S3 #62 - Death of Bushido - Japan 1945

Game Settings

  • US Players(green) - 99 est
  • IJ Players(red) - 66 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Winds – none
  • Clouds - random heavy overcast
  • Radar60 miles with inflight arrow & grey indicators. Minimum alt is 300 ft.
  • Flak - all Flak is limited to 32,000ft in height.
  • US Airfields(green) - north islands and CVs
  • IJ Airfields(red) - mainland
  • 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 - both sides may launch.
  • T+160 - Dusk, last surface attacks completed all a/c must disengage ASAP. AI routines unloaded.
  • T+180 - Near dark, all squads must be in tower or on final.

Map - the Tobruk map represents central Japan but is upside down. Please play it as it is.

No Strike Zone - no strikes may be conducted against the east region of the mainland or the north islands. Regular air operations and flight may occur in these areas.

Clouds - heavy overcast is simulated with several generic cloud layers. This is random for each frame and will not always be the same thickness or altitude. No puffy clouds will be used.

A/C Restrictions - each squad must fly each a/c type indicated in the A/C table at least once. F/B squads may fly any mix of bombers and fighters each frame but pilots can only fly one a/c type per frame. Squads may trade rides with each other as they see fit. Trades are a one up event regardless of the relative size of the squads and must happen before the frame. It is up to each squads to make sure they fly the proper a/c during a series. Any variant of the F4U1 may be flown when that a/c type is assigned.

Squad Homebase - each squad is assigned a homebase to begin play based upon the step value of the various fields. After their initial sortie they may replane at other airfields or CVs as necessary.

  • Grass Field/Town Strip = 2 steps
  • Small Field = 3 steps
  • Medium Field/CV = 4 steps
  • Large Field = 5 steps

US CV Groups - have a mix of ships including carriers, destroyers and troop/supply transports. They begin play in the general area indicated on the map and move on a set course throughout the frame. No players may control or gun from these ships. Only F6Fs and F4Us may take off and land on CVs.

US Island Forces - only B24Js and P51Ds may take off and land from the island airfields to the north.

Japanese Shipping - have a mix of supply ships and warships both moving and anchored. They begin play in the general area indicated on the map and move on a set course throughout the frame. No players may control or gun from these ships.

Carry Over Damage - airfields closed during play will remain closed for the next frame. Radar destroyed during play will remain down for the next frame. After one frame of being closed or down both will be active the next frame. CVs sunk during play will not be replaced the next frame and must wait until the frame after to be available for ops.

Japanese Target Restrictions - only Kamakazes and The Knights of Ni may attack US CV groups with ordinance.

Ditching - aircraft that land at non-airbases cannot fly from there but will be allowed to grab a truck and drive to the closest airfield to replane. Once replaned the pilot must RV with his squad either at its homebase or in the air.

Kamakazes - only those pilots that have died previously may have their lives restored for Kamakaze missions. Kamakazes may only fly the G4M2, Val and Kate a/c and must attack the US carrier groups. Crashing into a US ship will score points as well but evidence must be produced proving such an attack was successful. Kamakazes are on a first come first served basis. Total number of Kamakaze attacks per frame are based upon a random die roll of 4d10. Both sides do not know this number so must plan accordingly.

Flak - ship and shore AAA will be deadly, do not conduct attacks like in the MA. You will need proper ack suppression techniques and high alt passes to neutralize flak positions before conducting low-level strafing or bombing attacks.

Industrial/Airfield Targets - only those structures classified as industrial or airfield targets will score points. Housing units, AAA and various other targets will not score points. Airfields, Towns, Ports and Supply Depots have the best selection of targets.

Scoring - each side scores points for a/c shotdown and surface damage/shipping sunk. The following values below are for allied/IJ. The IJ score 3 times as many points as the US where applicable.

  • Aircraft = Kamakaze(0.0/0.25), Fighters(0.5/1.5), Twin-engine Bombers(1.0/0.0), Heavy Bombers(0.0/6.0)
  • Shipping = Supply ships(2.0/6.0), Destroyers(4.0/12.0), Carriers(10.0/30.0).
  • Surface = Direct Hits(0.1/0.0), Airfield Targets destroyed(0.25/0.0), Industrial Targets destroyed(0.5/0.0)
  • Kamakaze Hits = 0.0/1.0

Hidden Rules - each side will have some basic deployment rules and clarifications to the above rules.

Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total mission points for both sides are compared after 5 frames.

  • 0-10 point difference is a draw
  • 11-30 point difference is a minor victory for the side with the greatest number.
  • 31+ 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.

[ Aircraft - Series Map - Player Rules ]