>Return-Path: >Date: Sun, 17 Mar 96 18:02:51 -0900 >X-Sender: coreyrpp@pop.corcom.com >To: harpoon@lists.stanford.edu >From: Harpoon >Subject: Reposting of H2HH rules >Sender: owner-harpoon@lists.Stanford.EDU > >Harpoon2: Head-to-Head (HHH) > > > The method entail using email, before YOU condemn it give it a chance. I >agree at first thought I frowned at playing H2 via email. After Scott Bond >and I started to formulate some rules and the game took a favorable look. We >decided to try a scenario "Merge", I played the Russian side and he played >U.S. side. Anyone who played this scenario knows that the Russian side is at >a disadvantage. The scenario started, my frame of mind changed, I found >myself considering what Scott will do compared to what the AI will do. >Playing the computer for so long you tend to know what the AI is going to >do. We knew where about each others units where, since this was a test game >it didn't concern us. We came across some obstacles , but we worked most of >them out, still room for improvement . > One of the main obstacles we had to over come was to stop the computer from >controlling your units when your opponent was playing his turn. An example >is the computer was launching air assets for patrols and attacks. We >overcame this problem, by assigning all air assets to a Recon mission called >"HOLD" with a delay of 99 days, 99hours, and 99 seconds in the setup phase >of the game. Please follow the above example to the letter, it will become >apparent when you play multi-player games. The way to inhibited your ships >and subs from attacking when its not your turn, is to assign your subs and >ships to a recon mission they will not attack but they will defend >themselves if attacked. This method is best used before the end of your >turn. Playing small scenarios may require a time limit of 15 minutes or less >instead of 30 minutes. Thirty minutes per turn seem short, but it gives your >opponent a chance to defend his units during his turn. H2 defenses operate >almost completely automatic. Subs evade automatically and ships fire SAM's >and evade torpedoes automatically. By using the mission editor creatively >you can plan a attack on your turn and the game will execute it on your >opponents turn. During our test game Scott launched a six wave attack from >the Nimitz's on his turn, on my turn the strike launch their missiles on my >CVBG. He manage to take out my radar on my carrier and damaged the flight >deck too. Scott made one mistake, the strike was not timed perfectly. The >F-18's w/Harpoons arrived before the F-14's arrived on CAP. This mistake >cost him 8 out of 10 F-18's to my SU-33. Timing and the use of mission >editor are of the utmost importance in Harpoon Head-to-Head (HHH). Gone are >the days of single axis of attack, now expect muti-axis attacks. Beware of >decoy attacks to draw your AAW patrols, no more placing all your fighters >where you know the AI will attack from, your opponent won't be so >predictable. Another change is coordinate attacks, the AI did a poor job. >Imagine air-strikes coordinated with a torpedo attack. Playing against the >AI teaches you how to attack now its time to learn how to defend and attack. >Armchair admirals lets see what you are made of. > HHH is based on the honor system, it is easy to switch sides using the >scenario editor (SE) to view your opponent units. Some players of HHH will >unduly accuse other players of cheating so please follow the honor system. >Both players must agree on time limits and game preferences. If the >preferences are different unit spotting may cause problems. If you pause the >game: you may only check distances between units, no making missions or >checking the database. Remember while your opponent is playing his turn your >units will follow the orders you imparted to them. Calculation of distance >and time of travel will be paramount in playing HHH. I can not stress the >importance of knowing where and what your units will be doing on your >opponents turn. One hint is to have a handy calculator next to your >computer. Creating missions are the best way of knowing what units will do >during your opponents turn. >We tried running HHH using the main H2 game but had problems so we decided >to use scenario editor (SE). Some players do not have the SE, you can still >play but your opponent must have the SE. We did not try HHH game with a MAC >opponent verses a IBM opponent. We did theorize it should work for what that >is worth. Some people will balk about HHH, but it can't be worse than >playing the AI. The games take longer to play, but by playing another >person, pits your tactical skills and knowledge assets against his. I know >from H2DG and IRC there are some tactical intellectuals out there. > Now the hard part of the article. Every new project has some inherent >flaws, Scott and I hoped we worked most of them out. If you find a problem >or a way to improve playing please post it on H2DG or email me. Some >individuals will simply not care for it, if so please email me and tell me >why or post it on H2DG. If all of us combine our knowledge of the mechanics >of H2 we can make great improvements to HHH. I feel HHH has the potential of >taking H2 to the next level of naval simulations. I purposely left out >explaining multi-player H2, let your imagination run wild . > > > > > > >Setup for HHH > >* All steps should be used in the Scenario Editor (SE)* > >*Player1 and Player2 are arbitrary assignments* > >1.) Find a opponent > >2.) Agree upon a scenario and sides > >3.) Determine game preferences > ex: auto detect > ex: logistics > >4.) Once items 1-3 are agreed on, player1 loads the scenario DO NOT start >the scenario. With the scenario loaded but not running, player1 plots his >units (air patrols, waypoints ,missions etc.). > >5.) After player1s' units have been plotted, then minimize(icons): tactical >and main maps, and unit status window. Message window and all other maps and >should be closed. > >6.) Change to player2 side, then save the game. The scenario should still >not be running. Close the scenario editor and email the scenario to player2 . > >7.) Once player2 receives his turn via email, load the scenario WITHOUT >running the scenario. Open all appropriate windows and plot all available >units on Player2 side. > > >Playing H2 via Email > > (Player1 and Player2 should have their units plotted) > >8.) Since Player2 is in possession of the scenario he should start the game. > >9.) Once the scenario begins Player1 units will follow the orders given >during the setup phase of the game. > >10.) Player2 has 30 MINUTES GAME TIME for his turn. The best method for >keeping track of game time is to use the "Game Status Window". The 30 >minutes can be used in the same manner as if playing against the computer. > >11.) After Player2 uses his 30 minutes he should save the game. After >saving the game, then reload the SAME game, and minimize(icons): tactical >and main maps, and unit status window. Message window and all other maps >should be CLOSED. SWITCH to Player1 side and save the game. After the game >has been saved, email the game to Player1. > >12.) Player1 loads the scenario and open all appropriate windows then start >the game. Player1 has 30 MINUTES GAME TIME for his turn. The 30 minutes can >be used in the same manner as if playing against the computer. > >13.) After Player1 uses his 30 minutes he should save the game. After >saving the game, then reload the SAME game, and minimize(icons): tactical >and main maps, and unit status window. Message window and all other maps >should be CLOSED. SWITCH to Player2 side and save the game. After the game >has been saved, email the game to Player2. > >14.) Repeat steps 10 and 11 > >15.) Repeat steps 12 and 13 > > >Some of the game files will become large so we advocate using pkzip or >winzip. When sending zip files please use the same name for the entire game. > > > Corey Rogers (coreyrpp@corcom.com) > >******************************************** >This message was posted through the Stanford campus mailing list >server. If you wish to unsubscribe from this mailing list, send the >message body of "unsubscribe harpoon" to majordomo@lists.stanford.edu > ******************************************** This message was posted through the Stanford campus mailing list server. If you wish to unsubscribe from this mailing list, send the message body of "unsubscribe harpoon" to majordomo@lists.stanford.edu