S3 #55 - Pillars of Smoke - Winter 1945

Game Settings

  • USAAF Players(green) - 108 est
  • LW Players(gold) - 81 est
  • Icons(day) – d24 friendly, d18 range, d6 enemy plane
  • Clouds - heavy high overcast 25-28000; no puffy clouds
  • Radar60 miles, grey dots, inflight arrow. Minimum alt is 300 ft.
  • Flak - all Flak is limited to 30,000ft
  • USAAF Airfields(green) - England & Belgium
  • LW Airfields(gold) - Germany
  • Fuel Multipler - 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-30 - bombers may launch early to grab altitude
  • T+0 - Flight enabled for all a/c
  • T+160 - 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.

Clouds - expect a dense high overcast running between 25,000 to 28,000ft. This cloud cover will vary slightly from frame to frame in depth and thickness as the weather changes.

Bomber Groups - for operations the Allies must divide their four bomber squads into two groups. These two groups must stay at least 20 miles away from each other during play. This will help reduce the 128 plane limit issues that would occur if all planes in the arena were converging on or protecting one group.

Airfield Basing Restrictions - only specific airfields will have a/c steps based at them as outlined in the map for each frame. The amount of steps that can base at these airfields is indicated on the map and for the Germans this number will change as damage is done to these fields or some industry types. This is only for the initial sortie after which squads may replane at any field regardless of a/c type and basing.

Target Hardness - some factory buildings are very difficult to damage heavily. Bombers must salvo large bombs onto the major factory buildings to destroy them. All targets are tougher and all bombs have smaller blast radius so large bombs do more damage than small bombs. To be ruled heavily damaged a target has to have at least 90% of its buildings destroyed, moderated damage is at least 50%. Factories range in size and number of buildings so it is important to study each target as not all factories of the same type are the similar.

Ground Targets - each of the ground targets are worth points for amount of damage caused to them. If ruled heavily damaged each target has secondary effects on the Luftwaffe due to the bombing. Ground targets can only be attacked once during a series. The Allied bomber squads can only attack a max of 4 industrial and 4 airfield targets per frame.

Targets(number of each type in brackets)
Airfields(17) = 6 pts(50% if only mod damage)
- minus 2-3 steps of a/c per damage(mod or hvy)
+ 262/163 airfields if suffer hvy damage minus 1 a/c.
Synthetic Fuel(2) = 8 pts(50% if only mod damage)
- minus 10% fuel for 262s per fuel facility destroyed
Oil Refinery(6) = 10 pts(50% if only mod damage)
- first 3 refineries destroyed 190A8s lose droptanks
- second 3 refineries destroyed 190D4s lose droptanks
Ball-bearings Factory(4) = 12 pts(50% if only mod damage)
- LW lose 2 steps of prop planes per factory destroyed
begining with second line a/c types.
Aluminum Refinery(3) = 14 pts(50% if only mod damage)
- LW lose 4 steps of prop planes per factory destroyed
begining with second line a/c types.
Steel Refinery(3) = 16 pts(50% if only mod damage)
- LW lose 3 steps of prop planes per factory destroyed
begining with second line a/c types.
Oil Storage(4) = 18 pts(50% if only mod damage)
- for every oil storage facility destroyed LW lose 5% of
fuel loadout for all prop planes.

ME262 Pilots - There are only 4 pilot slots to fly the 262 in Frame 1. For each additional frame 1 more slot is added. Heavy damage to a 262 field reduces the available slots by 1. Pilots are assigned by the Frame CO based upon their ranking in the top 10 S6 109 or 190 pilots. From the list below the highest ranked players flying LW will have first choice as Jet Experten. If any of the Jet Experten are killed they loose their 262 slot and the next player in line will replace them next frame.

Rank/Pilot Kills
1. -fear- 95
2. juice= 80
3. thorwb 76
4. scarpo 75
5. syngy= 71
6. -hoki- 67
7. cloudy 67
8. daddy= 67
9. -deak- 63
10. -briar 59

ME163 Pilots - There are only 4 pilot slots to fly the 163 in Frame 1. For each additional frame 1 more slot is added. Heavy damage to a 163 field reduces the available slots by 1. Pilots are assigned by the CM on a first come first serve basis from pilots that can no longer fly for the night. All sorties flying the 163 will not be recorded for the pilot but any planes shotdown will count in the series score.

ME163 - the F86 will sub for the ME163. All Pilots can only take 1% fuel and the assigned pilots will be told to go to a specific field. Two minutes before Allies will get reports of rocket trails shooting vertically to 35,000ft. Then ME163s will air launch at that alt and only have 15 mins of flying time before being ordered to land by the CM. The ME163 pilots have to conserve their fuel and try and glide between attacks on the bomber stream.

9th AF, 2nd TAF Fighters - on the mainland the Allies have various RAF and USAAF fighters available to conduct operations. F4U4s are standing in for Tempest fighters. Only these aircraft may carry bombs or rockets and conduct fighter bomber strikes against German targets.

Bomber Ratio - Three of the four bomber squads must fly B17Gs while one squad may fly B24Js. Plane assignments can change from frame to frame.

Damaged Bombers - any bomber missing a piece is considered damaged and will be recorded for points after a CM inflight review.

Bomber/Strike AI - no AI allowed

AI Flak - expect AI 88m flak batteries around all industrial target areas as well as the 88mm intrinsic to the ETO arena. We strive for Flak Happy bomber pilots.

AI Plane Targets - each 262 and 163 field will have 4 AI planes dispersed on or near the LAF. If all four planes are destroyed this is ruled as heavy damage and 1 262/163 pilot slot is removed from the 8 possible for each plane type in the series.

Penalty Planes - every player that teleports or switches a/c types(exception: G6 and G6/R6, ME163)without immediately correcting the mistake will be assigned a penalty plane they have to fly for 1 frame. Squads are responsible for insurring that players fly their penalty plane in this series or next before returning to proper a/c assignment.

  • USAAF penalty plane - B24D
  • Luftwaffe penalty plane - Bf110G2

Scoring - points are scored for air combat and ground results.

Prop Fighters
- total a/c steps lost not due to kills x 0.5 pts
- total a/c steps lost to confirmed kills x 1 pts
Non-prop Fighters(Me262s and Me163s)
- total a/c lost not due to kills x 1 pts
- total a/c lost to confirmed kills x 2 pts
Bombers
- total a/c steps ruled damaged x 2 pts
- total a/c steps lost not due to kills x 4 pts
- total a/c steps lost to confirmed kills x 8 pts
Ground Targets
- airfields = 6/3 pts(hvy/mod)
- synthetic fuel = 8/4 pts(hvy/mod)
- oil refinery = 10/5 pts(hvy/mod)
- ball-bearings factory = 12/6 pts(hvy/mod)
- aluminum refinery = 14/7 pts(hvy/mod)
- steel refinery = 16/8 pts(hvy/mod)
- oil storage = 18/9 pts(hvy/mod)

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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