S3 #66 - Road of Life - Leningrad Spring 1943 Game Settings
Basic Rules Initial Format - subject to change before the first frame. Start Times - each frame uses the following schedule;
A/C Restrictions - each squad has an a/c pool from which they must subtract losses and assign their own a/c for each frame. The at start a/c numbers for each squad are available the A/C table. Losses from all causes are checked on the S6 site after each frame. Each squad is then responsible for removing those a/c losses from their available a/c pool. Lost airframes are counted regardless of how they resulted. This is taken into consideration when numbers are assigned. If a squad finds it does not have enough a/c to outfit its available pilots they may use the two reserve a/c types to continue operations. As always a player may only fly one a/c type during a frame. Reserve AC - Soviets have lend-lease Spitfire 5 and Boston(Do17)while the Axis have Bf109F4 and He111. Ord Restrictions - none Aircraft Restrictions - all Axis fighter squads must fly their Bf110G2s at least once during the series. This is the indicated amount on the AC table and it can be divided up as each squad sees fit. The Axis have many more fighters than the VVS and need to use the Bf110G2s in a ground attack role to balance the fighter and strike setup between the two sides. Aircraft Subs - IL4(B25C), IL2(SBD), Tu2(DhIV B), Pe2(Dh98 VI FB) and Boston(Do17). Squad Homebase - each squad is assigned a homebase to begin play. All fields regardless of size may only base 2 steps. Larger squads will have to split up and use different bases. After their initial sortie they may replane at other airfields only if they are not be used by any other squad. This is the Frame COs responsiblity when reassigning squads during play. Surface Targets - the targets for this series are mainly tactical and operational. Industry has little effect on this type of battle. All targets except the Tank and Ship Concentrations may only be attacked once during the series. It is important to make a concerted and planned attack on the main locations to score points and damage them enough to cause additional effects. Tanks and ships are worth good points and an emphasis is placed on their protection and destruction. Supply & Fuel Depots - each side has supply depots or fuel depots, indicated by the grenade and oil drop symbol on the map. A damaged supply location causes supply problems to the owning side for the frame after it is ruled damaged. A d10 roll determines the result;
Naval Ports & Sub Pens - each side has Naval Ports and Uboat or Sub Pens indicated by the flag and U symbol on the map. A damaged port or pen is the same as a depot and a d10 is rolled as above. Army & Naval HQs - each side has Army and Naval HQs indicated by the cross symbol on the map. A damaged HQ causes C&C problems to that side for the next frame. Two steps of AC cannot begin play until T+15. Railway Yards - each side has Railway Yards indicated by the hour glass symbol on the map. A damaged Railyard causes transportation problems to that side for the next frame. Each squad must reduce their AC pool strength by 2 per step for the series. Industry - each side has several factories in their area. Most are assumed to have been destroyed or damaged by the land war to some degree and score only minor points and do not have any tactical effects unlike the other targets above. Tank Concentrations - each side has 10 tank concentrations made up of 4 tanks each, indicated by the tank symbol on the map. They are static and set in position. Tank concentrations will be unloaded once they are either all destroyed or after the attack on them is finished. Squad COs or mission leaders please ask the CM to check the status of the indicated tank concentration when you finished your attack. Tank attacks are an important part of this tactical Russian Front series and score high points. Both the P39Q and Ju87G have had their AT guns improved for this series.
Ship Concentrations - each side has 2 shipping locations made up of 10 ships each, indicated by the ship symbol on the map. They are static and set in position around the harbour areas.
Airfield Damage - every airfield ruled closed during play remains unoperational next frame. Squads cannot use that airfield for operations but individual a/c may land and replane there if needed. The frame after being closed it is again operational and can be closed again. Airfields are difficult to close in the ETO terrain because of nearby attached industry targets but may be ruled closed after the frame if the damage was extensive to the airfield structures. Attached Industry Targets - with the moving front and many attached targets in the ETO there may be occassions where attached targets are on the wrong side of the front. Flak may shoot at friendlies and this has to be kept in mind. Ditching - aircraft that land at non-airbases cannot fly from there but individual pilots will be allowed to grab a truck and drive to the closest airfield to replane. Once replaned the pilot must RV with his squad either at its homebase or in the air. Pilots must do their own driving because if they are picked up it causes issues with the log. Scoring - each side scores points for locations captured, a/c shotdown, pilots KIA/Captured, surface damage and Tanks/Ships destroyed.
Victory Conditions - Total points are compared to determine the following results;
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 ] |