Warbirds 4th Fighter Group Virtual Squadron

March 6, 2017

Current S3 Info

Filed under: — Bill Ellott @ 9:27 am

S3#103 – March On London – Winter 1940

Game Settings
  • Luftwaffe Players(gold) – 44 est
  • RAF Players(green) – 27 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Clouds – random clouds
  • Radar – 60-mile radius, gray dots, in-flight arrow. Minimum alt is 300 ft.
  • Flak – AAA limited to 30,000ft in height.
  • RAF Airfields(green) – England except for the Dover Area
  • Luftwaffe Airfields(gold) – Occupied Europe and Dover.
  • Fuel Multipler – set at 1.0 for all planes.
  • Rebuild Time – 300 mins
  • Game Length – 180 mins
  • Lives – 1 life per frame for fighters, 2 lives for bombers\strike
  • Game Scale – 1 squad = 1 historical unit and 1 frame = 1 set of operations.
Basic Rules
Initial Format – changes after in bold italics.
  1. Frame Timeline – pilots should report in at least 10 mins before T+0 to get organized and receive any last minute order changes.
  • T+0 – Pre-Dawn(04:00), flight enabled for all aircraft.
  • T+160 – Last surface attacks completed all a/c must disengage ASAP. Torps\bombs must hit before T+160 to be counted.
  • T+180 – Dark(12:00), all squads must be in tower or land in the dark.
  1. Pilot Lives – players flying fighters still have one life to live, those that choose to fly bombers\strike have two lives to live during a frame. Only those aircraft indicated on the A/C table qualify for the two lives. Ask the CM to reset you when you lose one of your lives operationally. A significant change in the S3s but hopefully will allow more fighter pilots fly fighter and give us more bomber\strike aircraft sorties each frame. Without bomber\strike pilots, the S3s are just an old-fashioned squad duel.
  2. Operational Restrictions – each side may only conduct operations in the area outlined in the game map. Surface attack missions may only be conducted by each side east of the indicated operations line. All squads may fly west of the line as needed.
  3. Ord\Aircraft Restrictions – First line fighters(Spitfire II and Bf109E4 Aa) may not carry ord. Second line fighters(Hurricane IIB and Bf110C4) MUST carry ord in their mission profile and are allocated two lives as part of the strike force of each side.
  4. Aircraft Minimum Fuel – all aircraft must take at least 100% internal fuel with or without drop tanks.
  5. Squad Aircraft – each pilot may fly aircraft listed for their squad on the A/C table. Strike\Bomber aircraft are indicated and can have up to 2 lives during a frame.
  6. Squad Basing – to begin to play each squad must base at their own airfield. Afterward, squads may replane anywhere as needed.
  7. Aircraft drones – every player that uses an eligible bomber a\c in a frame may take up to 3 wingmen with their lead aircraft. This only applies to bombers and not those fighters(Hurricane IIB and Bf110C4) classed as strike aircraft. Both bomber and strike pilots have 2 lives during a frame.
  8. 9. Improved FMs – new FMs are being developed from last year so it is best to test them out beforehand as they will handle differently than in 2016.
  9. Bomber Hardness – buff tuff will be at 1.0 with moderate otto in this event. Bombers continue to be relatively easy to down, especially the AI variety. With two lives for bomber\strike pilots, this should help alleviate this ongoing issue.
  10. Shipping – a few boats, freighters and warships ships will be traveling in the indicated shipping areas and can be attacked for points. Remember only boats can be strafed down, do not waste your ammo on the remainder unless you are trying to destroy their defensive AAA to help aircraft with ord finish them off. All ships will have some type of AAA so do not close to suicidal distances and remember the freighter large hit bubble.
  11. Ground Forces – a large number of tanks, half-tracks, trucks and AA will be in the positions indicated on the map. Each side can attack these forces which score points for their side, generally better points than field structures. Tanks especially score good points but are difficult to destroy. Once destroyed these forces will not respawn for the duration of the frame. GVs will not be moving.
  12. AI Bomber Missions – Each side must assign between 1-4 AI bomber\strike missions during a frame. In the week before a frame, each frame CO must allocate their AI missions giving them an aircraft type, start airfield and target field. The frame CO then tells the CM when to launch during a frame. Last launch time is T+120 and if they cannot reach their target before T+160 they will be aborted. AI aircraft can do damage but need to be escorted to get there. All aircraft in an AI routine are very easy to damage, they do not use the typical damage files of regular aircraft.
  13. Closed Fields – fields closed during play will remain so for the series.
  14. Safe Ditch – if you run off the field and ditch within 10 miles(52800ft) of the tower the ditch is NOT awarded a kill. It is assumed that aircraft and pilot can be salvaged.
  15. Ditch Forced Exit – you have 5 seconds to exit a ditched aircraft. This stops trying to outlast a kill message, drawing ack fire or passing along intel at a nearby field.
  16. Penalty Planes – players that commit errors in basic rules and do not attempt to correct the error during play will have a penalty plane assigned to them to conduct a hair-raising mission behind enemy lines. If they survive they can teleport and replane in their regular ride. Examples of penalty plane errors include flying different a/c during a frame, teleporting fields when not allowed by special rules, gunning from ships or flak positions. If a player immediately addresses the error they will not be assigned a penalty plane but always inform the CM so the log entry will be ignored. It is up to each squad to make sure the penalty planes are flown.
  • Axis Penalty Planes – Ju87D
  • Allied Penalty Plane – Swordfish
  1. Victory Points – points are awarded for e/a shot down, enemy pilot KIAs\POWs, sinking of shipping, destruction of ground forces and general BDA on target locations. British points are weighted toward aircraft especially bomber kills. Relative points for objects is available in the summary for this event.
  2. Victory Conditions – The side with the most VPs at the end of the series wins. BDA, ships sunk, GVs destroyed, planes shot down and pilot losses all score points.
S3 Clarifications – the S3 staff reserves the right to make a ruling on questions or game situations not answered completely or missed by the rules. For further clarification please post on the S3 forum or email Jabo.
 
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Player Rules
S3 Litany – 1 life, 1 a/c type and no teleporting. There are some series-specific exceptions but pilots that follow this simple saying will not break any rules.
Penalty Planes – poorer performing a/c will be assigned to any pilot that breaks the hard and fast rules. Do not;
  • Fly after being reset if you have been a confirmed kill in the buffer. Ask your squad.
  • Switch a/c types, even variants of the same a/c during a frame.
  • Land a field and switch to another field to take off from there without correcting it immediately.
  • Gun from flak positions, GVs or ships or act as a gunner on and a/c if you belong to a fighter only squad.
Pilot Sorties – Pilots must fly the a/c they are assigned to for the whole frame. There is no ‘teleporting’ between fields or changing a/c type in the frame, unless allowed for by series specific rules(ie driving a truck or flying a C47). Correcting a teleporting error during play will stop you from being awarded a penalty plane.
Gunner Sorties – only pilots who fly multi-crew aircraft may gun for each other during a frame. All results as a gunner stand(ie kills and KIAs). Those pilots assigned to fighters cannot gun at any time during play. Dead fighter pilots can provide GCI or fly as an observer.
Flak/GVs/Ships – no player at any time may gun from flak, GVs or ships. In some series only assigned players may drive ships and they must be approved by the Frame CO beforehand or during play.
Bales/Ditches/Deaths – Every player flys until they die, bale, ditch or DWD. Otherwise they must land and be in the tower before the frame ends(T+180).
Discos/DWD – Discos may replane at will from the last base they took off from, if in doubt ask the CM for a decision. Discos with damage(DWD) are awarded as a kill in the buffer and are considered to have baled and are done for the night. It is up to you to check with your squad to make sure you were not a confirmed kill, it is not the CMs responsibility. If you were and were reset you will be awarded a penalty plane.
Frame End – at T+160 all surface attacks must end and anything after this time will not be counted. Pilots will be advised to RTB when clear. It is up to each pilot to make sure they are clear. The frame ends at T+180, you must be in tower or near final approach. Because dark is not so dark anymore you will find the wind may pick up or you start to loose pieces of your plane to failures. There is some leeway for longer missions etc but this will be indicated in the planning stages of a frame.
Ditching – in the S3 once you have to ditch exit your plane quickly, do not try and linger to avoid the kill to a deserving player on the other side. A player that does this will have the ditched location reported to nearby enemy planes.
Resets – a limited number of resets will be allowed in the first half of the frame to account for computer problems, sticky triggers and botched takeoffs. All deaths are final and will stand in the log. Weird things do at times happen and editing the logs can prove to be a major PITA. Lady Lucks can be used to remove a unfortunate death, once every 3 series.
Gatecrashers – Uninvited pilots are now rare due to the private arenas but they can still get in and try and cause havoc. Kills of, or deaths by a gatecrasher are considered valid and will not be adjusted by the S3 Staff.
Arena Bugs – Some arena targets and AI routines may have bugs and their destruction may or may not occur to well-placed attacks. Regardless, all targets must be destroyed in the log to be counted for points or objectives. Some known bugs like torpedo attacks will be reviewed for frame scoring but the log and individual scores will not be adjusted.
Player Scoring – Points are awarded based upon the targets each player is credited with destroying during a frame. All minus points are compared with plus points to arrive at a final point total for each pilot. Survival modifiers are cumulative so that if a pilot bales and is captured he/she loses 1.50 pts (1.00 + 0.50). This is in the process of being updated and changed as the parser is improved and WB3 develops.
  • Kill of other class a/c(includes AI bombers) – 1.0 pt
  • Kill of bomber class a/c – 2.0 pt
  • Assist awarded in kill of e/a – 0.25 pt
  • Destroy ground target – 0.1 to 0.5 or even higher depending on the type of event.
  • Destroy GV or AI flak – 0.25 to 0.5 depending on the type of event.
  • Destroy AI ship – 1.0 to 2.0 pt
  • Pilot killed – minus 2.00 pt (a/c lost – includes warped/badbail – updated logs from OTB).
  • Pilot captured – minus 0.50 pt (a/c lost).
  • Pilot bales – minus 1.00 pt (a/c lost, kill awarded – includes DWD – changed from 0.5 in OTB)
  • Pilot ditches – minus 0.50 pt (a/c lost, no kill – changed from 0.25 in OTB).
  • DWD – minus 0.25(as lost, kill awarded).
Squadron Rules
Responsibilities – Before the series starts each WB squad must update their list of player callsigns(full 6 digit form) and an estimate of the number of pilots they expect for each frame. There is a rotating list of Frame COs drawn from the active squads indicated before a series begins. It is up to each squad to provide a player or players to CO their side for one frame during the series they are designated.
A/C Assignments – Each squad is assigned a/c based upon the pilot numbers, play-balance and the need to share turns flying Axis and strike a/c. Numbers fluctuate and it is up to each squad CO to make sure that assigned a/c types are flown each frame. Once a squad is assigned a step value before a series it keeps that value for the entire series unless the number of pilots changes drastically. This is to ease the paperwork of planning for everyone involved.
Penalties – A basic penalty for breaking series specific rules will be a change to an offending squad’s a/c type(s). Squads must make sure their pilots assigned penalty planes fly them in a timely manner. If the offending pilot is not available for some reason the squad must cover his error by assigning someone else to fly it.

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