be "dimmed" if in EGA 640x350 mode as
shown here.



If you are using a graphics mode other than EGA 640 x 350, you
will see "***" in the menu where the keyboard alternative is
normally displayed to indicated the item is disabled.



The Orders Menu is always directly linked to the selected Group
or Unit in the currently active window (i.e. if the Group Window
is active, the selected Group and if the Unit Window is active,
the currently selected Unit).  Note that most of the Order items
do not work for Units.





Using Dialogs



Many times during the operation of the Harpoon program you will
be presented with Dialog Boxes.  To use a Dialog without a
mouse, use the arrow keys to move between items within the
dialog.  Items within a dialog are grouped in logical
"families", and to move between families, you use the up and
down arrow keys.   To move within a family use the left and
right arrow keys.  You will see either the item text or a small
area next to the item highlight as you move.  To select an item,
use the SPACEBAR.



There are four different kinds of items in Dialogs.  The first
is the Radio Button item.  Only one radio button item within a
family can be turned on, similar to a cars radio station
selection buttons.  These are represented as a small circle, and
if "ON" the circle is filled in.  The second type of item is the
Check Box item.  A Check Box item is either off or on.  If it is
off, it is blank inside the box, and if on it will have an "X"
in the box.  The third type of item is a Text Edit Box.  You can
enter either numeric and/or alphabetic text in this type of
dialog item.  Finally, there are buttons, as described above,
normally used to accept or reject the entries you make within a
dialog.





Using Scroll Boxes



Scroll Boxes appear at various points within the program.  When
a Scroll box is visible on the screen, the up and down arrow
keys move the selection bar within the current Scroll Box.  If
more than one Scroll Box is visible on the screen, the Tab key
switches between them, with the active Scroll box having a
yellow frame (a Selection Border) around it.  When using a
mouse, you can simply click on a text item to select it, and if
two or more Scroll Boxes are visible, clicking on any item in a
Scroll box makes that the active Scroll Box.





THE BATTLESET SELECTION SCREEN



A "BattleSet" is a series of scenarios which simulates various
naval engagements in a particular part of the world.  The
BattleSet furnished with you original purchase simulates the
fight for control of the Norwegian Sea as flanking maneuver for
a Soviet invasion of Europe.  This BattleSet is called "GIUK -
Greenland, Iceland, United Kingdom".  Other BattleSets will be
made available as a separate purchase to supplement your
original one.  The BattleSet Selection Screen allows you to
select any BattleSet you have loaded into your computer.



Once you have brought up Harpoon you will be presented with a
BattleSet Selection Screen (see Figure 1).  Use the "up" and
"down" arrow keys to move the cursor to a particular BattleSet,
a description of the BattleSet will appear in the accompanying
box.  Use the cursor to highlight the desired BattleSet, then
select [OK] by pressing the ENTER key to bring the selected
BattleSet on the screen.  To select the BattleSet furnished with
Harpoon, simply press ENTER.  If you decide not to play, press
the "Q" key to [Q]UIT.





SELECT GAME OPTIONS SCREEN



After the BattleSet has been selected, the Options screen will
appear.



Use the up/down arrow keys to highlight whatever option you want
to change, then use the spacebar to toggle the options.  Press
ENTER to activate [OK] when you have decided which option you
will use.  The following is an explanation of each option:



If you are using a mouse, point to the different options and
'click' the left button to highlight an option.  Then again
click the left button to toggle option.



PLAY WHICH SIDE? - Your options are "NATO" and "USSR", NATO is
the default setting, and will allow you to control all NATO
forces which are a part of the scenario you will select on the
next screen.  If you wish, however, you can also choose to be
the Soviet admiral in charge of Soviet task forces.





POSSIBLE NUCLEAR RELEASE?  Your options are "YES" and "NO".  The
default setting in NO.  If a scenario contains a nuclear
release, this option will enable it.  Some scenarios start with
a "nuclear" weapons free", while others may not give you release
until later in the scenario.  If one side uses nuclear weapons,
the other side is granted immediate nuclear release.  Which ever
option you choose has profound implications for your tactics. 
For one thing, you will have to spread the units which form your
groups (1) so that they will not be vulnerable to a single
nuclear weapon.  However, if you do so, then you are leaving
them more open to attack by submarines.





SNORKELING SUBMARINES? - Your options are "YES" and "NO". 
Diesel powered submarines must take in air to run their engines.
 If they need to go deep, they will run on batteries.  If you
choose YES, then your radar's and infrared sensors may be able
to detect the snorkels of diesel subs when they are snorkeling. 
If you choose NO, then you will be able to detect submarines
with you sonar.  (NOTE:  If you do choose NO, the diesel subs
will act like nuclear subs and never snorkel.  If your active or
passive sonar detects a sub, you can give the [D]isplay command
from the Reports Window to learn if it is diesel or a nuclear
powered).



(1) A unit is any single platform - ship, airplane, helicopter,
submarine or base.  A group is a formation of units



REALISTIC WEATHER?  Your options are "YES" and "NO".  Weather
can be a powerful factor in a naval engagement, especially in
Norwegian Sea which is constantly shiped by gale-force winds. 
In high seas your ships will  not be able to travel at maximum
speed.  Also, the seas will prevent your surface search radar's
from detecting targets at the same range they normally would
under calm conditions.  Also, some weapons cannot be fired in
sea states of 5 or greater (see description of the "Weather
Report" command on the Reports Menu in Part 2).  We recommend
that you play the NO option until you become familiar with the
game and are able to operate under full simulation.

NORMAL MAINTENANCE FAILURES? - Your options are "Yes" and "NO". 
In the real world, nothing works perfectly all the time.  A
modern naval vessel or aircraft is packed with electronic gear
and high-tech weapons.  Periodic breakdown of systems happens
often.  If you choose the YES option, some of your units may
experience electrical and/or mechanical failures during the
course of the game just as they certainly would in real warfare.
 Use the YES option for maximum simulation, and the NO option
while your are becoming familiar with Harpoon.





START WITH FULL ORDINANCE? - Again, your options are "YES" and
"NO".  Real warfare is an exercise in logistics.  That supplies,
fuel and ammunition must be transported from the supply bases to
the combat units.  When war breaks out, ships must begin with
whatever they have on board.  Often, they are not up to full
strength.  If you choose the NO option, you are working under
real-world conditions.  A NO setting in Harpoon means that you
have a 50% chance that your missile and/or torpedo load out of
any particular unit is 80% - 90% of full capacity.  Beginners
should initially start with full ammunition load-outs by
selecting the YES option.





SCENARIO SELECTION



AUTO FORMATION AIR COVER? - If this option is selected, the
computer staff will automatically put up AAW, AEW, and ASW
patrols for your groups that have this capability.  If you do
not select this option, you are responsible for all patrolling
air asset deployment.



Once the options have been selected, the next screen to appear
will be the Scenario Selection Screen associated with that
BattleSet.  The Scenario Selection Screen for GIUK allows you to
choose to engage in one of twelve simulated scenarios.  These
scenarios generally become more difficult as you progress from
the first one listed to the last.



Use the up/down arrow keys to move the cursor to the various
scenarios.  Text describing that scenario will appear in the box
at the bottom of the screen.  This text is divided into three
paragraphs.



	Blue Orders (or Red Orders, if you have elected to play the
part of the     Soviet commander).  These orders instruct you on
what you are to do      to successfully accomplish you mission.



	Intelligence Brief.  This paragraph gives you a description of
what is         known about the enemy's intentions.



	Background.  This paragraph gives you an overview of the
strategic       importance of the scenario and any other pertinent
background      information.



Press ENTER  to activate the [NEW] command.  This will select
the highlighted scenario.



Harpoon's  interface consists of pull-down menus which are used
to give commands, a main screen showing a map of the area where
the battles will be fought, and various dialog boxes and report
screens which will appear during the course of the contest.





THE MAIN SCREEN



The Main Screen associated with the scenario which you have
selected will appear once you have activated the [NEW] command
on the Scenario Selection  screen.  This is the arena in which
Harpoon is played, and it is comprised of three primary areas:
pull-down menus, maps and their associated control bars, and a
Reports Window.





Pull-Down Menus



Across the top of the screen are six pull-down menus: PC, GAME,
ORDERS, SETTINGS, REPORTS, and MISC.  All orders are given using
these menus, or by pressing the appropriate keys.  Details of
the commands contained in these menus are given in Part 2 of
this manual.



Press the ESC key to enter the menu selection mode.  Then use
the "right" and "left" arrow keys to select the menus.  Use the
"up" and "down" arrow keys to highlight the command or function,
then press ENTER to make your selection.  Press the ESC key if
you want to exit from the menu without activating a command.



If you are using a mouse, press the left button, drag the cursor
across the menu bar and highlight the menu you want.  This will
cause the menu to drop down from the menu bar.  Keep the button
depressed, drag the cursor down the menu, and highlight your
desired selection.  Release the button to activate the selected
command.



To the right of the menu item, you will see keyboard characters.
 This indicates that the menu item can be selected by pressing
the indicated key(s).  (See Table 2-1 for a detailed description
of keyboard functions).





Maps



Note:

Refer to Table 1 for the colors associated with the items
referenced in the following discussion.



There are three maps on the Main Screen, the Strategic Map, the
Group Map, and the Unit Map.





The Strategic Map



The Strategic map is the wall map located in the upper-left of
the Main Screen.  It represents the entire geographical area for
the current BattleSet.  A rectangular box, called the Group
Window, appears on this map.  The area within the group window
appears on the large map to the right of the Strategic Map
(i.e., the Group Map, as discussed later).



Directly beneath the Strategic Map is a representation of a
numeric keypad.  Use the corresponding arrows on your keyboard
to position the Group Window box which appears on the Strategic
Window.  This will allow you to view details of the enclosed
area on the Group Map.

If your are using a mouse, you can simply point to an area on
the strategic map, "click" the left mouse button, and the green
square will center itself around the area to which you have
pointed.



Also appearing on the Strategic Map (but perhaps almost too
small to immediately notice) is the Unit Window.  The Unit
Window appears as a tiny box, or maybe even as a tiny dot,
depending upon the resolution of your screen.  The area
surrounded by the Unit Window appears on the Unit Map (see below
for information on the Unit Window).





The Group Map



The Group Map is the large map located on the upper-right of the
screen.  It is primarily comprised of two parts: a map showing
the location of some, or all, of your groups, and the Group Map
Control Bar.



1.      This represents the area enclosed by the Group Window on the
Strategic Window.  On this map you will see symbols indicating
the various groups which you will control during the scenario. 
When you first start a scenario, you will see a box surrounding
one of your groups.  The units in this group can be viewed on
the Unit Map (we will talk about the Unit Map a little later).



2.      The Group Map Control Bar.  This is the green bar across the
top of the Group Map.  It is one color when the Group Map is
"active" and another when the Unit Map is "active".  On the left
portion of the green bar are four "Zoom" boxes, marked 1X, 2X,
4X, and 8X with the default setting being 1X.  Press the "Z" key
to zoom in on the Group Map, and press the "X" key to zoom out.



If you are using a mouse, point to the desired zoom setting and
press the left mouse button.



To the right on the Control Bar is a date and time
representation.  When you begin, the time shown on this display
is the Greenwich Mean Time (GMT) which corresponds to actual
date and time as determined by your computer clock.  (However,
this "real time" can be compressed, as will be discussed later).





The Unit Map



The Unit Map is in the lower left of the Main Screen.  It is
also comprised of two parts.





Note:

To make anything happen on the Unit Map, you must first "select"
that map by pressing the TAB key.  When the TAB key is pressed,
the gray control bar will turn color (see Table 1), indicating
that the Unit Map is now the "active" map.  If you are using a
mouse, all you need to do is to "click" the window you want to
activate.



1.      The Unit Map.  This is similar to the Group Map, but is used
for close-in viewing of a specific tactical situation.  Symbols
appearing on this map indicate individual units, not groups.



2.      The Unit Map Control Bar.  This is the bar across the top of
the Unit Map.  Like the Group Control Bar, there are zoom
setting boxes labeled 1X, 2X, 4X, and 8X.  These are used to
zoom in on individual units independently of the zoom setting on
the Group Map Control Bar.



To the right of these zoom boxes is the Time Compression
Indicator Box whose default setting is labeled "1 sec".  This
indicates that one second of simulation time is equivalent to
one second of real time.  When Harpoon is set to a time
compression of other than real time, the number appearing in
this box indicates how much simulation time passes for each
second of real time.  For instance, if time compression is set
to "30 sec", then one second of real time equals 30 seconds of
simulation time (i.e., Harpoon is set to operate 30 times faster
than real time).  Press the "Q" key to speed up time and the "W"
key to slow it down.  (The "+" and "-" keys have the same
effect).  NOTE:  Game updates do not always occur each second,
especially in the more complex scenarios.

The Report Window



The Report Window, is located in the lower right of the Main
Screen.  When an item is selected from a menu, options or
information related to that item will appear in the window. 
Also the Report Window serves as an "animation" window.  That
is, when an engagement between units occurs, an animation of the
unit launching its point defense weapons and missile strikes
will appear.  Also, you will see animation's of weapons arriving
on their targets.



When you initially begin Harpoon the Report Window will contain
information on a selected group.  To view information on other
groups, you must first select them.  To select other groups,
press the spacebar to cycle the Designation Square to the next
group south, and the backspace key to cycle it to the next group
north.  If you are using a mouse, just point to the group you
want to designate, and press the left button.  Along the bottom
of the Reports Window are boxes for two informational choices. 
[F]ull Report and [D]isplay.



The [F]ull Report selection allows you to get a report on the
currently selected group or unit (depending on which window is
active). Group reports will show up on the bottom half of the
screen and are extended versions of the mini-reports normally
shown in the lower right quarter of the screen.  Unit reports
resemble the [P]latform Display for a class of units; but it
also displays the unit's current status including damage,
armament loads, and sensor status.



The [D]isplays selection is the same option as the Reports menu
item called Platform Display.  The only difference is that if
you are in the group window you will get the normal platform
display selection screen, allowing you to choose between
ships/subs/aircraft and all classes in the scenario or
BattleSet.  In the Unit Window, the platform display for the
current unit's class will be brought up directly.



Detailed Command Summary



This section contains detailed information on the commands used
to operate Harpoon.  These commands can be accessed by the menu
bar across the top of the Main Screen.  (However, we haven't
given any information on the PC MENU selection, since it just
allows you to view credits for the design and publication of
Harpoon).  It is not necessary to memorize each and every item
since many of the selections are self-explanatory.  However, you
can refer to this summary if you have any questions which may
arise in the course of a contest.  Table 3 is a complete list of
the keyboard commands which you might want to use even if you
are using a mouse.





GAME MENU



This menu contains commands related to the interface between
Harpoon

and the player.  It has little to do with the actual playing of
the simulation itself.  Commands contained in this menu are as
follows:





Pause      CTL + S



Use when you wish to pause the game in the current set-up. 
Press ENTER to [Resume] game.





New Game    ALT + N



Selecting this item will exit you from the game currently being
played.  CAUTION:  THE GAME BEING PLAYED WILL NOT BE SAVED
UNLESS YOU FIRST SELECT THE "SAVE GAME" MENU CHOICE.  A dialog
will appear in the Reports Window. If you want a new game,
select [YES] by pressing ENTER.  If you want to remain with the
current game, press ESC to select <NO>.  If you select [YES],
you will be returned to the Battle Set Selection Screen.



Load Game    ALT + L



If you have saved a previous game to disk, this selection allows
you to reload it and to continue play.  A window will appear on
the screen indicating default path and a list of files in the
default directory.  Use the arrow keys to move the cursor to the
desired file and then press ENTER (LOAD) to load the game file .
 Pressing ESC will cancel the command to load a saved game.  If
you have saved your game on a drive other than the default
drive, the [D]rive selection ("D" key) will bring up a list of
the drives on your computer.  Highlight the drive where you have
saved your game and press ENTER.  The screen will now show you a
list of the files on that drive.  Highlight the file you want to
load, then select [LOAD].





Save Game    ALT + S



This is the opposite of the above selection; use it if you wish
to continue playing the current game at a later time.  If the
file name you assign to the current game is the same as an
existing file name, you will be asked to confirm your decision
to overwrite the existing file.





Game Status    ALT + Q



This brings up a screen showing a status report for both BLUE
and RED forces.  The boxes on each side of the screen shows the
losses and damage sustained by each side.  Brings up a screen
showing a status report for both NATO and Soviet forces.





Quit    CTL + Q



Allows player to quit the game without saving it.  If you will
want to play the same game at a later time, first select "SAVE
GAME", and then select "QUIT".  When this selection is chosen, a
dialog box will appear in the Reports Window.  Press ENTER to
exit the game.  Press   ESC  to cancel the Quit command.

ORDERS MENU



These commands allow you to move, attack, launch aircraft, and
adjust the composition and formation of your Task Forces.  Most
of Harpoon is played from its menu, although you may execute
commands directly from the keyboard if you so desire.





Attack   F1



This command allows you to attack with whatever forces and
weapons you have.  It takes the currently selected Group,
evaluates the weapons within you Group, then shows you a list a
possible target Group(s) that you can attack.



If the Target Group contains more than one type of target you
will get to choose which type of target within the Group to
attack as shown:



Once you select the target Group (and type) you want, one of the
three things will happen.  If you are out of range of any of
your weapons, the Staff Assistant will ask if you want to close
and attack.



If the target has not been sufficiently localized, then the
Staff will ask if you want to attempt to get a better contact,
then attack.



If you are in range of any of your weapons, you will be able to
select the type of weapon to use dependent on what type of group
you are attacking from and what your target group is.



Once the weapons type is selected, you will be presented with
the Weapons Allocation Screen.



This screen, while potentially intimidating, is also extremely
versatile.  This screen allows you to select which weapons from
each of your units is targeted to each of the enemy group units.



Once you are close enough to the target to be within the range
of your weapons, the Weapons Allocation screen will appear.  The
screen has four boxes.



ATTACKING UNITS - This scroll box shows a list of the units in
your attacking group.



UNIT WEAPONS REMAINING - This scroll box shows the weapons each
unit has at its disposal appropriate to attack the selected
target.  The weapons shown belong only to the unit selected
within the ATTACKING UNITS scroll box.



ENEMY UNITS - This scroll box lists each of the enemy units in
the group you are attacking.



WEAPONS ALLOCATED - When you have allocated weapons to be used
against any enemy unit (see instructions, below), this box will
show you the type of weapons. the number of that type, and which
of your units they are being fired from, for the selected enemy
unit within the ENEMY UNITS scroll box.



The Staff Assistant will automatically allocate weapons against
most targets.



Instructions for allocation weapons against enemy units:



1.  When this screen first appears, there will be a Selection
Border around the ATTACKING UNITS scroll box.  If you have more
than one attacking unit, and if the Selection Border is on this
box, use the up/down arrow keys to select the unit whose weapons
you wish to attack with.



2.  Next, press the left or right arrow (or TAB) key to place
the Selection Border around the ENEMY UNITS box, use the up/down
arrow keys to place the cursor over the unit you want to attack.
 If your unit has weapons which can attack this enemy unit, it
will appear in the UNIT WEAPONS REMAINING scroll box.  If this
units weapons are already allocated or out of rang it will show
that information in the WEAPONS REMAINING scroll box.

3.  Find a unit that shows weapons within you WEAPONS REMAINING
scroll box, then give the [A]llocate command.  Notice that one
weapon appears in the WEAPONS ALLOCATED scroll box opposite the
enemy unit you have chosen.  Also notice that one less weapon
appears in the UNIT WEAPONS REMAINING scroll box opposite
attacking unit.



4.  Continue to select [A]llocate until you have allocated as
many weapons as you want against that enemy unit.  If you feel
too many weapons are allocated, us the [D]eAllocate command.



5.  Repeat steps 1-4 until you have allocated all the weapons
you want to use against the various enemy units.



6.  Give the [Execute] command when you have finished allocating
weapons.  Use the <Cancel> command if you decide not to attack
the enemy.





Set Altitude & Speed   F2



For ship & Carrier Groups



For ship and carrier type groups you are only allowed to set the
speed they will travel.  There are 4 quick settings including:



Stop    -Used to stop your group dead in the water.



Creep   -Normally 5 knots or less, just enough speed to maintain
steerage.  This speed also gives maximum sonar performance.



Cruise  -This 60% of the slowest unit's maximum speed within the
group or 19 knots, whichever is less.   Speeds of 20 knots or
more eliminate hull sonar performance.



Max Group       - The maximum speed of the slowest unit within the
group.



With surface units you can also manually enter a desired speed
between zero and the Max Group speed.  If you enter a speed
greater than the Max Group speed, it will be reduced to Max
Group when you exit the dialog via the [OK] button.





For Submarine Groups



Submarine group speeds are set in the same manner as surface
groups and in addition you may set the depth you wish the group
to operate at.  The depths available are:



Surface -Puts your submarine group on the surface.



Periscope       -Right below the surface where you can see out your
periscope and sometimes be spotted by low flying aircraft.



Shallow -Above the thermal layer, but deeper than Periscope
depth.



Intermediate    -Below the thermal layer, but shallower than the
maximum safe depth for most submarines.  Submarines can go up to
24 knots without cavitating at this depth.



Deep    -The maximum safe depth for most submarines, used to evade
detection.  Submarines can go up to 29 knots without cavitating
at this depth.



Very Deep       -Can only be achieved by a few submarine classes, and
eliminated all cavitation noise.





For Aircraft Groups



Like Submarines.  Aircraft groups can change both their speed
and altitude.  Unlike Submarines and Surface units, you can only
use throttle settings, not enter a specific speed.  Instead of
tracking fuel in gallons or pounds, the Harpoon system uses an
endurance measurement which equates to how long an aircraft can
stay aloft without crashing.  The available endurance is shown
graphically using the Range Circles menu item under the Settings
menu.  The throttle settings available are:



Loiter/Hover    -A Helicopter hovers in single location, while a
fixed wing aircraft will fly in a tight circle at minimum speed.
 This increases your airborne endurance tremendously for planes,
helicopters use the same endurance as cruise throttle setting
while hovering.  Aircraft with Sonobuoys will drop them at this
throttle setting and helicopters with Dipping Sonar will lower
this sensor if also at Very Low Altitude.



Cruise  -The most efficient speed to cover distance at.



Full Military   -This is the full rated speed of the engine
without using an after burner, and top speed for those without
afterburners.  Endurance is reduced at a rate of 2-3 times more
than the rate at Cruise throttle setting.



Afterburner     -Some high performance jet fighters have
afterburners allowing them to dump fuel into the exhaust nozzle
to increase speed.  It reduces your airborne endurance at over
12 times the rate of Cruise speed, and should only be used in
critical evasion/intercept situations.



Altitude setting available to aircraft are:



VLow    -(Very Low) This "wave height" flying below 30 meters.  If
in a fixed wing aircraft, there is a significant chance that you
will hit the water due to pilot error and lose aircraft,
especially if you order a course change at this altitude.

Low     -Low altitude is between 30 meters and 600 meters.



Medium  -Medium altitude is between 600 meters and 3,500 meters.



High    -High altitude is between 3,500 meters and 20,000 meters.



VHigh   -Very High altitude is 20,000 meters on up.  Only some jet
aircraft have the capability to reach this altitude





Enter Group Course   F3



This selection brings up a window containing several different
options, allowing you to set up to 48 course legs for the
selected group, and at the same time, to give orders for that
unit when it reaches each designated point.   Commands are
activated by first selecting the desired command and then
entering it, either by mouse or by keyboard.  Commands contained
in the Enter Group Course menu choice are as follows:



[L] Enter New Leg - First press the "L" key to select this
command (it is selected when the background is black and the
text is white).  If you are using a mouse, move the pointer to
the Group Map to the point where you wish your group to travel. 
Press the left mouse button to enter desired leg point. 
Multiple destinations can be entered for your selected group in
the same manner.  To leave the Enter New Leg command, simply
re-select it.  If you do not have a mouse, each time your press
"L" key you will get to enter one new leg point using cross
hairs and the ENTER key.  To cancel the leg when in the cross
hair mode, press the ESC key.



[N] Next and [P] Previous- If you have entered a course with
multiple legs, selecting either Next of Previous will cause the
small circle on the course leg to move to either the next or the
previous leg.  Use this if you want to either insert or delete a
course leg, or if you want to add, edit, or delete an order at
the point where the small circle is located (see following
paragraphs on how this is accomplished).  To use these commands,
you must first de-select the Enter New Leg command.



[+] Insert and [-] Delete - Use these to either insert or to
delete a course leg point.  When selected, a box will appear on
the screen asking you to confirm your choice.  If inserting a
new course leg point, press the "+" key, and a confirmation box
will appear.  When you select [OK], the confirmation box will
disappear and the [+] Insert box will be highlighted.   Then
point to the area on the screen where you want your additional
leg point to appear and press the left button to insert the leg.
 

If deleting, use the Previous or Next commands to position the
circle to the leg point youwnat to delete.  When the confirmatin
box appears, press the ENTER key if you want to confirm your
choice.  To use these commands, you must first de-select the
Enter New Leg command.



[C] Clear Current Path - This command will completely clear the
current path of your group, as well as any orders to be executed
on the deld

[A] Add Order - If you wish to give your group an order at the
completion of a specific leg, choosing Add Order will cause the
ORDERS menu to pull down.  This command is only available if you
do not have a mouse.  If you do have a mouse, pull down the
Orders Menu as you would within the game to add an order on any
leg point. 



[E] Edit Order - This command is available if there is an order
selected within the scroll box that is editable.  Some orders
can only be deleted, then re-entered.



[D] Delete Order - If an order is selected within the order
scroll box, you can delete it with this command.



[End of path Entry] - Exits from the Enter Group Course Menu
Selection and accepts the currently entered path and path orders.





Formation Editor F4



The Formation Editor allows you to review the disposition of the
individual units within a group, and change this disposition if
desired.



To start we need to review the basic concepts behind a Harpoon
formation.  Harpoon uses a simplified model of a surface
formation, dividing your formation into 4 rings and 8 sectors. 
The four rings and their purpose are:





Main Body



The innermost circle of your formation, normally reserved to
high value units and units with limited defenses (i.e. Aircraft
Carriers, Oilers, Freighters, etc...).  Units within the Main
Body hold their position and will have the exact course and
speed of the entire Group at all times.





AAW (Anti-Air Warfare) Ring



The second innermost ring of your formation.  It should be used
for platforms that have the ability to engage air targets such
as missiles and aircraft (i.e. Aegis Missile Cruisers, Slavas,
etc...).  You should place them in sector(s) that correspond to
the anticipated direction of an airborne threat.





ASW (Anti-Submarine Warfare) Ring



The next to outermost ring of your formation.  Units placed in
this ring should have ASW capabilities, so they can detect and
kill any submerged threats before they penetrate into your Main
Body or AAW Ring.  Typical units used in this ring would include
ASW Helicopters and Destroyers and Frigates with significant ASW
weapons/sensors.  Units within this ring will patrol within
their sector(s), sprinting from place to place, then slowing
down or hovering to check for sonar contacts.





Picket Ring



The outermost ring of your formation.  Used to place scouting
assets such that can give early warning of incoming threats. 
Units used for picket duty include AEW (Airborne Early Warning)
aircraft and low value ships with good sensors.  All units in
this ring will patrol within their sector(s), speeding up and
slowing down to cover it while moving with the formation.



Each of the areas and buttons in the Formation Editor screen is
described below:



Unit Selection Scroll Box



The box to the right of the screen lists all the ships and
aircraft in your group.  Use the up/down arrow keys to move the
cursor square over the unit you want to position (mouse users
can simply point to the desired unit and press the left button).
 When the cursor is placed over the name of a unit, a
designation square will appear over that unit in the formation,
and the sector being patrolled by that unit will be highlighted
if it is not in the Main Body.  A full description of the unit
will appear below the Unit Selection Scroll Box.





[Z]oom To Main Body / [U]nzoom to Formation



These commands allow you to view the entire formation or just
the Main Body for fine tuned repositioning.





[S]et Air Patrol / [S] Delete Patrol



If you select a helicopter or plane unit, you can set it up as
an Air Patrol unit.  If you select a unit that is already an Air
Patrol unit, the Delete Patrol command will appear, allowing you
to stop the patrol.





[C]hange Zone Sizes



This command gives you a dialog that allows you to set the
radius of the four patrol zones.  Each zone must be at least 1
nautical mile larger than the previous zone.  The picket zone
must not be more than 255 nautical miles in radius for any
formation.





[Move unit]



This button will only appear if you are running Harpoon without
a mouse.  To move a unit, select it in the Unit Selection Scroll
Box, then activate this button.  you can now move the unit using
the arrow keys.  Press ENTER to accept a new location for a
unit.  If you have a mouse, just click on the new location you
want for a unit.





[A]ccept Sector



If you want a patrolling unit to have more than one sector, move
the unit then activate this button by pressing the "A" key.  Do
this for all sectors you want the unit to patrol, then press
ENTER to finish moving the unit.  Do patrol multiple sectors
with a mouse, hold down the shift key when clicking on the
sectors you want the unit to patrol.  If you only have a limited
number of patrol units, you may have them patrol multiple
sectors within a ring, but since they have more area to cover,
the likelihood of a threat slipping in will rise.





<Cancel>



If you select this button any changes you have made will be
ignored.





[E]xecute



Selecting this button causes all your changes to the formation
to be accepted.  Units may take some time to reach their new
formation locations, as they must keep moving with the formation
while maneuvering to their new positions.





Ready Aircraft  F5



This option allows you to prepare aircraft for particular
mission profiles.  Normally, your aircraft are readied by the
Staff Assistant when they land into their default mission
profile.  To prepare them for particular missions, you can
choose from the list of available Load outs.  When you choose
this order you will be presented with this screen.



When you hit the [R]eady command, you will be able to select how
many types of aircraft you wish to ready.



Once you have selected the number of aircraft to ready, the Load
out Selection screen will appear.  Using this screen you can
search through the available Loadouts and find one that matches
the mission you need.



To select a load out for your aircraft, use the up and down
arrow keys to select the load out you desire, then select the
[OK] button.





Launch (Land) Aircraft  F6



Landing Aircraft



If your group is an Air Group, you will be given a selection of
locations to land which can accept your aircraft (based on
runway length and endurance).





Launching Aircraft



If your group has air assets you can launch, then you will be
allowed to select the mission type for the launch.



If you select the Attack destination, you will be presented with
the Select Enemy Target selection box:



If you select the Ferry destination, you will be presented with
the possible landing sites to Ferrying your aircraft to.



If you select the Patrol destination one of two things will
happen, depending on whether or not you have the Repeatable
Patrols Staff Option set.  If it is set, you will then pick a
place for the patrol to go at this point.  If not, you will go
directly to the Launch Aircraft screen.



Once you select the type of mission for your launch and its'
particular information, you will see the Launch Aircraft
Selection screen.



All currently readied aircraft are shown in the left-hand scroll
box.  You can launch one or all as a single group by moving them
to the right hand "Launching Group" scroll box.



Once you have the group you wish to launch in the "Launching
Group" scroll box, then you can either launch it by selecting
the [OK] button or the [R]epeat Attack button (if it is
available).  if you do select the [R]epeat Attack button, you
will have to indicate how often to repeat the Attack or Patrol. 
When this command is given, a box will appear in the Reports
Window listing the groups which can be joined to the group
inside the Designation Square.





Join Group  F7



Allows for joining of two separate groups into a larger one. 
When this command is given, a box will appear in the Reports
Window listing the groups which can be joined to the group
inside the Designation Square.



Use the up/down arrow keys to highlight the group(s) you want to
join to your designated group, then select [OK].  A new screen
will then appear.  All the units in one group will appear in one
box, and all the units in the other groups will appear in the
other.  



One of the two boxes will have a light colored border around it.
 This is the box where units can be moved from.  Use the up/down
arrow keys to highlight the units you want to join with the
units in the other box, then give the [M]ove command.  Select
[OK] when you are done to execute the join.





Split Group  F8



This is the opposite of Join Group command.  To split units,
highlight the unit(s) to be split and press the M key [M]ove to
move desired units from one scroll box to the other.  Once you
have given the [OK] command, you will return to the Main Screen.



If you want to give commands to the group you have just split
off, press SPACEBAR or the BACKSPACE key to cycle the
Designation Square to the new group.  Even though the screen has
not changed, you can tell that you are on the new group by its
call letters.  After a Split, the new group created fro the
units in the right scroll box will have no movement or other
orders.





Sensors  F9



This allows you to set sonar's and radar's of selected groups or
units.  When this command is given, the first box to appear in
the Reports Window, Set Group Sensors, shows all the types of
sensors you have in your designated group.  Off means that no
sensors are emitting.  Active means that they are "on".  Mixed
means that sensors of units in a particular range ring have
different setting, both active and off.  If mixed is chosen, a
series of second boxes will appear entitled Set Mixed Air search
Radar's, or Set Mixed Surface Search Radar's, or Set Mixed
Active Sonar's.  The settings choices which appear in these
boxes are On, Off, Mixed, and Intermittent (see next paragraph
for a description of the intermittent setting) for the Main
Body, the AAW ring, the ASW ring, and the Picket Ring.          ONLY
THOSE RINGS HAVING SHIPS IN THEM WILL APPEAR IN DARK LETTERS,
AND THE SHIPS IN A PARTICULAR RING MUST HAVE THAT PARTICULAR
TYPE OF SENSOR ON BOARD FOR THE LETTERS TO BE DARK; all others
will be "dimmed".  Example:  If you select mixed on the Set
Group This allows you to set sonar's and radar's of selected
groups or units.  When this command is given, the first box to
appear in the Reports Window, Set Group Sensors, shows all the
types of sensors you have in your designated group.  Off means
that no sensors are emitting.  Active means that they are "on". 
Mixed means that sensors of units in a particular range ring
have different setting, both active and off.  If mixed is
chosen, a series of second boxes will appear entitled Set Mixed
Air search Radar's, or Set Mixed Surface Search Radar's, or Set
Mixed Active Sonar's.  The settings choices which appear in
these boxes are On, Off, Mixed, and Intermittent (see next
paragraph for a description of the intermittent setting) for the
Main Body, the AAW ring, the ASW ring, and the Picket Ring. 
	ONLY THOSE RINGS HAVING SHIPS IN THEM WILL APPEAR IN DARK
LETTERS, AND THE SHIPS IN A PARTICULAR RING MUST HAVE THAT
PARTICULAR TYPE OF SENSOR ON BOARD FOR THE LETTERS TO BE DARK;
all others will be "dimmed".  Example:  If you select mixed on
the Set Group Sensors screen, and you only have units in the
main body circle and the AAW circle, and if the main body has no
air search radar's, the Set Mixed Air Search Radar's box will
appear with only the AAW line in dark letters.  After you have
made you selection from this screen, the next box will be the
Set Mixed Surface Search Radar screen, and only rings having
more than one ship with surface search radar's will appear in
dark letters, and so on.



The intermittent setting means that sensors can be set to
periodically activate, then automatically deactivate.  When
intermittent is chosen, another box will appear which allows you
 to set the base period, the variance, and the duration of
emission.  The base period is the time between sensor
activation's.  The variance allows you to make the base period
irregular, and the duration is the amount of time that the
sensor is active.  Example:  If you set the duration at 5
minutes, the variance at 2 minutes and the duration at 30
second, then the sensors will turn on every 5 minutes, plus or
minus 2 minutes, for 30 seconds.





Enter Staff Note  F10



A box appears in which you can insert a message for the Staff
Assistant to give you.  Once the note is inserted, choose [OK]
and a box appears asking you for the time of the event to occur.
 NOTE:  THE TIME YOU ENTER WILL BE ELAPSED TIME (DELTA TIME),
NOT ACTUAL CLOCK TIME.  THAT IS, THE TIME WILL BE MEASURED FROM
THE TIME THAT THE STAFF NOT IS INSERTED.



Settings Menu



The selections on this menu do not in any way effect the playing
of the game; rather, they are used to set various references and
game features.





Time Compression  CTL+T



Allows for setting time compression feature.  If using a mouse,
just point to the time setting you want and press the left
button.  [Note: This feature can also be set by sing the "Q" key
to speed up time, and the "W" key to slow it down.  ("+" and "-"
have the same effect as "Q" and "W".





Set Range Circles  ALT+R



The Range Circles option can be used to play Harpoon more
effectively.  Range circles show range information in a
graphical format on your map views.  Not the window(s) in which
each range circle is active and the color they display.  In
general Weapon range circles are Red, Active sensor range
circles are Yellow, Passive sensor range circles are Green and
Airborne endurance range circles are in Blue.  Range circles are
centered around your Group formation in the Group Window, and
the actual location of the Unit in the Unit Window.





Group Window                    Unit Window



dark red                                n/a

light red                               n/a

n/a                                     dark red



yellow                          n/a

white                                   n/a



n/a                                     yellow

n/a                                     green

dark blue                               dark blue

dark blue                               dark blue





Game Icons  ALT+I



Allows for setting different styles for game icons.  The default
setting is "Stylized" (i.e., "civilian" symbols); the alternate
style is a modified NATO CDs system.  At the bottom of the
screen you will see a command box marked [+] Other.  Selecting
this will allow you to see icons not listed on the main Show
Game Icons screen.  These "other" icons cannot be altered.





Set Grid Lines  ALT+G



Allows for a variable display of latitude and longitude grid
lines on Group Map.  When selected, a box will appear in the
Reports Window which shows that the grid lines are "off".  If
you want to turn them on, select "on", and the Latitude and
Longitude Interval settings will appear with the default
setting.  You can change the default settings if you want.  Once
you give the [OK] command, the latitude and longitude lines will
appear on the Group Map.





Game Options  ALT+O



This option allows user to configure which animation's are to
appear during game play.  You can also turn on/off the Killed
Ship pictures when they are sunk.  You can toggle the time
display on the Group Window from a time of day display to a game
time remaining display.  Finally, you can change the color of
the land from Black to Gray (in EGA modes), using whichever
works better on your particular monitor.  All these settings are
saved and will be the same each time you run the game until you
change them.



Sound Options  ALT+S



Allows user to choose whatever sound system is installed in the
computer.  When selected, a box will appear in the Reports
Window showing the default settings.  If you want, you choose
what sounds to have during the course of the game.  if your
computer has one of the sound boards listed, you can select it.





Staff Options  CTL+M



This option is used to enable/disable various staff reports. 
You may select repeatable air patrols/attacks which are useful
when playing the larger scenarios.  Also you can enable the Air
Intercept option, which allows you to split off aircraft after
each new contact.





REPORTS MENU



This menu is used as an "intelligence" source.  Use it to view
information you may want.





Show Orders  CTL+O



Re-displays your orders which had been previously given to you
in connection with the scenario you selected at the beginning of
the game.





Order of Battle CTL+B



When this option is selected, a screen will appear which
contains two boxes.  The one on the left lists all the groups at
your disposal.  Use the up/down arrow keys to highlight the
various groups.  When you do this, the box on the left will show
the units associated with that group.  Use the Group [R]eport
command at the bottom of the screen to learn more about that
group.  If you switch scroll boxes by using the right arrow (or
TAB key), the button will change to a Unit [R]eport and
selecting it will give you a Unit report.





Platform Display ALT+P



Use this command to learn all about the various units at your
command.  When this option is first selected, you will be
presented with as screen containing tow boxes. The small
Platform Type box lists "Ships", "Subs", and "Aircraft"; it will
be enclosed by a thin border. When you use the up/down arrow
keys to highlight a type, a list will appear in the large Active
Classes Only scroll box.



Next, press the TAB key to select Active Classes Only scroll
box.  You can now use the arrow keys to highlight whatever class
you want.  When you give the [D]isplay command, a screen will
appear which gives you detailed information on that platform
class.





Note:



The default setting is to list just the classes used within this
scenarios.  For instance, if Aircraft is highlighted, only
information on the aircraft classes active in this particular
scenario will be shown.  You can use this as a learning tool for
finding out about the capability of various classes of units.



Across the bottom of the screen are three command boxes.  If you
select [S]how Only Active Classes, the large box will change to
the title of "Active Classes Only", and you will be presented
with just the unit classes associated with the scenario you are
playing.  You can learn about these unit classes in the same
manner as previously described.  Select [S]how All Classes if
you want to return to the default screen.





Weather Report  ALT+W



This command shows the weather conditions of the scenario you
are playing.  Most of the report is self-explanatory.  The
report on "eas" will first show the height of sea swell,
followed by a number for sea state.  Sea state 1 means that
there is virtually no "chop" to the waves, i.e., the sea is
more-or-less glassy.  As the wind picks up, seas will become
more turbulent and the sea state number will grow larger.





MISC MENU



Calc Range & Bearing  CTL+C

Allows range and bearing of a group or unit to be selected from
a menu pick.  When Selected, a box appears in the reports window
listing the objects of the map (other groups, ports, airfields,
etc.).  Use the up/down arrow keys to highlight an object, then
give the [OK] command.  Another box will then appear giving the
bearing and range to the object, the time to arrive there at the
current speed, that the speed at which your selected group is
now traveling.  You can use this report to calculate new
time-of-arrival if you change speed, or vice versa.





Staff Report  ALT+A



Staff assistant will make any appropriate recommendations for
the currently selected group.





TABLE 3.



OTHER KEYBOARD COMMANDS



In addition to the menu commands shown, other commands can be
accessed directly from the keyboard:



TAB Key Alternates selected window between Group and Unit Window.



Arrow Keys      Scrolls the currently selected window, either the
Group Window or the Unit Window.



5 Key   Centers the map view in the currently selected window
around the selected object.  NOTE:  You must use the "5" key on
the numeric keypad, not the numbers across the top of your
keyboard.



Z Key   Zooms in the current window (Group or Unit).



X Key   Zooms out the current Window (Group or Unit).



F Key   Gives a full Report on the selected object if a
mini-report on the object is showing in the dialog box.



D Key   Brings up unit display.



Q or + Key      Compresses time by one increment each time key is
pressed.



W or - Key      De-compresses time by one increment each time key is
pressed.



spacebar        Selects the next object to the south (down) in the
current window.



backspace       Selects the next object to the north (up) in the
current window.



U Key   Selects the first Unit of the currently selected Group (in
the Unit Window).



C Key   Center the Unit Window around your currently selected
Group.



Enter Key       Takes you to 1:1 time compression immediately.



ALT-T   Toggle path on/off for all friendly Groups.

TABLE 4.



KEYBOARD ALT-F KEY COMMANDS



These commands are accessed by a combination of the ALT and
Function keys.





ALT-F1  (Load Scenarios from Scenario Editor)



This command allows you to load scenarios created with the
Scenario Editor tool.





ALT-F2  (Toggle Group / Unit ID's)



This command allows you to toggle the Group and Unit ID's on and
off, so that they show on the map views.  This can be used when
you have many different groups or units, and need to locate one
by its' ID.  Extended use is not recommended as it can clutter
up your map views, obscuring information important to game play.





ALT-F3  (Player Nuclear Release)



This command allows you to grant yourself Nuclear Release status
in any scenarios, regardless of your initial Nuclear Release
choice on the Option Selection screen.





ALT-F6  (Show Current Free Runtime Memory)



This command shows the memory currently unused by the game. 
Free memory indicated the total amount of fee memory, and
Contiguous indicates the largest contiguous block of free memory.





ALT-F&  (Intercept Command)



This command is activated by selecting an enemy group and
hitting ALT-F7.  If there are any available aircraft in range
with the ordinance to attack the selected group, the intercept
screen will appear allowing you to allocate your available
aircraft to intercept the enemy group.





ALT-F8  (Additional Staff Options)



Show Sonobuoys:  This option shows all sonobuoys laid by
friendly units.  They are represented as white squares on the
Unit Map.



Show Active Towed Array:  Selecting this option will display all
operating towed arrays on friendly ships and subs.  The towed
array is represented by a straight line coming from a ship or
sub icon on the Unit Map.



Set Aircraft AAW Suto Fire Range:  This option allows the user
to set the range at which his units will start firing at
incoming aircraft or missiles.  the range indicated is based on
the range of the AAW missile being fired.  The default option,
Never Auto Fire, will allow the computer to determine the range
at which to start firing at incoming threats.



Set Surface SAM Fire Rate:  This option allows the user some
control over the number of SAMs his units will fire at each
enemy aircraft or missile.

TABLE 5.



KEYBOARD EQUIVALENT COMMANDS

This table is a quick summary of the keyboard shortcuts.





GAME menu Commands                      REPORTS Menu Commands

ctl+S           Pause Game                              ctl+O           Show Orders

alt+N           New Game                                ctl+B           Order of Battle

alt+L           Load Game                               alt+P           Platform Displays

alt+S           Save Game                               alt+W           Weather Report

ctl+Q           Quit



ORDERS Menu Commands                    MISC. Menu Commands

F1      Attack                                  ctl+C   Calc Range & Bearing

F2      Set Group Speed                         ctl+A   Staff Report

	(Set Depth and Speed)

F3       Enter Group Course                     alt-F Key Commands

F4      Formation Editor                                alt-F1  Load Scenarios From 

F5      Ready Aircraft                                  Scenario Editor

F6      Launch (Land) Aircraft                  alt-F2  Toggle Group/Unit IDs

F7      Join Group                                      alt-F3  Player Nuclear Release

F8      Split Group                                     alt-F6  Show Current Free

F9      Sensors                                         Runtime Memory

F10     Enter Staff Note                                alt-F7  Intercept Command

							alt-F8  Additional Staff Options



SETTINGS Menu Commands



ctl + T Time Compression

alt + R Set Range Circles

alt + I         Game Icons

alt + G Set Grid Lines

alt + O Game Options

alt + Y Sound Options

alt + M Staff Options





Appendix B:





GLOSSARY OF TERMS AND ABBREVIATIONS



AAM             Air-to-Air guided Missile.



AAW             Air-to-Air Warfare.



AEW             Airborne Early Warning.



AIM             Department of Defense designation for any air-launched
anti-                           aircraft missile.



Airfield        A base unit that has runways to launch aircraft.



Alt Bands       The altitude and depth representations used in the
Harpoon system.



ARM             Anti-radar missile.



AS              Air Search, used in Sensors Screen displays.



ASM             Air-to-Surface guided missile.



ASROC   Anti-Submarine Rocket.  A ship-launched weapon comprised
of either a                     homing torpedo or a nuclear depth charge attached
to a rocket booster.



ASUW    Anti-Surface Warfare.



ASW             Anti-Submarine warfare.



AS/SS           Dual mode radar, both air and surface search capable in
one unit, used in                       the Sensor Screen displays.



Baffles         The near part of a ship or submarine where the power
plant noise                             combined with the propulsion noise creates an
area where hull sonar 

		can not detect contacts directly behind a platform in a 60
degree arc.



Base            In Harpoon, the general term referring to Airfields,
Parts, Cities and                       combined Port/Airfield units.



Bastion Any heavily-defended area of water.  Normally a bastion
includes water                  partially enclosed by friendly shoreline, and
cordoned off by mines.                          Surface, submarine, and aircraft
forces would patrol inside and outside this             area, and acoustic
sensors in the seabed would help detect hostile                                 submarines.



Bearing The direction in degrees from a detecting unit to a
contact.



Bridge          The place within a ship where navigation and piloting
occurs.



Call Sign       In computer Harpoon each unit and group has a call
sign.  Groups have a                    three letter call sign, a BLUE group
might be AAs, while a RED group                         could be ZZS.  Units within a
group share the first two letters of the Group          call sign, with
a two digit unit indicator (ie. the first unit of Group AAS
			would have the call sign of AA01).  The third letter of the
Group call sign                         indicates the know group type, namely:



C               Carrier Group

S               Ship Group

U               Submarine Group

A               Plane Group

H               Helicopter Group

M               Missile Group

T               Torpedo Group

a               Airfield Group

p               Port Group

b               Airfield and Port Group



Caesar  The Soviet fixed seabed passive sonar sensor system,
located on the ocean floor in the North Sea.



Cavitation      Submarine and surface ship propellers create small
bubbles in the water if they spin at high speeds.  These small
bubbles almost immediately collapse, creating a sound called
cavitation noise.  As submarines go deeper, the pressure allows
their propellers to spin faster without creating this sound. 



CG      Cruiser Guided Missile.  American designation for any cruiser
armed with surface-to-air guided missiles.



Chaff   Strips of metallic foil, cut to the wavelengths of
specific radar's, used for jamming.



CIC     Combat Information Center, the tactical center of the ship,
where enemy contacts are plotted and tactics planned and
executed.



Class   In Harpoon this refers to a specific platform type of
which there may be many individual members.  For example, the
Iowa class of Battleships includes the Iowa, New Jersey,
Wisconsin and Missouri as members of that class of ship.



CPSU    Communist Party of the Soviet Union.



CV      American designation for any aircraft carrier.



CVBG    American designations for an aircraft carrier battle group.



CZ      Coverage Zone used in Sensor Screen displays.



D       Dipping sonar used in the Sensor Screen displays.



DD      American designation for any destroyer.



DDG     Destroyer Guided Missile.  American designation for any
destroyer armed with surface-to-air guided missiles.



Director        A sensor specific to a particular weapons mount, used
to target the weapon before and/or during firing.



ECM     Electronic Counter Measures.  Any device or system capable
of either jamming or deceiving enemy radar's.



ELINT   Electronic Intelligence.  The identification of specific
enemy radar's, as well as the platforms employing these radar's,
by the analysis of received radar signals.



Endurance       In Harpoon this refers to airborne endurance (ie. how
far you can go before running out of fuel).  By using the range
circle options, you can visually determine your endurance
distance for a currently set altitude and throttle setting.

ESM     Electronic Support Measures.  Any system capable of
detecting and analyzing enemy radar signals.



FF      American designation for any frigate.  Frigates are normally
smaller than destroyers.



FLIR    Forward Looking Infrared sensor, carried by some aircraft
and used to spot surface ships and surfaced or snorkeling
submarines, used in the Sensors Screen Displays.



GIUK GAP          Greenland -Iceland-United Kingdom.  The opening
between Iceland and the Faeroe Islands, leading to the straits
between Scotland and Denmark.



Group   A collection of one or more Units within computer Harpoon.
 Most of your orders are given to Groups.



H       Hull Sonar, used in the Sensors Screen displays.



H/T     Combination Hull/Towed sonar, used in the Sensors Screen
displays.



HF      Height Finding air search radar, used it the Sensors Screen
displays.



Hunter  A naval unit whose purpose is to seek out and destroy
enemy 

Killer  submarines.



IR      Infrared, detecting radiating heat.



KB      Kilo Byte, or 1,024 bytes of information.



KGB     Governmental branch of the Soviet Union responsible for
State security.  Combines the functions of the American CIA,
FBI, and NSA.



Knot    Nautical miles per hour. A nautical mile is about 14%
greater than a statue mile.



LD/SD   Airborne Look Down/Shoot Down radar, used in the Sensors
Screen displays.



Loadout In computer Harpoon this refers to an aircraft' specific
ordinance load for a given mission type.



LOC     Line of Communication.  Military term for any supply line
extending from a country engaged in hostile activities to the
front lines.



LR      Lone Range.



M       Mine Hunting Sonar, used in Sensors Screen displays.



MAD     Magnetic Anomaly Detection.  A system which is capable of
sensing disturbances in the earth's magnetic field caused by the
presence of large metallic object, such as a submarine.



MB      Mega Byte, or 1 million bytes of information.



Mount   A weapons mount in Harpoon.  A mount contains a weapon,
the ready ammunition for that weapon and possibly a sensor used
to target the weapon, called a director.

NATO    North Atlantic Treaty Organization, comprised of the United
States and her European Allies.



nm or NM        Abbreviation for Nautical Mile.



OTH     Over the Horizon radar (normally land based), used in the
Sensors Screen displays.



Picket  A scout, looking for the enemy.  In Harpoon this normally
refers to the Picket Zone of your formation, the outermost ring.



Platform        Any vehicle capable of carrying a weapons system.



PR      Periscope Radar, used in the Sensors Screen displays.



Radar   Radio Detection and Ranging.  A sensor system capable of
detecting targets by way of reflected electromagnetic energy.



RIM     Department of Defense designation for any ship launched
anti-aircraft guided missile.



RO      Airborne Range Only radar, used in Sensors Screen displays.



S       Sonobuoys, unsed in Sensors Screen displays.



SAG     Surface Action Group.  A Surface action group is centered on
one or more powerful surface ships such as cruisers and/or
battleships, and includes several escort ships for protection. 
Its mission is to provide heavy firepower when needed, as in
support of an amphibious landing.



SAM     Surface-to-Air guided missile.



Side    In computer Harpoon, the alliance to which a Group or Unit
belongs, represented as BLUE, RED or NEUTRAL (Yellow).



Sonar   Sound Navigation and Ranging.  A sensor system capable of
detecting underwater targets whether actively (i.e., through
reflected sound waves) or passively.



Sonobuoy        An expendable sonar device used in a anti-submarine
warfare, normally dropped by aircraft.



SOSUS   The NATO seabed passive sonar listening system.



SOW     Stand-Off  Weapon.  Normally applied to an anti-submarine
weapon (torpedo or depth charge) attached to a rocket booster.



SPIR    Shipboard Passive Infrared sensor, used in the Sensors
Screen displays.



SR      Short Range



SS      Either a Surface Search radar or the designation for a Diesel
(non-nuclear) Attack Submarine, dependent on context.



SS-N-21 A type of Soviet cruise missile carrying a nuclear
warhead.



SSBN    Submarine Ballistic Nuclear.  American designation for any
nuclear-powered submarine armed with intercontinental ballistic
missiles.



SSM     Surface-to-Surface guided missile.



SSN     Submarine Nuclear.  American designation for any submarine
propelled by nuclear power.



T       Towed array sonar, used in Sensors Screen displays



Thermal The depth at which a sudden temperature change creates

Layer   a 'layer' that tends to reflect sound waves, reducing
sonar effectiveness.  Also called the Thermocline.



Towed   Any sonar device capable of being towed behind a 

Array   surface ship.  The advantage of a towed array sonar is

Sonar   that it can be employed beneath ocean thermal layers where
a submarine might hide.



TVD     Soviet Intermediate High Commands in the various theaters of
operation.  TVDs are subordinate to the VGK (the Supreme High
Command).



Unit    The Harpoon, a unit consists of any single ship, submarine
or base.  Missiles, Torpedoes and Aircraft can have multiple
members in a single unit, but must share the same target or
Loadout



VDS     Variable Depth Sonar, normally a towed array sonar that can
vary it's depth, allowing it to listen both above and below the
thermal layer, used in the Sensors Screen displays.



VGK     Supreme High Command of the Soviet Union responsible for all
military actions.  Comprised of the Minister of Defense, his
five commanders-in-chief, plus six other deputy Defense
Ministers for civil defense and other matters.



VTOL    Vertical Take-off and Landing.  Abbreviation for any
fixed-wing aircraft capable of a direct vertical take-off.



WARSAW  The Soviet equivalent of NATO, comprised of the Soviet
Union

PACT     and her eastern European allies.

