S3#83 – Collapse the Kuban, Crimea - Spring 1943

Game Settings

  • Axis Players(gold) - 53 est
  • VVS Players(red) - 88 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Clouds - heavy clouds between 20-40,000ft
  • Radar – 20 mile radius, coloured dots, inflight arrow. Minimum alt is 150 ft.
  • Flak - AAA limited to 30,000ft in height.
  • Axis Airfields(gold) - West of Frontline
  • VVS Airfields(red) - East of Frontline
  • Fuel Multipler - set at 0.85 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+0 - Dawn(4:00),Flight enabled for all forces.
  • T+30 - Full Light(8:00)
  • T+160 - Dusk(21:00), last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Dark(01:00), 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. Basing and missions may not be conducted north of horizontal row 5(North of 6 hori grid line)as indicated on the map. Please no silly bugger missions flying deep into the shaded areas.

3. CM radar & reports - with the use of coloured dots in radar CM reports are not as common but they will happen so plan operations realistically.

4. Weather - there will be thick cloud starting at 20,000ft to try and bring the fight down to more historic Russian Front levels.

5. Ord Restrictions - no ord restrictions to any a/c type.

6. Secondary A/C Damage - the S3 secondary damage makes all aircraft more fragile in the tail sections but this will be most noticeable in bombers with an increased likelihood of loosing their stabs. Bomber otto has been increased to deter rear 6 attacks. Flying in tight bomber formations is still the best defense.

7. Aircraft Types - each squad has a list of a\c types in the A/C Table that they may fly during a series. There are no limits on how many of each type a squad may fly or in how many frames but it must be noted that airfields are designated either single-engine or twin-engine fields for basing and twin-engine types may only attack specific field locations. This should provide a variety of a/c in the series.

8. Squad Basing - each airfield has a limited amount of squad steps as well as types it may base during a frame. Squads may move to a new airfield only if there are enough steps and types available to move there during play. Larger squads may have to base at two or more airfields during play. Squads that sign-off for the night free up their base to be used by other squads.

  • landing strips = 1 step(only single-engine a/c)
  • grass fields = 2 steps(only single-engine a/c)
  • small fields = 2 steps(only single-engine a/c)
  • medium fields = 3 steps(only twin-engine a/c)
  • large fields = 4 steps(all a/c types)

9. Shipping - There will be a large number of static ships in the terrain near ports. These will not fire on attacking a/c. Various AI shipping from both sides will be moving or anchored throughout coastal areas. These ships will fire on attacking a/c and this includes freighters as well which are now armed. All a/c types may attack AI shipping. AI shipping will be in every frame in the general area of the map icons and will not respawn during a frame.

10. Tanks - there will be four large groups of AI tanks to be attacked indicated on the map. Each will consist of 8 tanks of a specific type. Once all 8 of one type are destroyed during a single frame they are removed from play for the series. AI tanks are tough to destroy. All a/c types may attack AI tanks.

11. Ground Targets - this is a tactical and operational terrain with 300 fields of 27 different types. There is quite a variation in fields and many attached bridges, of three different types. So offline recce is crucial to successful closure of fields. Equally important is assigning the proper a/c type to the proper target location. Single-engine a/c may attack any ground target in an attempt to close it. Twin-engine a/c may only attack the following field location types;

AIRFIELD, LARGE(RDF)
AIRFIELD, MEDIUM(RDF)
AIRFIELD, SMALL(RDF)
AIRFIELD, GRASS(RDF)
SUPPLY DEPOT, SMALL
SUPPLY DEPOT, LARGE
RAILYARD, SMALL
RAILYARD, LARGE
PORT, SMALL
PORT, LARGE
INDUSTRY, CITY(RDF)
INDUSTRY
OIL REFINERY, SMALL
OIL REFINERY, LARGE
OIL FIELD
HYDROELECTIC DAM
COASTAL DEFENCES, HEAVY(RDF)

12. Frame Damage - fields closed during play will remain so for the rest of the series, they will be destroyed before the next frame begins with all associated objects. Any partial damage will rebuild between frames, only those fields closed will be carried over from frame to frame. Its important to check the objects needed to close a field. In this series ships and parked a/c are needed to close airfields or ports. A dot show and the OT settings will confirm what is needed. Fields by definition means any numbered location in the drop-down list. This does not just mean airfields.

13. Ship Nav - there is no ship navigation allowed.

14. Ship Gunning - do not do this! You will get a penalty plane. AI flak is much more accurate than a player will ever be so you are only hurting your side by grabbing a gun.

15. 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. These transport planes need to complete one designated supply mission provided by the CM and the pilot can resume normal operations if they land their a/c successful at the end field.

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

16. Victory Points - victory points are awarded for confirmed kills of e/a, field closures, AI ships sunk and AI tanks destroyed. A full list is provided in the map PDF and summary.

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

18. Frame CO Assignments - on the squad roles will be a listing of squads that need to assign a Frame CO for a frame. This will rotate through from event to event and every squad will know ahead of time that they need to supply someone lead their side during a frame. On a rotation basis to allow everyone the opportunity to lead. Individual players that like to Frame CO, a rare breed indeed, may offer their services to a squad for their slot during an event to free up players that like doing what they do best. It is up to the particular Squad CO to accept these stand-ins and confirm their frame CO slot.

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 ]