Classics/97 How To Make A Successful HARM Attack One of the failings of Classics/97, is the manner in which the computer handles HARM attacks on an enemy SAG. I have found out through a lot of play testing, that micro-managing the attack is the only way to get the most bang for your buck. To start with, if you set your aircraft on an attack mission, the units will not only fly the most direct path to the enemy formation, but will also launch as soon as it is in range of the first unit in the formation. This is usually not the best option, since, when you are presented with the selection box, you will find that the high value units in the middle of the formation are usually out of range. Also, if you do select to launch on the units offered to you, you will notice that your flight heads AWAY from the formation! And when it heads back, they start the same process....attack the first units in range, while the heavies are out of range. To get around this, I manually select a patrol course that brings my aircraft in at whatever angle of approach that I desire. Next, I select a course directly towards the center of the formation. And last, but not least, I wait till the Staff Assistant tells me that I'm flying into AAW range. Ever read my sig line? "no guts, no glory"? Well, this is what it takes to get in range of all the important units. You can apportion the correct amount of HARMs to each target, and not have to drive in repeatedly. The downside to this (isn't there always a downside?), is that the game is a bit stupid. Sometimes, you launch 4 HARMs at the outside DD, 8 at the AAW cruiser, and 16 (yes, 16), at the floating SAM arsenal known as the Kirov. And darn it, wouldn't you know it, but most of the missiles decide to pound the Udaloy into little pieces. The best way around this, and still balance minimum Time over Target, with optimum percentage of hits, is to pick your entry angle carefully. Do your best to not get an overlap of targets with your missile stream. Baring that, you'll have to kill the outside ships first, and wait till they sink. That, of course, is not the best solution. Careful planning is the best course of action. So, basically, like most everything else in Harpoon for Classics/97, you have to micromanage the game. I know this can be a real pain, but it's the best course of action. Ok, folks, I was first with one of my "last, best moves". Now, how about you? Are there any self-proclaimed Harpoon masters, or closet Naval assassins ready to step up and tell us how YOU do it? We're waiting to hear from you, and see your "last, best move" on Ed Ladners web site! By the way, the Tactics Forum has nothing to do with the great discussion ongoing now in the List. I think it's great to see people talking about tactics. I think that sometimes people forget that this is a Tactical simulation. It's not about overwhelming your opponent in sheer tonnage. It's about winning when your back is against the wall, you have two enemies in front of you, and only one bullet. Byron Audler "no guts, no glory"