S3#81 – Rommel's Great Retreat; Western Desert - Fall 1942

Game Settings

  • LW Players(gold) - 72 est
  • Allied Players(green) - 75 est
  • Day Icons – d24 friendly, d12 range, d6 enemy plane
  • Windsno wind
  • Clouds - heavy clouds between 20-25,000ft
  • Radar – 10 mile radius, coloured dots, inflight arrow. Minimum alt is 150 ft.
  • Flak - AAA limited to 25,000ft in height.
  • LW Airfields(gold) - West of Frontline
  • Allied Airfields(green) - East of Frontline
  • 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 set of operations.

Basic Rules

Initial Format - changes after in bold italics.

1. Start Times - each frame uses the following schedule;

  • T+0 - Dawn(4:00),Flight enabled for all forces.
  • T+30 - Full Light
  • T+160 - Dusk(9:00), 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 - avoid flying over enemy occupied land for long distances above the 150ft AGL, this increases the chance you will be spotted by donkey dar. Do not follow enemy coastlines, flying at least 5 miles offshore at any alt is a good rule to follow to reduce the chance of CM reports. Generally once you begin an attack on a target you will be reported so hit and run, do not linger in the area unless you want to be bounced. Radar this series is very short only 10 miles but with coloured dots. This is to allow some ability to hit and run and sneak into frontline target areas which are compressed in area.

4. Weather - there will be thick cloud starting at 20,000ft to try and bring the fight down to more historic Western Desert levels. Oxygen was rarely used in this theatre.

5. Secondary 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. Bomber otto has been increased to deter rear 6 attacks. Flying in tight bomber formations is still the best defence.

6. Aircraft Steps - each squad begins play with a step pool outlined in the A/C Table. All these steps must be flown during the series and it is up to the squad CO to determine the mix to fly each frame. Once a step of a/c is flown for a frame it is removed from the pool. Squad steps are assigned before a series and all basing and a/c allocation is based upon that. Squads must update their numbers before each series and be as close to possible for an average turnout. It is not a dynamic value that changes due to losses or the numbers that show up. All planning by Frame COs uses the step values in the a/c table. Squad COs have a bit of flexibility in what they assign on game day due to the numbers. Squad COs need to be aware of their numbers and diligent in dividing up their members to the proper a/c. Below is an example of how a/c steps are assigned in a 4 step squad based upon an average turnout of 21.

  • Frame 1
    19 pilots show – two steps of P40Es and two steps Spit VCs are assigned.  What the Squad CO decides to fly is 12 Spit VCs and 7 P40E
    The above 4 steps of a/c are removed from play for the series.
  • Frame 2
    17 pilots show – two steps of P40Es and two steps Spit VCs are assigned.  What the Squad CO decides to fly is 12 Spit VCs and 5 P40E
    The above 4 steps of a/c are removed from play for the series.
  • Frame 3
    26 pilots show – three steps of P40Es and 1 step Spit XIEs are assigned.  What the Squad CO decides to fly is 18 P40Es and 8 Spit XIEs.
    The above 4 steps of a/c are removed from play for the series.
  • Frame 4
    19 pilots show – one step of P40Es and 3 steps of Spit VCs are assigned.  What the Squad CO decides to fly is 15 Spit VCs and 4 P40Es.
    The above 4 steps of a/c are removed from play for the series.
  • Frame 5
    22 pilots show – one step of Spit VCs and 3 steps of Spit XEs are assigned.  What the Squad CO decides to fly is 18 Spit IXes and 4 Spit VCs.
    All steps assigned have now been used up.

7. Squad Basing - each airfield has a limited amount of squad steps it may base during a frame. Squads may move to a new airfield only if there are enough steps available to move there during play. Larger squads may have to base at two or more airfields during play. Squads that sign-off for the night free up their base to be used by other squads.

  • grass field\town strips = 1 step
  • small fields = 2 steps
  • medium fields = 3 steps
  • large fields = 4 steps

8. AI Routines - various static and moving GVs will be provided as missions for each side to attack. AI flak positions will also be represented as missions as well and must be treated with great respect. Static ships and moving ship convoys will be outlined as missions as well. Assume all AI will defend themselves and plan missions accordingly.

9. 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.

  • LW Penalty Planes - CR42(Ki27)
  • Allied Penalty Plane - Hurricane IID

10. Mission List - each side will have a mission list outlining both the number of targets for it to be ruled a success and the number of points scored against both AI and ground locations. Once ruled successful they are removed from play but until then they can be attempted more than once. Mission lists will not be hidden so each side can attempt to defend their assets based upon each frame's result. Some missions are worth more points than others and are based upon different tactical doctrines so are not exactly the same. Missions are listed on the map to indicate the approximate area they will be located in. Some will have particulars as to which a/c type and numbers may conduct them all of which are outlined in the mission list. Because every AI cannot be loaded it is up to each Frame CO to outline the missions they will attempt during a frame.

11. Frame Damage - all damage to targets is only for the frame in question. For the next frame everything is rebuilt or if a mission reset to the starting conditions. Airfields closed during play will limit operations only in that frame. Pilots that are trapped in tower or land a close airfield are done for the night.

12. Victory Points - victory points are awarded for confirmed kills of e/a as well as successful completion of missions.

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

14. 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 pilots 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 - Mission List - Series Map - Player Rules ]