S3 #43 - The Juggernaut Begins, Ukraine, Fall 1943

Game Settings

  • Allied Players(red) - 107 est
  • Axis Players(gold) - 88 est
  • Icons – d20 friendly, d8 range, d1 enemy name
  • Winds – none
  • Clouds - possible
  • Radar20 miles with inflight arrow enabled every 15mins. Minimum alt is 1000 ft.
  • Flak - all Flak is limited to 25,000ft in height.
  • Allied Airfields(red) - east of frontline
  • Axis Airfields(gold) - west of frontline
  • Fuel Multipler - set at 1.0 for all planes.
  • Rebuild Time - 300 mins
  • Game Length – 180 mins
  • Lives – 1 life per frame
  • Game Scale - 1 squad = 1 historical unit and 1 frame = 1 week of operations.

Basic Rules

Initial Format - subject to change before the first frame.

Start Times - each frame uses the following schedule;

  • T+0 - Dawn
  • T+30 - Full light
  • T+160 - Dusk, last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Near dark, all squads must be in tower or on final.

Operational Restrictions - each side may only conduct operations in the area outlined in the game map.

Altitude Restrictions - Bombers and strikes are limited to a ceiling CAP of 20,000ft.

Airfield Basing Restrictions - each side may only field a specific number of steps at each airfield depending on that fields size. Larger squads may break up their steps and assign them to more than one airfield.

  • Tac strips = 2 steps
  • Small fields = 3 steps.
  • Medium fields = 4 steps.
  • Large fields = 6 steps.

Ord Restrictions - all aircraft except Bf109Gs and FW190A4s may carry ord.

Aircraft Steps - squads must outfit themselves from the available steps located in the stepchart. Multi-step squads will represent more than one historic fighter unit and may fly different a/c types.. Losses to aircraft are calculated based upon all kills claimed against that type during a frame. Steps will be reduced for evey 6 a/c of that type lost with fractions carried over to the next frame.

Bomber Strike AI - all bombers and strike aircraft may take one AI wingman and that wingman must fly a realistic formation off to one side at a minimum of d1. AI wingman count in loss calculations and effects so should not be thrown away.

AI targets - several AI units will be present as targets and represent the major armoured units used by both sides. Expect to see heavy AA defenses in the area as well.

Missions - each side plans and conducts missions against specific targets or AI units as outlined in the target classes below. The Frame CO decides on how and what to attack with his available forces. A maximum of 9 missions may be assigned for each frame. These minimums can be changed before any frame by HQ(CM) as the situation develops on the ground. More than one attack on one target will score more points if more damage is done. The three target classes are scored differently for each side and are as follows;

  • Close Air Support - targeted against enemy ground units and their locations. The most difficult to achieve but scores the most of any target class if done right. May halt or impare the ability of the targeted ground unit to resist attack or launch an effective attack.
  • Interdiction - targeted against supply depots. Scores the 2nd highest totals in points. Reduces the ability of ground units to resist enemy attacks without a undamage depot to draw supply from.
  • Operational - targeted against airfields, towns and spawn points. Scores the lowest but may cause the basing capabilities of airfields to be reduced and may reduce the amount of a/c reinforcements that reach the front.

AAR - After Action Reports are manditory in determining the success or failure of missions. Failure to post an AAR may result in raids being ruled a failure.

Mission Points - both sides assign missions to be conducted and will score mission points based upon both the target assigned and the damage inflicted.

Morale Points - after each frame the aircraft losses are compared and morale points assigned to the side that inflicted the most damage to the enemies will to fight. Other causes may impact morale as well and will be rewarded. At the end of the series those surviving non-POW pilots will have a percentage of their individual points assigned as morale points.

Damage Points - at the end of the series all individual points used to determine series awards are gathered and assigned to each side to represent overall damage. Those pilots that manage to survive and are not POW will also score a percentage of their points as morale points to reflect both their experience and confidence going forward.

Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total game points for both sides are compared after 5 frames. Game points are a combination of Mission Points awarded after each frame, Morale Points awarded after each frame and after the series for surviving pilots and Damage Points awarded after the series.

  • 0-20 point difference is a draw
  • 21-40 point difference is a minor victory for the side with the greatest number.
  • 41+ is a major victory for the side with the greatest number.

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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