S3 #57 - MacArthur's Return - Philippines Winter 1944

Game Settings

  • USAAF Players(green) - 94 est
  • IJ Players(red) - 82 est
  • Iconsd30 friendly, d12 range, d6 enemy plane
  • Clouds - scattered overcast below 12,000ft - 4 cloud layers
  • Radar20 mile radius, grey dots, inflight arrow. Minimum alt is 300 ft.
  • Flak - all Flak is limited to 30,000ft
  • USAAF Airfields(green) - SE Philippines
  • IJ Airfields(red) - West and North Philippines
  • Fuel Multiplier - set at 0.80 for all planes.
  • Rebuild Time - 300 mins
  • Game Length – 180 mins
  • Lives – 1 life per frame

Basic Rules

Initial Format - subject to change before the first frame.

Start Times - each frame uses the following schedule;

  • T+0 - Dawn - Flight enabled for all a/c, sun just rising.
  • T+20 - Morning light, sun up and continues to rise through frame
  • T+160 - last surface attacks completed.
  • T+170 - Dusk - all a/c must disengage ASAP, sun almost down.
  • T+180 - Near dark, all squads must be in tower or on final.

Clouds - expect a thicker overcast running between 1,000 to 12,000ft. This cloud cover will vary slightly from frame to frame in depth and thickness as the weather changes.

Bomber/Strike AI - no AI allowed

Bombers - with IJN a/c in this series we are trying a softer buff-tuff but deadlier otto. So bombers need to fly tight formations and interceptors do not attack from dead 6, slashing high angle attacks only and longer range fire. Fighters if you get in close and hold steady you will be dead.

Aircraft restrictions - the only a/c restrictions involve CV use. The USN/MC must use FM2s, F6Fs, SBDs and F4U4s from carriers. The rest of their a/c types must use land bases. Those US carrier a/c that must land at land bases for fuel or damage must launch from them and head back to their carrier. The IJN may use A6M5, Kate and Vals from their carriers but they are also available from land bases.

Airfield Basing Restrictions - each airfield type or CV can base a set number of a/c steps during play. This does not change from frame to frame.

  • LAF = 4 steps
  • MAF = 3 steps
  • CV = 3 steps
  • SAF = 2 steps
  • GAF = 1 step

Homebase/CV - All squads must be assigned a homebase/CV and must replane there during the frame. Only if that homebase is closed may a squad move to another open base or CV that has enough free steps to base them there. Individual a/c may land another base due to fuel or damage issues but must head back to their homebase and replane there.

Target Hardness - some buildings are very difficult to damage heavily. Bombers must salvo large bombs onto the major buildings to destroy them. Industry targets at towns or ports are even more difficult. All targets are tougher and all bombs have smaller blast radius so large bombs do more damage than small bombs.

Flak - ship and ground flak is very deadly this series. Do not play in the flak as it will hole you. Do not fly straight and level or the flak will get you. Conduct realistic bomb drops and do not linger in the area or otto will be gunning for you.

Ship Targets - there are two types of ship targets indicated on the map. The first is transport shipping(ship icons with masts) which consists of several stationary cargo class ships(freighters, boats and transports). The second are CV groups(ship icons with flat tops) which consist of 1 or more CVs and escorting DDs that are moving at speed in a set area and route.

CV Groups - each CV group will be moving on a set route during the frame. Routes will be published for each side secretly so players know where their groups are moving. Only those players designated by the Frame CO may nav the CV. It is advised that this is done only when necessary as such movement seperates the CV from its escort DDs. CV locations are very general and may change without notice, recon is the only way to locate CV groups, asking for Donkey reports wont help.

Field Closure - Fields can be closed by both sides during play by destroying all associated targets except the tower, similar to MA play. This will score points based upon the field class. A closed field at the end of a frame begins play in the next frame with all objects destroyed but unless captured will reopen the frame after.

Field Capture - once fields are closed they can be captured by both sides during play by dropping paras at the field. C47s are not enabled from carriers. This will score points based upon the field class. Only next frame will a captured field be available for ops and a/c basing.

Aircraft Types - every squad must fly a different a/c type each frame. This is outlined on the A/C Table with bombers, strike and fighter squads having different choices. There is no splitting of a/c choices it is an all or none situation with everyone in the squad flying the a/c type allocated for the frame. The only exception to this rule is in one frame a fighter squad may fly a split of either FM2-SBD or A6M5a-Ki43. The split is up to each individual squad. A6M designation allows the pilot to choose from the A6M5a or A6M3. F4U1 designation allows the pilot to choose from the F4U1D or F4U1A. Again you can only fly one plane type per frame, no switching or you will earn a penalty plane.

Kamakaze Pilots - Any IJN pilot flying the Val, Kate, G4M2, A6M5a or Ki43 may act as a Kamakaze pilot during the frame they fly these a/c. Such pilots may have a maximum of 3 lives during the frame they fly these a/c. All deaths while flying these designated Kamakaze a/c will be edited out of the S6 stats by Phenix while flying these a/c but any points scored will count toward individual awards. Pilots must contact the CM for life reset and keep track of their own totals and not ask for a reset once the 3 lives are used.

Kamakaze Scoring - Kamakazes are difficult to simulate in WBs. You cannot crash into something and cause damage and if your bomb or torp hits a target and then you die immediately after it has no effect. So Kamakazes must do the following to score points. Hit with bombs or torps and survive for up to 30 secs after or produce a ACMCAM screenshot of you just about to hit the target. The first scores points like a regular attack and the second scores points only if there is posted verification.

C47 Pilots - only dead pilots from either side may fly C47s during the frame. A maximum of 3 C47s from each side may be in the air at at any one time. C47s pilots must contact the CM for life reset and like Kamakazes will have their deaths edited out later.

Leyte Gulf - the two transport locations off F68 and F17 have the largest concentration of US shipping and will be a major focus of IJ attacks.

US Invasions - the US must declare an island invasion before two of the 4 frames after frame 1. This positions a CV group and shipping off a "named" island of their choice. The transport shipping will be opposite a ground location of the allied players choice and this location will be under allied control at T+15. The CV group will be nearby. Once this location switches hands the IJ may move up to four steps of a/c to nearby fields to counter. This becomes their new homebase for ops during the frame.

Sho-Go - the IJ must declare Sho-Go before one of the 4 frames after frame 1. The IJ may position a powerful CV group to the south and/or north of Leyte Gulf steaming toward the US shipping positions offshore.

Penalty Planes - every player that continues to fight beyond the T+170 cutoff, teleports or switches a/c types without immediately correcting the mistake will be assigned a penalty plane they have to fly for 1 frame. Squads are responsible for ensuring that players fly their penalty plane in this series or next before returning to proper a/c assignment.

  • US penalty plane - F4F4
  • IJ penalty plane - A6M2

Scoring - points are scored in three categories; a/c confirmed kills, surface BDA and field/CV damage. A/C confirmed kills are scored with more capable a/c worth more than less capable a/c. Surface BDA points are based upon ground target class of primary, secondary and tierary structures and ship types sunk/kamakaze damage. Field/CV damage is based upon field closure, field capture and CV sinking.

Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total points for both sides are compared after 5 frames;

  • 0-5 point difference is a draw
  • 5-10 point difference is a minor victory for the side with the greatest number.
  • 11-20 point difference is a victory for the side with the greatest number.
  • 21+ point 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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