S3# 67 - Fall Gelb - France May 1940

Game Settings

  • Allied Players(purple) - 74 est
  • Luftwaffe Players(gold) - 132 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Winds – none
  • Clouds - heavy overcast a medium to high altitudes(+/- 20,000ft area)
  • Radar5 mile radius on balloons with inflight arrow & coloured indicators. Minimum alt is 300 ft.
  • Flak - all Flak is limited to 20,000 ft. in height.
  • Allied Airfields(purple) - west of frontline
  • LW Airfields(gold) - east 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/captures finished, AI routines unloaded.
  • T+180 - Near dark, all squads must be in tower or on final.

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. Lost airframes are counted regardless of how they resulted. This is taken into consideration when numbers are assigned. If a squad finds it does not have enough a/c to outfit its available pilots they may use the reserve a/c type to continue operations. As always a player may only fly one a/c type during a frame.

Reserve AC - Allies have the Defiant(SBDs) while the Luftwaffe have the Stuka(JU87D).

Ord Restrictions - those squads designated as pure fighter cannot carry ord. Squads designated F,S may carry ord on their fighters.

Aircraft Restrictions - Allied Spitfires are only available from a few designated bases to represent those squadrons flying from England. These bases are indicated on the map with a purple diamond symbol and change from frame to frame. Spitfires are only enabled from these indicated bases and cannot replane at other fields.

Aircraft Subs - Defiant(SBD) and Hawk75(F4F3).

Squad Homebase - each squad is assigned a homebase to begin play. Fields have a limited capacity of steps for Fighter, Strike and Fighter/Strike squads as indicated below. Pure Bomber squads can base anywhere and ignore step limitations. See the A/C Table for your squad role. Larger squads will have to split up and use different bases. After their initial sortie they may replane at other airfields only if they are not used by another squad. This is the Frame COs responsiblity when reassigning squads during play.

  • small fields = 1 step F, S and F/S
  • town fields = 2 steps F, S and F/S
  • large(zepplin) fields + Paris(F1) = 3 steps F, S and F/S

Surface Targets - the targets for this series are mainly tactical and operational. Industry has little effect on this type of battle. All scoring targets except the Tanks, GVs and Ships may only be attacked once during the series. Once maximum damage is reached on scoring locations that target is removed from play. Damage from frame to frame is rated heavy(~75%), medium(~50%) or light(~50%). A combination of damage states that equal 100% will award troops to the Luftwaffe. Tanks, GVs and ships are plentiful and high value targets and an emphasis is placed on their protection and destruction. Ships are only available as targets as the front moves closer to Dunkirk.

Neutral Fields - fields along the frontline and the German advance will start neutral or turn neutral during play. This indicates the moving front and confused situation found there. They will fire at both sides so becareful if you are in the area. Neutral fields are indicated by a white symbol on the map. The CM will give fair warn when an Allied field is going to turn neutral during play.

Lines of Advance - on the map are gold arrow indicators of the German Advance during the Frame. Some fields along this advance will turn neutral during play indicating the front where units are mixed up in confused battle. After each frame some of these neutral fields will turn Luftwaffe and can now be used for operations.

Lines of Retreat - each frame new lines of retreat will be indicated by blue arrows. Along these lines various types of GVs and Tanks will be moving to simulate the general retreat of the allied armies as the German Army breaches their defenses. Routines will be unloaded when they reach their destination to repeat after a short delay. Only those routines that are stuck/damaged and cannot move will be unloaded by the CM.

Airfield Damage - every airfield ruled closed during play remains unoperational next frame. Squads cannot use that airfield for operations but individual a/c may land and replane there if needed. The frame after being closed it is again operational and can be closed again.

Closed Fields - Allied pilots that are trapped or land a closed field must restart from F38 in the SW corner of the map. This simulates reinforcements to the battle and they must RV with there squad once back in the battle area.

Ditching - aircraft that land at non-airbases cannot fly from there but individual pilots 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. Pilots must do their own driving because if they are picked up it causes issues with the log.

Scoring - each side scores "troops" for fields closed, a/c shotdown, pilots KIA/Captured, and GVs, Tanks and Ships destroyed. The Germans subtract their troops earned from the Allied troops earned each frame. The difference in troops is added or subtracted from the starting figure of 400,000 troops to be evacuated. The Germans are trying to stop the Allies from escaping from the continent and the Allies are trying to save as much of the northern British and French armies that they can.

  • Paris Max Damage = 30,000
  • Port Max Damage = 15,000
  • City Max Damage = 10,000
  • Town Max Damage = 5,000
  • Ship Sunk = 2,000
  • Bomber Shotdown = 2,000
  • Tank Destroyed = 1,000
  • Stuka Shotdown = 1,000
  • Fighter Shotdown = 500
  • GV Destroyed = 500
  • Pilots KIA/Captured = first three ranks(250), last three ranks(100)

Victory Conditions - Total troops evacuated is compared to the historical figure of 338,226 to determine the following results;

  • 0-30,000 troop difference is a draw
  • 30,001 to 50,000 troop difference is a minor victory for the side with the greatest number.
  • 50,001+ troop difference 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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