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Harpoon


Missiles flash above the sea and boomers lurk below, in this comprehensive game of modern naval warfare. The rules cover everything from aircraft carrier task forces to submarine vs. submarine combat, using a simple rules system with an exhaustive data base. Sinking your enemy is only half the battle -- you'll have to find him first. Set includes four introductory and six advanced scenarios.


Designer
Larry Bond and Chris Carlson
Publisher
Clash of Arms
Year Published
1996
Status
In Print
Contents

Boxed game includes:

  • 129-page Rulebook [in sheet form, punched for inclusion in a 3-ring binder]
  • 128-page Data Annexes book
  • 30-page Quickstart Rules Summary and Scenarios booklet
  • 70 die-cut ship counters
  • 140 die-cut plane and missile counters
  • two 10-sided dice
  • two 6-sided dice

The inclusion of counters allows one to play immediately, without miniatures.

Scale
Tactical. 30 minutes per Intermediate Turn, 3 minutes per Tactical Turn, 30 seconds per Engagement Turn. Variable ground scale, with typical settings being 1" or 2" per nautical mile. Designed for use with 1/2400 or 1/3000 scale ships, but optional rules allow for 1/1200 scale as well.
Basing
Individual ships and aircraft

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 19 June 1997. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 27 November 2016.

1,012 hits since 3 Apr 2017
©1994-2024 Bill Armintrout
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