S3 #50 - The Wire Below - Western Desert, Winter 1941-42

Game Settings

  • WDAF Players(purp) - 78 est
  • Axis Players(gold) - 91 est
  • Icons d24 friendly, d12 range, d2 enemy name
  • Winds none
  • Clouds - clouds first two frames
  • Radar 20 miles, grey dots, inflight arrow. Minimum alt is 1000 ft.
  • Flak - all Flak is limited to 20,000ft in height.
  • WDAF Airfields(purp) - west of the wire( Egypt)
  • Axis Airfields(gold) - east of the wire(Libya)
  • 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 week of operations.

Basic Rules

Initial Format - subject to change before the first frame.

Start Times - each frame uses the following schedule;

  • T-30 - Dark - night op a/c may launch
  • T+0 - Dawn - flight enabled for all a/c
  • T+30 - Full light
  • T+160 - Dusk, 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 - no aircraft may fly above 28,000ft.

Airfield Basing Restrictions - before the series begins each side must break up their available a/c steps and base them at airfields on the map. 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.

  • Grass fields/Town Strips = 2 steps
  • Small fields = 3 steps
  • Medium fields = 4 steps
  • Large fields = 6 steps

Ord Restrictions - only those a/c indicated on the stepchart may carry ord.

Aircraft Steps - squads must outfit themselves from the available steps located in the stepchart. Multi-step squads will represent more than one historic fighter unit and may fly different a/c types. Losses to aircraft are calculated based upon all kills claimed against that type during a frame. Steps will be reduced for evey 6 a/c of that type lost with fractions carried over to the next frame. Attacks on airfields with steps allocated to them will cause losses in those a/c types based there. Losses are based per step; light damage = 1 a/c per step based there, moderated damage = 2 a/c per step based there, heavy damage = 3 a/c per step based there.

Bomber/Strike AI - no AI allowed

Night Ops - only those aircraft indicated in the stepcart may conduct night ops before the normal T+0 start. This can be used to get bombers up to proper altitudes or conduct quick strikes against enemy positions.

AI targets - AI tanks will be present at indicated ground locations. Shipping will be moving or in ports along indicated shipping lanes for both sides.

Ground Units - each Frame CO may move his ground units before a frame(except for frame 1). The side with the most points can decide to move first or last after which each side moves one unit at a time(which is placed/adjusted by the CM). Roads and tracks must be used by both sides while moving, only the Allies may use railways. Units that come close(6-8 miles) to an enemy unit or garrison during their movement must stop. Once this occurs attacks can be ordered but will not occur until the frame is over and all losses to air attacks calculated. See the Unit Table for strengths.

Missions - each side plans and conducts missions against each other as outlined below. The Frame CO decides on how and what to attack with his available forces. The five target classes are scored differently and have different results and score points differently, see the Score Board.

  • Air interdiction - attacks on enemy airfields to cause damage to these fields and destroy a/c on the ground. Closed fields stay closed for the next frame. Carriers sunk are not available next frame. Damage to airfields will cause losses to any a/c based there at the start of the frame. Losses are based per step; light damage = 1 a/c per step based there, moderated damage = 2 a/c per step based there, heavy damage = 3 a/c per step based there.
  • Supply line interdiction - attacks on the forward supply lines of enemy ground forces. All Ground units can move a set number of locations along roads, tracks or railways before each frame. HD/Closing those locations along a supply line reduces this movement for each unit along this supply line by one movement point per closed location. See yellow lines on map.
  • Fuel Interdiction - attacks on the shipping and locations where fuel is collected and stored before being moved forward to combat units. For each fuel storage area(yellow circles on map) HD/closed and freighter ship sunk 5% less fuel must be carried next frame by aircraft on the effected side.
  • Tac Air - attacks on the main enemy ground forces deployed for combat. Reduces effective fighting value of these ground units 1 point for every 8 tanks destroyed. See Unit Table for details.
  • Spec Ops - special operations against assigned targets using specific a/c types.

AAR - After Action Reports are manditory in determining the success or failure of missions. Failure to post an AAR may result in raids being ruled a failure.

Hidden Rules - each side will have some basic hidden rules to simulate higher command decisions and directions. Spec Ops mission lists are provided for each side to pick from. If losses or results are not encouraging HQ may press for the introduction of better a/c or tactics in order to win back the initiative. Additional steps may be sent to the theatre but at a point cost to the recieving side.

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 with each frames player turnout pro-rating the score for each frame. See the Score Board for details.

  • 0-5 point difference is a draw
  • 6-11 point difference is a minor victory for the side with the greatest number.
  • 12+ 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.

[ Aircraft - Series Map - Player Rules ]