S3#80 – Battle of Hamburg; ETO - Summer 1943

Game Settings

  • LW Players(gold) - 53 est
  • Allied Players(green) - 95 est
  • Day Icons – d24 friendly, d12 range, d6 enemy plane
  • Night Icons – d8 friendly, d4 range, d2 enemy plane
  • Windsno wind
  • 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 intruders(Dh98 VIFB) and pathfinders(Dh98 IVB) for Night Frames.
  • T+0 - Flight enabled for all forces. Day Frames = Full light(12:00). Night Frames = Full dark(1:00).
  • T+160 - Day Frames = Dusk(9:00), last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Day Frames = 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. Bomber otto has been increased to deter rear 6 attacks. 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. Aircraft Steps - each side begins play with a set number of a/c steps outlined in the Step Table. If after a frame losses to a specific a/c type or class are over 60%(from all causes) one of the at-start steps will be removed from play and if it is a day fighter a replacment step is issued. Losses to other a/c types are not replaced with a replacement step.

8. Squad Basing - each squad must start play at their own airfield. Afterwards there is no limit on stacking or airfields. LW squads must begin play in Germany.

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.

10. Allied Day Bombers - the Allies must divide up their available bomber units/steps into 2 distinct Bomber Boxes. Each bomber box must maintain at least a 20 mile distance and 2,000ft elevation difference between them while over Mainland Europe.

11. Allied Night Bombers - to simulate the bomber stream the Allies must fly the same general routes and headings into and out of the target area. Once into the target area they may split off to hit specific targets but then must fly the same route out. Dh98 IVBs may be used as Pathfinders and are exempt from this rule.

12. Day & Night Frames - Frames 1, 3 and 5 are day frames using all available a/c steps. Frames 2 and 4 are night frames and only those a/c indicated on the Step Table may be used at night. Night frames have reduced icon ranges to help simulate darkness better. Gamma will be locked at 1.0 for all players, Mac and PC. There will still be variations in monitors between players but this occurs in daylight events as well.

13. Pathfinders and Intruders - in the night frames anyone flying intruders(Dh98VI) or pathfinders(Dh98IV) may launch early at T-30. Both these types of a/c are not limited to the routes they take. Some AI routines will be either otr or flying nearby major German airfields and can be shotdown or strafed for points. These AI units will not engage or take evasive action to limit the AI warping issues.

13. Bombing Targets & Area - only the small area around Hamburg indicated by the red box on the game map can have its industrial targets bombed. Each industrial target has a blue number assigned to it. To score points heavy damage (90%+ of all structures) must be accomplished to an industrial target. Each target can only be attacked once in the series so its important to maximize the number of bombs on fewer targets. Some targets are harder to down than others due to the objects located there so some prelim work is required.

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

15. 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. Some AI shipping will be in the North Sea and moving up and down the strait to Hamburg. These can be attacked for points. Avoid any German DDs as they will be ready to fire and very dangerous at all altitudes. AI transports and bombers will be near some German airfields either otr or in the air. These will be more common during night frames than day frames.

16. 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.

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. Examples include flying different a/c during a frame, teleporting fields when not allowed by special rules, gunning from ships or flak positions. It is up to each squad to make sure the penalty planes are flown.

  • LW Penalty Planes - Bf109E1
  • Allied Penalty Plane - Hurricane IIC

18. Victory Points - points are awarded for confirmed kills of e/a as well as destruction of enemy industry targets in the Target Area.

19. 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 ]