S3#87 – Heroes of Greece; Greece - April 1941

Game Settings

  • Axis Players(gold) - 71 est
  • Allied Players(green) - 59 est
  • Icons – d24 friendly, d12 range, d6 enemy plane.
  • Clouds - scattered cloud layers starting around 20,000ft.
  • Radar – 20 mile radius, coloured dots, inflight arrow. Minimum alt is 500 ft.
  • Flak - AAA limited to 25,000ft in height.
  • Axis Airfields(gold) - 5, 7, 18, 20, 25, 30, 55, 57, 75
  • Allied Airfields(green) - Greece SW of frontline and Albania east of frontline.
  • Fuel Multipler - set at 0.8 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 - Full Light(12:00), Flight enabled for all forces.
  • 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.

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. Weapons & Damage Files - the weapons and planes and files are the same as the MA arena so any testing or results there will be mirrored in S3 events. Makes practice and comparison easier between events and as updates are released. The object structures are slightly different than the MA due to the terrains being used in S3 play. A general listing of types, OT Classes and damage can be downloaded from the main S3 page at the bottom.

5. Aircraft Types - each squad has a list of a\c types in the A/C Table that they must fly a specific number of frames during a series. Every pilot is responsible to see they fly the proper a/c types during a series.

6. Aircraft Limitations - Axis cannot fly the MC200(Ki43) in frame 1 and only Swordfish, Ju87Ds and Do17s may fly from Seaplane bases.

7. At Start Limits - no axis forces may base in Albania, allied forces cannot attack Albania and all Yugoslav bases begin neutral.

8. Yugoslavia - all Yugoslav bases start neutral and cannot be attacked by either side during Frame 1. Both sides may fly through Yugoslav airspace. Regardless of the outcome of Frame 1, at the start of Frame 2 all Yugoslavia will be controlled by the axis and they can base units there for operations.

9. Squad Basing - each airfield type has a limited number of squad steps it may base during a frame. Squads are assigned a homebase for the entire frame and must not use any other base during the night unless it is to refuel and then proceed back to their homebase to replane. If a squad homebase is closed all pilots not stuck in the tower must fly to the Main Operations Base(MOB - indicated on map) and conduct operations from there for the rest of the night. Any pilots stuck in the tower are done for the night.

  • town with airfield/seaplane base = 1 step
  • grass fields = 2 steps
  • small fields = 3 steps
  • medium fields = 4 steps
  • large fields = 5 steps

10. AI Targets - there will be no AI targets in this series; all shipping, aircraft and GV targets are terrain based.

11. Closed Fields - fields closed during play will remain so only during the frame. All fields are rebuilt for the next frame. Closing fields does allow each side to move the front for the next frame. The closed fields for each side is tallied and the side with the higher number will capture locations to begin the next frame. The difference between the two tallies determines the number of locations captured. Fields are captured along the transport network and bypassed locations may also be ruled captured so expect large advances in territory by the axis. Closed fields are not all worth the same as some are easier than others to close. Their ranking is;

  • Village = 1
  • Village with base = 2
  • Seaplane base = 2
  • GAF = 2
  • Fortification, Small = 3
  • Dock = 3
  • Tank Unit = 4
  • Fortification, Large = 5
  • Army HQ = 5
  • SAF = 6
  • Town = 6
  • Supply Depot, Large = 6
  • MAF = 7
  • Port = 8
  • LAF = 9
  • Town with airfield = 10
  • City = 12

12. 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

13. Victory Points - victory points are awarded for e/a losses(from all causes), enemy pilots KIA or POW, various ground targets destroyed and fields closed during play. A full list is provided in the summary.

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

15. 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 ]