S3#91 – Operation Hailstone; Truk Islands - Feb 1944

Game Settings

  • IJN Players(red) - 43 est
  • USN Players(green) - 68 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Clouds - no clouds
  • Radar – 50 mile radius, grey dots, inflight arrow. Minimum alt is 150 ft.
  • Flak - AAA limited to 30,000ft in height.
  • IJN Airfields(red) - Truk Islands, CVs and F1
  • USN Airfields(green) - CVs, F31
  • Fuel Multipler - set at 0.75 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 - Flight enabled for USN and IJN patrol flight.
  • T+160 - Last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Dark(12:00), 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. The USN cannot fly over the IJN CV routes in the -1 vertical grid and the IJN cannot fly over the USN CV routes in the 12 vertical grid. These are no fly zones and represent the CV groups being much farther away than is possible in the terrain.

3. Bomber Damage - the new secondary damage makes all aircraft more fragile in the tail sections but this will be most noticable in bombers with an increased likelyhood of loosing their stabs. BUFFTUFF is 1.5 and each strike aircraft may have the addition of two AI wingman should be used to help in all round defense, if not attack capability. Note that the E13A(Val sub) has no wingman.

4. Fuel Restrictions - fuel modifier set for 0.75 to simulate the fact that normal CV engagement distances would be much greater than 128 miles.

5. Squad Aircraft - each squad may fly any of the aircraft listed for them in the A/C table. Only one type per frame though.

6. Squad Basing - there is no limit to where squads may base or replane but the three IJN seaplane bases(F1,F14,F21) may only use the E13A(Val sub) while the USN seaplane base(F32) may only use the Kingfisher(SBD sub).

7. Side Switching - after the first 2 frames the indicated fighter squads will switch sides and fly for the other side. We will have a one week break to organize the new sides and issue new passwords for the forums. Scores for the first two frames will be tallied and compared to the scores of the last two frames to see if any one side did better than the other.

8. CV Groups - the IJN will have one CV group moving up and down the -1 grid for use as operations while the USN will have two moving up and down the 12 grid.

9. IJN Scramble - the IJN may only launch 12 a/c to patrol the Truk area at T+0. The remaining IJN a/c must wait at their airfields or CVs until either a visual ID for USN aircraft is reported or cons spotted on Japanese radar and confirmed by the CM. IJN fields will identify all aircraft(NOE or not) within a visual range of 15 miles. All remaining aircraft may then roll.

10. AI Routines - extra IJN shipping will be either be anchored or moving in, out or through the Truk area. AI DDs will look the same as static DDs but they will shoot at you so treat all DD targets with care.

11. NO FLY ZONES - USN a/c cannot go into the -1 vertical grid and IJN a/c cannot fly over the 12 grid. CVs for both sides will have their operations unhindered during the series.

12. Closed Bases - bases closed during a frame 1 will only stay closed & destroyed for frame 2. Fields closed during frame 3 will stay closed & destroyed for frame 4. All bases rebuild for the side switch for frame 3.

13. 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 to conduct a hair-raising mission behind enemy lines. If they survive they can teleport and replane in their regular ride. Examples of penalty plane errors include flying different a/c during a frame, teleporting fields when not allowed by special rules, gunning from ships or flak positions. If a player immediately addresses the error they will not be assigned a penalty plane but always inform the CM so the log entry will be ignored. It is up to each squad to make sure the penalty planes are flown.

  • LW Penalty Planes - Ju52
  • Allied Penalty Plane - C47

14. Victory Points - points are awarded for e/a losses, enemy pilot KIAs and POWs as well as destruction of the Truk bases and shipping both static and AI. Japanese points will be more weighted toward a/c and pilot kills while the USN will recieve more for surface target destruction.

15. Victory Conditions - The side with the most VPs at the end of the series wins. Total points for Team Able(Luft6, 127 RCAF,100th-AE,475th) and Team Baker(4th, 23rd,352nd)will be compared at the end to determine which group of side switchers did the best in their different roles.

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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