Mustangs Over Suribachi - Japan, Spring 1945

Game Settings

  • Japanese Players(red) - 79 est
  • US Players(green) - 85 est
  • Icons – d20 friendly, d8 range, d1 enemy name
  • Winds – none
  • Clouds - none
  • Radar – Japanese 80 miles, US 50 miles with inflight arrow. Minimum alt is 500 ft.
  • Flak - all Flak is limited to 38,000ft in height.
  • Japanese Airfields(red) - mainland Japan
  • US Airfields(green) - Iwo Jima and CVs
  • 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

Changes in Italics

Start Times - each frame uses the following schedule;

  • T+0 - Dawn
  • T+10 - Full light
  • T+160 - Dusk, last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Near dark, all squads must be in tower or on final.

Operational Restrictions - each side may only conduct operations in the area outlined in the game map.

Altitude Restrictions - B29s(B24J subs) are limited to a ceiling CAP of 30,000ft. All B29s are limited to a ceiling MIN of 8,000ft.

Airfield Basing Restrictions - each side may only base so many steps at each airfield for the frame. The number of steps depends on the size of the airfield in question. All units may redeploy to other airfields during play but the Frame CO must confirm this as stacking restrictions cannot be exceeded during the frame.

  • Small field/CV = 3 steps
  • Medium field = 4 steps
  • Large field = 5 steps

Ord Restrictions - B29s must carry a max bombload of 1600lb bombs. Only F6Fs and F4Us may carry ord for the US. Japanese Kamakaze a/c must carry ord and cannot release it early. No other Japanese a/c may carry ord.

Bomber/Kamakaze AI - each B29 and Japanese Kamakaze strike a/c may have 1 wingman. Please make sure you only select 1 wingman in the setup screen so others are not left without.

Ship convoys - Japanese coastal convoys will proceed along designated shipping lanes during play. Each convoy will consist of 1 or 2 DD2s and a variety of supply ship types.

Supply trains - Japanese supply trains will proceed along the railway network(dark green lines on map) in both directions during play. Train departures will be signalled by a steam plume at the location they are at which should be visible from the air. A series of linked halftracks will represent the trains.

Supply trucks - Japanese supply trucks will follow the road net(light green lines on map) during play.

Carrier Fleets - 3 USN CV groups will be present off the southeast coast of Japan. A screen of patrolling DD1s will spot for incoming a/c while the CVs themselves will have several escorting escorts nearby to provide AA protection. Frame COs may designate a CV captain to control the CV for evasion and a/c recovery and t/o.

Japanese Warships - the few remaining Japanese capital ships will be in harbour close to the coast heavily protected by shore-based AA. Postions are indicated on the map.

A/C steps - each side has a set number of a/c steps to conduct the series. For every 6 a/c claimed shotdown by the enemy, 1 step of that type will be removed from the OOB. All a/c losses are carried over from frame to frame and will accumulate until a step can be removed. Only Japanese Kamakazes and B29s are immune to step reduction.

HQ Reinforcements - depending on results some step reinforcements may be available at a cost to each side. The use of such reinforcements is at the discretion of the Frame CO.

Hidden Rules - each side will have some basic hidden rules to simulate higher command decisions and directions. Missions will be posted and each Frame CO will decide which ones they will attempt during the frame. 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.

Game Points - each side can score game points by destroying enemy air and surface targets during the frame.

Target Point Value
Ground Object(fractions dropped) 0.05
Truck 0.25
Train car 0.5
E/A Kill(plus AI except B29 AI) 1
Betty Kill(Player) 2
Kamakaze strike a/c hit 2
Post closed 2
Supply ship 2
MAF closed 3
B29 Kill(AI) 4
Kamakaze betty hit 3
DD/Kaga ship 3
Village closed 4
B29 Kill(Player) 5
LAF closed 5
Town closed 6
Operational Mission Success 10
CV6 ship 10

S3 Warrior - on Wed nights at 9pm EST/6pm PST the S3 arena will be open to the public for a 3 life event that runs for 2 hours(until 11 EST/8pm PST). Set goals will be provided by the CMs and direction for squads on attacks, etc. Walkons will fly hopefully as part of a team and no Frame CO is necessary.

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. 0-10 point difference is a draw, 11-20 point difference is a minor victory and 21+ 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 ]