Fortress of Fire - Germany Winter 1943
Initial Format - subject to change before the first frame.
Start Times - each frame uses the following schedule;
Operational Restrictions - each side may only conduct operations in the area outlined in the game map.
Altitude Restrictions - Bomber formations are limited to a ceiling CAP of 28,000ft and a ceiling MIN of 12,000ft. Individual returning bombers may drop to the deck if needed but formations cannot.
Airfield Basing Restrictions - each side may only initially base 5 steps per airfield. Each side has parent unit restrictions based upon historic formations detailed in their hidden rules.
Ord Restrictions - all bombers must carry 1,000lbers, all fighters cannot carry ord except German air to air rockets.
USAAF Steps - each USAAF squad step represents an actual 8th Air Force group, as indicated on the map. Multi-step squads will represent more than one historic fighter unit and may fly different a/c types representing their historic aircraft. Heavy losses in combat to the enemy may result in that unit being withdrawn north and removed from play.
USAAF aircraft - each historic unit consists of B17Gs, B24Js, P47D and/or P47C, P51B and P38Js. The Frame CO must decide what aircraft to put his squads into based upon these historic units, their locations and resulting attrition during the series.
Bomber attacks - to encourage realistic attacks a bomber must salvo all its ord onto one target and tonnage on target as well as actual structural damage will determine the results.
Bomber AI - USAAF bombers may take one AI wingman and that wingman must fly a realistic formation off to one side between d3 and D1 away. AI wingman count in loss calculations and effects so should not be thrown away.
Bomber Damage - those heavy bombers with one or more engines out or smoking must RTB, if not within 60 miles(1.5 grid squares) of their target. Otherwise the CM will be watching and order you to do so.
Luftwaffe Steps - each LW squad step represents a historical Jagd Division gruppen, as indicated on the map. Multi-step squads will represent more than one historic gruppen and may fly different a/c types representing their historic rides. Heavy losses in combat to the enemy may result in that gruppen being stood down and removed from play.
Luftwaffe aircraft - each historic unit consists of Bf109G6 and/or Bf109G6/R6, FW190A4, Bf110G2 and Me410A(Dh 98 NFII sub). The Frame CO must decide what aircraft to put his squads into based upon these historic units, their locations and resulting attrition during the series.
Aircraft attrition - for every 6 a/c credited as shotdown one step of that aircraft is removed from play for the next frame. The CM will determine from what historic units these steps will be removed.
Raids - the USAAF is tasked with the destruction of German industrial targets and attrition of the German fighter arm. Attacks on more remote targets will score more raid points than closer targets. Most important targets are oil and other heavy industry with uboat pens, avionics and munitions at the bottom of the list.
Hidden Rules - each side will have some basic hidden rules to simulate higher command decisions, directions and available aircraft units. If losses or results are not encouraging HQ may press for the introduction of better a/c or tactics in order to win back the initiative.
AAR - After Action Reports are manditory in determining the success or failure of raids and their interceptions. Failure to post an AAR may result in raids being ruled a failure or success depending on the side you fly for.
Raid Points - the USAAF assigns raids to be conducted and will score raid points based upon both the industrial target assigned and the damage inflicted. The Luftwaffe will attempt to stop such raids and will score points based upon their success in reducing damage to their installations or causing losses to the bombers in these raids.
Morale Points - after each frame the aircraft losses are compared and morale points assigned to the side that inflicted the most damage to the enemies will to fight. Other causes may impact morale as well and will be rewarded. At the end of the series those surviving non-POW pilots will have a percentage of their individual points assigned as morale points.
Damage Points - at the end of the series all individual points used to determine series awards are gathered and assigned to each side to represent overall damage. Those pilots that manage to survive and are not POW will also score a percentage of their points as morale points to reflect both their experience and confidence going forward.
Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total game points for both sides are compared after 5 frames. Game points are a combination of Raid Points awarded after each frame, Morale Points awarded after each frame and after the series for surviving pilots and Damage Points awarded after the series.
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.