S3 #50 - The Wire Below - Western Desert, Winter 1941-42
Initial Format - subject to change before the first frame.
Start Times - each frame uses the following schedule;
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.
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.
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.
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.