S3 #63 - End Of The Line - North Africa, Winter 1942

Game Settings

  • Allied Players(purple) - 90 est
  • Axis Players(gold) - 85 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Winds – none
  • Clouds - none
  • Radar12 miles with inflight arrow & grey indicators. Minimum alt is 300 ft.
  • Flak - all Flak is limited to 28,000ft in height.
  • Allied Airfields(purple) - 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, 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.

Operational Area - only those areas indicated on the Game Board may be used.

A/C Restrictions - each squad has an a/c pool from which they must subtract losses and assign their own a/c for each frame. The at start a/c numbers for each squad are available the A/C table. Losses from all causes are checked on the S6 site after each frame. Each squad is then responsible for removing those a/c losses from their available a/c pool. If a squad finds it does not have enough a/c to outfit its available pilots they may use the two reserve a/c types to continue operations. As always a player may only fly one a/c type during a frame.

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 only if they are able to accommidate thier step value and all other squads based there. This is the Frame COs responsiblity when reassigning squads during play.

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

Army Columns - each side has 6 army columns made up 8 GVs each. They proceed at a set rate along the routes indicated for each frame. For Frame 1 this rate is 35mph. The Allies are advancing and the Axis are in retreat. Each side attempts to attack these columns and destroy the AI to slow down the advance or retreat. For every 8 AI destroyed the speed of their Army Columns is decreased 1mph. After the frame both sides have their mph reductions compared and the side with the highest reduction starts the next frame with their Army Columns reduced by the difference from their previous rate. GVs will start and proceed back and forth along the indicated advance lines respawning as the column is destroyed.

Supply Damage - for every supply depot, supply ship, port or town ruled damaged the speed of the Army Columns are reduced 1mph. This determines the length of the advance route for next frame and the speed of the columns along that route.

Airfield Damage - every airfield closed during play remains unoperational next frame with all structures destroyed. The frame after it is again operational by the side that controls it.

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.

Battle - if the Allies can catch an Axis Column during play they force the Axis to turn and fight next frame. The two columns in question will not move but prepare for battle. The Allies recieve a 30 point bonus.

Escape - if the Axis can get more than a 20mph advantage over the Allies they escape more of their forces to Italy and recieve a 30 point bonus.

Scoring - each side scores points for a/c shotdown and surface damage/GVs destroyed/shipping sunk.

  • Aircraft = Fighters(0.5), Bombers/Strike(1.0)
  • Shipping = Supply ships(2.0) Destroyers(4.0)
  • Surface = operational structures - does not include Trees or Houses/Huts at Towns/Villages(0.25)
  • GVs = Tanks(1.0), other GVs(0.25)
  • Bonus Points = 30.0 for Battle or Escape Result

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.

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