The possibility of occasional malfunction of the various systems was also implemented, be they propulsive. Precisely to avoid waiting times, which at times could become prohibitive, the function of compressing the time was also available. The strength of the game was the truthfulness of the use of weapon systems, the real sighting capabilities of the individual sensors, and the real possibilities of inflicting damage on each weapon in the game. Both NATO and Soviet forces could be maneuvered. The game involved pitting Western weapon systems against the classic Soviet enemy. But for those who drew great satisfaction in being able to find enemies well hidden in the ocean depths, or to eliminate the entire enemy air force, while running severe risks, or even to be able to stop an enemy invasion formation. It could be a game not really for everyone, but only for lovers of real strategy games. Survival was entrusted to the reasoning ability of the commanders at sea. In reality, it could all be over in minutes. Often the danger was that of getting used to cyclically launching antisom patrol boats waiting to be able to find enemies. The game required a lot of patience, especially in scenarios where enemy submarines had to be found. Suffice it to think that often a single American super aircraft carrier was able (and still is) to field an embarked air force that was greater in number than the entire strength of many air forces. From there to operate clear maneuvers of demonstrations of force. In practice, strong air, naval and missile contingents, transported close to enemy coasts. American Gorup tasks were almost always referred to. Terms that were associated with the operations of naval task forces, often pivoted on large aircraft carriers. In this way, one can understand the very common meaning in the time of the Cold War, of "Force Projection". including nuclear ones !!! Each of these weapons is painstakingly simulated in the game. It should be borne in mind that, each ship air unit or submarine, has a wide range of weapons. For air units, information on the autonomy of individual aircraft is also available. There is also a complete overview of the sensors mounted on board. Type of weapon used Capacity of each individual weapon in terms of range, accuracy, damage caused and total number available on each unit. For every single unit, the game provides every possible news. Virtually nothing is missing from the game. Instead, on closer inspection, Harpoon is a very realistic modern naval warfare game. Initially, it appears to be just a large database of information about naval, air, and submarine units from the era of the full "cold war". if not the best modern naval warfare simulator of the 90s. Published: 2 December 2018 5:02 pm Users Reviews This is the original version, that contains the Greenland/Iceland/United Kingdom battle set. It is still considered one of the most detailed simulations ever created. Computer Gaming World elected it Wargame of the Year and many other magazines voted 5 out of 5 stars. In 1989 Harpoon became a video game and was an immediate success. The board game became very popular and the author himself, together with Tom Clancy, used it to test the naval battles of The Hunt for Red October and later Red Storm Rising, a book that the two wrote together. In the game, you can choose to be a commander of either the Soviet or NATO forces in one of the several war scenarios, and employ more than 100 real weapons and pieces of equipment. Harpoon is a naval wargame created by Three-Sixty Pacific and published for MS-DOS in 1989, then ported to Amiga and Macintosh in 1990.įormer naval officer Larry Bond took inspiration from a real military simulation called NAVTAG to design a board game called Harpoon in 1980.
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