S3#90 – Berlin By Daylight; Germany - March 1944

Game Settings

  • LW Players(gold) - 43 est
  • Allied Players(green) - 68 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Clouds - heavy clouds between 30-35,000ft
  • Radar – 60 mile radius, grey dots, inflight arrow. Minimum alt is 150 ft.
  • Flak - AAA limited to 30,000ft in height.
  • LW Airfields(gold) - Occupied Europe
  • Allied Airfields(green) - England
  • Fuel Multipler - set at 0.75 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 set of operations.

Basic Rules

Initial Format - changes after in bold italics.

1. Start Times - each frame uses the following schedule;

  • T-30 - Flight enabled for bombers only - to assemble and form if they so desire.
  • T+0 - Flight enabled for all forces.
  • T+160 - Last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Dark(12:00), all squads must be in tower or land in the dark.

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

3. CM radar & reports - avoid flying over enemy occupied land for long distances above the 150ft AGL, this increases the chance you will be spotted by donkey dar. Do not follow enemy coastlines, flying at least 5 miles offshore at any alt is a good rule to follow to reduce the chance of CM reports. Generally once you begin an attack on a target you will be reported so hit and run, do not linger in the area unless you want to be bounced.

4. Weather - their will be thick cloud starting at 30,000ft to try and bring the fight down to more historic levels.

5. Secondary Damage - the new secondary damage makes all aircraft more fragile in the tail sections but this will be most noticable in bombers with an increased likelyhood of loosing their stabs. BUFFTUFF is 1.0 the same as the MA. The addition of an AI wingman should be used to help in all round defense and they have the same damage values as a player bomber. Flying in tight bomber formations is still the best defence.

6. Fuel Restrictions - fuel modifier set for 0.75 to simulate the difference between longer range a/c in a smaller than actual terrain.

7. Squad Aircraft - each squad begins play with a set number of a/c every pilot must fly during the series. If a pilot shows up for less than the 5 frames he/she may then fly the best mix of aircraft but never exceed each individual type max listed on the A/C table.

8. Squad Basing - each squad or bomber box must start play at their own airfield. Afterwards there is no limit on stacking or airfields. LW squads must begin play in Germany but can replane anywhere on the continent afterward.

9. Squad Aircraft - each squad may be assigned a\c steps that are relative to their special roles. A list is provided of eligible a/c types in the A/C table. It should be noted that LW players may switch between the 109G6 or 109G6/R6 during the same frame, this is the only a/c that may break the 1 a/c type rule. It is to simulate the possible conversion of Rüstsätze in the field allowing the various Bf109 Geschwaders to fly a mix of a/c on any given day.

10. Allied Bombers - the Allies will have a lead box of player bombers with one AI wingman and a trail box composed of AI mbls. As with everything WBs some allowance has to be made for genuine errors during play by AI mbls. But for planning purposes this is what missions must be designed around. The CM will try and get the AI to follow the exact dtf designed by the bomber lead so the two boxes will act like one large bomber formation but because the AI Mbls seem to work best with the default airspeed their coordination with the player box will be limited.

11. Allied AI Bombers - to simulate the bomber stream there will be several 6 plane B17 formations flying in a vic formation in the same direction as player bombers. They will have the same hardness as player bombers as BUFFTUFF will be 1.0. There otto will be set low but a tight 6 ship formation will be difficult to attack so conduct as realistic attacks as possible on player or AI formations. We will experiment on how close AI mbls can fly to each other without excessive warping. The Allied player cannot rely on the AI bombers for anything more than slight bombing help at a target location. Bomber players will also have 1 AI wingman and this ship must be set for no closer than d1 or 100yds. Our bomber and strike squads are true professionals so we expect to see tight realistic formations.

12. Bombing Targets & Area - only the small area around Berlin indicated by the red box on the game map can have its airfields or industrial targets bombed. Each industrial target has a blue number assigned to it. To score points all structures must be destroyed at an airfield or industrial target. Each target can be attacked in more than one frame until ruled destroyed after which it cannot be attacked again. Airfields ruled closed will be destroyed and not open in succeeding frames. Berlin(C96) will be a seperate target which can be destroyed by TOT. Each frame that TOT is scored on Berlin it will be reduced from the TOT number for the next frame. Being the Nazi Capital it will have a high TOT value that will need to be targetted several times.

13. German Radar - cannot be attacked during this strategic series.

14. AI Routines - extra AI flak will be positioned in the red areas indicated in the playing map. Flak accuracy will be very high due to the altitudes involved in this strategic series. Expect to see flak damage so avoid these areas when possible. Berlin flak will be exceedingly bad so stay away from the central area if possible.

15. England - no LW aircraft may fly over England at any time. Doing so will be awarded a Penalty Plane. One airbase in England will be announced with a 20,000ft airstart, all planes may use this during the frame for discos without damage, late arrivals and reception escort. Luftwaffe is advised to stay high or away from England because of this.

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.

  • LW Penalty Planes - Ju52
  • Allied Penalty Plane - C47

17. Victory Points - points are awarded for e/a losses, enemy pilot KIAs and POWs as well as destruction of enemy industry targets in the Target Area and TOT on Berlin itself. The points summary indicate the relative points for each side.

18. Victory Conditions - The side with the most VPs at the end of the series wins.

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.

[ Aircraft - Series Map - Player Rules ]