This document outlines a checklist for air combat in the Harpoon game, emphasizing following the correct turn sequence. It lists 6 key items to check: 1) Firing the weapon at the correct phase, 2) Detecting the target and how, 3) If the target is in range, 4) If the weapon is eligible to fire, 5) Rate of fire restrictions for the firing phase, and 6) If the target is illuminated and the number of directing units.
Original Description:
For Harpoon game. Things to consider in action segment s
This document outlines a checklist for air combat in the Harpoon game, emphasizing following the correct turn sequence. It lists 6 key items to check: 1) Firing the weapon at the correct phase, 2) Detecting the target and how, 3) If the target is in range, 4) If the weapon is eligible to fire, 5) Rate of fire restrictions for the firing phase, and 6) If the target is illuminated and the number of directing units.
This document outlines a checklist for air combat in the Harpoon game, emphasizing following the correct turn sequence. It lists 6 key items to check: 1) Firing the weapon at the correct phase, 2) Detecting the target and how, 3) If the target is in range, 4) If the weapon is eligible to fire, 5) Rate of fire restrictions for the firing phase, and 6) If the target is illuminated and the number of directing units.
Follow----turn sequence of events-----very very important!!!
Air combat
1. Is weapon fired at correct phase---is sequence followed??
2. Is target detected? How? 3. Is target in range? 4. Is weapon eligible? (snap up/down, guidance, etc.) 5. Check rate of fire restrictions vs fire phase 6. Is target illuminated/# of directors etc.?