S3 #54 - The Channel Dash - Spring 1942

Game Settings

  • RAF Players(purple) - 108 est
  • LW Players(gold) - 68 est
  • Icons(day) – d24 friendly, d18 range, d6 enemy plane
  • Icons(night) – d18 friendly, d4 range, d2 enemy plane
  • Clouds - heavy low overcast FR1-3, heavy high overcast FR4-5; no puffy clouds
  • Radar60 miles, grey dots, inflight arrow. Minimum alt is 1000 ft.
  • Flak - all Flak is limited to 20,000ft
  • RAF Airfields(purp) - England
  • LW Airfields(gold) - mainland Europe
  • Fuel Multipler - set at 1.0 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. *Added after Frame 1*

Start Times - each frame uses the following schedule;

  • 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.

Altitude Restrictions - P51Bs, F4U1Ds and Spitfire IXs must not exceed 20,000ft in altitude. All other a/c are not limited in altitude.*all altitude restrictions removed - we should have known better*

Airfield Basing Restrictions - only specific airfields will have a/c based at them for each side depending on the frame being played. From that allocation the Frame CO may then assign squads to those fields. Each side may only field a specific number of steps at each airfield depending on that fields size. Larger squads may break up their steps and assign them to more than one airfield. Squads must fly the a/c assigned to airbases.

  • Small fields = 2 steps
  • Medium fields = 3 steps
  • Large fields = 4 steps

Homebase - each squad is assigned a homebase depending on where a/c steps are allocated on the map. Each squad must return to their homebase after every sortie. Larger squads may be divided between additional homebases but pilots must return to the fields they are assigned to initially. Only those individual a/c the are damaged or run short of fuel may replane at any nearby airfield. They must launch the landed field and RV with their squadmates at some point.

Target Areas - Frame 1-3; each side may attack only attack one target in each indicated target area per frame. These include any industry, town/port, airfield, radar or bridge targets located within that hex as indicated on the map. * Frame 4-5; each side may attack the indicated targets until they are removed from play by the CM due to extensive damage or HQ priorities. Some targets have more important buildings than others. Ships will now be stationary in indicated locations with a few still moving along shipping lanes.*

Ship Types - in every frame each side has coastal ships moving individually in the areas indicated on the map. Due to the difficulty in sinking the freighters the DD1(RN) and DD2(Kriegsmarine) are used as standins. For Frame 1-3 the Germans will have a fleet consisting of three capital ships surrounded by protective E-boats(trans). In Frame 2-3 the British will have a fleet of Destroyers(DD1s) and MTBs(trans) attempting to sink the German fleet.

*Strafing - no strafing by fighters, only strike or bomber a/c may strafe. Ships are easily sunk with strafing and most ground structures impossible to down with strafing. So please dont strafe unless you are on a strike or bomber mission.*

Ship Gunning/Driving - players are not allowed to gun or drive the ships during the frame. It is important each squad makes sure their members know this and avoid the temptation of jumping in an hosing down the neigborhood. This messes up the log and game. * several players continue to do this, it will be rewarded with a penalty plane if they continue*

German Radar - to simulate German radar during this stage in the war several CVs will be positioned near the coast, these cannot be attacked. German capital ships will also have radar.

Target Hardness - factory complexes 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.

Aircraft Roles - some a/c like the P51B and 109s cannot carry ord while others must be flown with ord or torps and used as a strike a/c depending on the frame being played. Check out the a/c step chart for info.

Bomber/Strike AI - no AI allowed

*Bomb and Torp Hits - please turn on ACMCAM so you can provide proof oh hitting with bombs or torps on the various ships in the arena. Its important to know which actual ship was hit and in the heat of combat it is easy to get confused or think you hit a ship. Ships will smoke if hit, near misses look like hits but are not.*

Frame 1 Night Rules - reduced icon ranges and almost darkness settings(gamedate 02/02 /1942, time 18:15) with heavy cloud cover will be used. It is important to practice using these night settings so you do not crash landing or on t/o.

Frame 1-3 Rules - expect a dense low overcast starting at 1,000ft to 5,000ft. The RAF at the frame's start must first find the German fleet before they can dispatch a strike against it. To find the fleet a/c must locate them and id the three capital ships(state the ship types), screening E-boats(trans type) may be ignored. The German fleet will continue on from approximately where the last frame finished at a high speed. Most ships will take two torp hits to sink. The two battlecruisers can take 4-5 torp hits before sinking and the Prinz Eugen 3-4 torp hits before sinking. Every 1000lb bomb is equal to 0.5 of a torp. Torp and bomb hits will be tallied up and reduce the speed of these ships for next frame. 5 mph per torp hit and 1 mph per bomb hit. If a capital ship is sunk during play it is decided after if it stays sunk or is put back next frame at this reduced rate near the position it was last scene. This represents damage control teams working to get the ship seaworthy again. *A damaged capital ship regains 50% of its lost speed for the next frame minus any new damage caused by hits.*

Frame 4-5 Rules - expect a dense high overcast starting at 8,000ft to 15,000ft. These two frames will centre on the eastern area of the map with the Luftwaffe launching hit and run raids with their FW190 jabos and the RAF trying to catch them with new faster low-level fighters. Only dedicated strike or bomber squads may conduct ground ops for the RAF, all other squads must be in fighter a/c protecting or escorting during the frame. *The opposite is true for the LW, fighter squads may use their players to conduct ground strikes with FW190A8s.*

Scoring - both sides score points for air combat and ground results.

Frame 1-3

  • Fighter step shot down = 2 pt
  • Strike/Fighter-bomber step shot down = 4 pt
  • Twin engine bomber step shot down = 6 pt
  • Four engine bomber step shot down = 8 pt
  • Industrial Factory damaged = 1-5 pts
  • Airfield damaged = 1-3 pts
  • Bridge damaged = 1-2 pts
  • Radar damaged = 1-2 pts
  • Ship torp hit = 1 pts
  • Ship 500lb+ bomb hit = 0.25
  • Ship 1000lb+ bomb hit = 0.5
  • Coastal ships(DD1/DD2) sunk = 0.5 pt
  • Fleet ships sunk(DD1/trans) = 1 pt
  • Gneisenau sunk/not sunk = 8/8 pts
  • Scharnhorst sunk/not sunk = 8/8 pts
  • Prinz Eugen sunk/not sunk = 5/5 pts

Frame 4-5

  • Fighter step shot down = 2 pt
  • Strike/Fighter-bomber step shot down = 4 pt
  • Twin engine bomber step shot down = 6 pt
  • Four engine bomber step shot down = 8 pt
  • Ship sunk = 1.0
  • Ship hits = bomb(0.5 per) or torp(1.0 per)
  • House/Hut/FuelDmp/Crane/Bridge = 0.25
  • Hanger/Ammo/Warehouse/Radar/HQ = 0.5
  • CntrlRail/Refinpipe/Refinsep/Barracks/Power3 = 0.5
  • FactBall/FactAvionics/FactMod/RefinBuild = 1.0
  • Factory/Warehouse2/Power2 = 1.0
  • Factory Complex = 1.5

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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