Under Blue Skies - The Gazala Battles - June-Aug 1942

Game Settings

  • Allied Players(purp) - 99 est
  • Axis Players(gold) - 102 est
  • Icons d20 friendly, d8 range, d1 enemy name
  • Winds none
  • Clouds - possible
  • Radar 20 miles with inflight arrow enabled every 15mins. Minimum alt is 1000 ft.
  • Flak - all Flak is limited to 25,000ft in height.
  • Allied Airfields(purp) - east of frontline
  • Axis Airfields(gold) - west of frontline, crete, scarpanto
  • 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+0 - Dawn
  • T+20 - 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 - Bombers and Ju87s are limited to a ceiling CAP of 20,000ft.

Airfield Basing Restrictions - 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.

  • Town strips = 1 step.
  • Small fields\grass fields = 2 steps.
  • Medium fields\CVs = 4 steps.
  • Large fields = 6 steps.

Ord Restrictions - all aircraft except Bf109F4s may carry ord. The specialized Bf109F1 unit must carry ord.

Allied Steps - each Allied squad step represents an actual historic squadron, as indicated in the stepchart. Multi-step squads will represent more than one historic fighter unit and may fly different a/c types representing their historic aircraft. 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.

Axis Steps - each Axis squad step represents an actual historic staffeln or squadriglia, as indicated in the stepchart. Multi-step squads will represent more than one historic unit and may fly different a/c types representing their historic rides. 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.

Bomber Strike AI - all bombers and strike aircraft may take one AI wingman and that wingman must fly a realistic formation off to one side at a minimum of d1. AI wingman count in loss calculations and effects so should not be thrown away.

Recce a/c - each side has a limited number of recce a/c that can spot supply columns and shipping. Such recce aircraft just have to report their position for the CM to indicate nearby AI targets. The RAF Photo recce a/c is a Spit IX and the pilots must empty all their ammo while otr to make this an unarmed a/c. Luftwaffe Recce 109F1s may use their guns in combat but cannot carry ord.

AI targets - several AI units will be present as targets, some will be moving and difficult to spot while others will be emplaced and dispersed in a specific area.

  • Supply columns - from 4-8 trucks following indicated routes on map.
  • Supply ships - from 1-3 transport type ships with possible DD escort following indicated routes on map.
  • Italian Battlefleet - consists of 2 Kagas(represent Battleships no air capability) and 4-6 DD2s in general area indicated on map.
  • Royal Navy Battlefleet - consists of 4-6 DD1s and CV6 in general area indicated on map. Up to 2 steps of TBDs and 2 steps of F4F4s may base on the carrier for operations. These aircraft are outside the normal steps and once a squad is assigned to the carrier they must spend the entire frame in those aircraft. If the carrier is sunk these a/c may operate from landbases for that frame only.
  • Land Units - consist of tanks and/or halftracks in general area indicated on map. Possible AA covering their location.

Missions - each side plans and conducts missions against specific targets or AI units. The Frame CO decides on how and what to attack with his available forces. A maximum of 15 missions may be assigned for each frame based upon three types of target classes. A minimum of 4 missions per target class is required each frame. These minimums can be changed before any frame by HQ(CM) as the situation develops on the ground. The three target class are as follows;

  • Close Air Support - targeted against enemy ground units and their locations. The most difficult to achieve but scores the most of any target class if done right. May halt or impare the ability of the targeted ground unit to resist attack or launch an effective attack.
  • Interdiction - targeted against supply columns and shipping transports. Scores the 2nd highest totals as supply columns and shipping are difficult to locate. Ships scores more than truck convoys. May reduce the amount of Frame 4 a/c reinforcements that reach the front.
  • Operational - targeted against airfields, depots, towns, ports and battlefleets. Scores the lowest but may cause the basing capabilities of airfields to be reduced and reduce the amount of fuel a side may load into their a/c. Reduces the ability of ground units to resist enemy attacks without a undamage depot to draw supply from. The loss of battlefleet ships may result in a morale victory and an additional score for that.

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.

Mission Points - both sides assign missions to be conducted and will score mission points based upon both the target assigned and the damage inflicted.

Morale Points - after each frame the aircraft losses are compared and morale points assigned to the side that inflicted the most damage to the enemies will to fight. Other causes may impact morale as well and will be rewarded. At the end of the series those surviving non-POW pilots will have a percentage of their individual points assigned as morale points.

Damage Points - at the end of the series all individual points used to determine series awards are gathered and assigned to each side to represent overall damage. Those pilots that manage to survive and are not POW will also score a percentage of their points as morale points to reflect both their experience and confidence going forward.

Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total game points for both sides are compared after 5 frames. Game points are a combination of Mission Points awarded after each frame, Morale Points awarded after each frame and after the series for surviving pilots and Damage Points awarded after the series.

  • 0-20 point difference is a draw
  • 21-40 point difference is a minor victory for the side with the greatest number.
  • 41+ 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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