S3 #65 -Torch to Tunis 1; Tunisia 1942-3

Game Settings

  • Allied Players(green) - 88 est
  • Axis Players(gold) - 82 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Winds – none
  • Clouds - none
  • Radar10 mile radius with inflight arrow & grey indicators. Minimum alt is 500 ft.
  • Flak - all Flak is limited to 30,000 ft. in height.
  • Allied Airfields(green) - west of frontline
  • Axis Airfields(gold) - east of frontline
  • Fuel Multipler - set at .80 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 week of operations.

Basic Rules

Initial Format - subject to change before the first frame.

Start Times - each frame uses the following schedule;

  • T+0 - Dawn, both sides may launch.
  • T+30 - first truck launched for captures.
  • T+60 - second truck launched for captures.
  • T+90 - third truck launched for captures.
  • T+120 - fourth truck launched for captures.
  • T+160 - Dusk, last surface attacks/captures finished, AI routines unloaded.
  • T+180 - Near dark, all squads must be in tower or on final.

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.

Ord Restrictions - no droptanks allowed. All other loadouts may be carried.

Aircraft Subs - M200(Ki43), SM79(HE111), Beaufighter(Dh98 VI FB) and Boston(do17).

National Air Forces - some squads are assigned to RAF/USAAF and LW/RA for play balance, historical feel and medal awards. This is for individual medal determination and for the second series of this B2B the RAF/ RA squads and LW/USAAF switch nationalities.

Squad Homebase - each squad is assigned a homebase to begin play based upon the step value of the various fields. After their initial sortie they may replane at other airfields only if they are able to accommidate their step value and all other squads based there. This is the Frame COs responsiblity when reassigning squads during play.

  • Grass or town Field = 2 steps
  • Small Field = 3 steps
  • Large Field = 4 steps

Frame 1 Set-up - all locations not controlled by either side begin play neutral and destroyed. Only one trooper is required for capture. There are no GVs in Frame 1 but ship convoys are available. If neutral fields remain at the end of the night they begin play neutral & destroyed next frame.

Field Capture - every 30 mins each side may use one truck to capture locations. At T+30, T+60, T+90 and T+120, one pilot will be allowed to drive a truck. It is possible if no trucks are killed to have 4 in play after T+120 but never more. The Frame CO must designate the player to drive the truck. Players may be reset to drive a truck or if killed for the first time driving a truck reset to fly a plane but regardless those players killed driving a truck will have the death counted against them for the series, so drive smart. Trucks can only capture fields that are linked directly to a friendly field by a yellow transport line on the map. This stops just grabbing any field far behind enemy lines and keeps the advance in Frame 1 logical and less scattered. Airfields captured during a frame only become operational for squads next frame. Caoture of a supply depot causes damaged supply location effects to the side that lost it.

Supply Lines - each side has 6 supply routes made up GVs or ships, indicated by a purple line on the map, except in Frame 1 when only ships are available. They proceed at a set rate along these routes during each frame. GVs/ships will start and proceed back and forth along the indicated supply lines respawning as the convoy is destroyed. Interdiction of supply lines causes an interruption in operations to the enemy. For every 12 supply GVs or 2 ships destroyed in a frame(fractions dropped) that side must designate one step to delay operations until T+15. This is in addition to the delay imposed by supply depot destruction. One squad may use up multiple delays depending on its step size.

Supply Depots - each side has 5 supply depots, indicated by the star 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;

  • 1-4 = two steps of a/c(6 a/c) cannot begin play until T+15.
  • 5-7 = at start fuel levels are reduced by 10% for the owning side.
  • 8-9 = each squad must reduce their a/c pool strength by 1 per step for the series.
  • 10 = each squad must reduce their a/c pool strength by 2 per step for the series.

Tank Concentrations - after Frame 1 each side has 6 tank concentrations made up of 4 tanks each, indicated by the tank symbol on the map. They are moving slowly around a specific location. Tank concentrations will be unloaded once they are either all destroyed or have stopped moving due to damage. Please ask the CM to check the status of the indicated tank concentration when you believe them all mission killed.

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.

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 GVs/Ships destroyed.

  • Aircraft(confirmed kills) = Fighters/Strike(0.5), Medium Bombers(1.0), Heavy Bombers(2.0)
  • Port Structures = 0.5 per structure
  • Town Structures = 0.25 per structure
  • Airfield Structures = 0.25 structure
  • Outpost Structures = 0.1 per structure
  • AAA = 0.10 per gun
  • TREES = 0 points
  • Ships = 3.0
  • GVs = Tanks(1.0), other GVs(0.25)
  • Outposts/Grass Fields Captured = 2.0 pts
  • Small Fields Captured = 4.0 pts
  • Towns/Ports/Large Airfields Captured = 6.0 pts
  • Pilots KIA/Captured = first three ranks(0.25), last three ranks(0.10)

Victory Conditions - Victory conditions are based upon the two series in this B2B event. All scores are cumulative and a winner is declared based upon the points accumulated for both series. Team Scimitar is compared to Team Rapier for a final total. Total points are compared to determine the following results;

  • 0-20 point difference is a draw
  • 21-30 point difference is a minor victory for the side with the greatest number.
  • 31+ 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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