S3#103 – March On London - Winter 1940
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 recieve any last minute order changes.
2. 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 loose 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.
3. 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.
4. 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.
5. Aircraft Minimum Fuel - all aircraft must take at least 100% internal fuel with or without drop tanks.
6. 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.
7. Squad Basing - to begin play each squad must base at their own airfield. Afterwards squads may replane anywhere as needed.
8. Aircraft drones - every player that uses an eligible bomber a\c in a frame may take up to 3 wingman 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.
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.
10. Bomber Hardness - bufftuff 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.
11. 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.
12. 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.
13. 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.
14. Closed Fields - fields closed during play will remain so for the series.
15. 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.
16. 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.
17. 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.
19. 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.
20. 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.