S3#78 – Unternehmen Seelöwe; England - Fall 1940

Game Settings

  • LW Players(gold) - 88 est
  • RAF Players(green) - 69 est
  • Icons – d24 friendly, d12 range, d3 enemy plane
  • Windsno wind
  • Clouds - clear or light clouds
  • Radar – 60 mile radius Allies, 20 mile radius LW, grey dots, inflight arrow. Minimum alt is 150 ft.
  • Flak - AAA limited to 28,000ft in height. Ship flak limited to 8,000ft.
  • LW Airfields(gold) - Occupied Europe
  • Allied Airfields(green) - England
  • 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 set of operations.

Basic Rules

Initial Format - changes after in bold italics.

1. Start Times - each frame uses the following schedule;

  • T+0 - Pre-Dawn(3:30am), semi-dark, flight enabled.
  • T+15 to T+30 - Dawn light(4:15am)
  • T+30 to T+160 - Full light(12:00pm)
  • T+160 - Dusk(9:00pm), last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Dark(12:00am), all squads must be in tower or land in the dark.

2. Operational Restrictions - each side may only conduct operations in the area outlined in the game map. Squad roles are squad specific expertise but does not limit operational missions or conduct during the series.

3. CM radar & reports - avoid flying over enemy occupied land for long distances above the 150ft AGL, this increases the chance you will be spotted by donkey dar. Do not follow enemy coastlines, flying at least 5 miles offshore at any alt is a good rule to follow to reduce the chance of CM reports. Generally once you begin an attack on a target you will be reported so hit and run, do not linger in the area unless you want to be bounced.

4. Ord Restrictions - no ord restrictions to any a/c type.

5. Aircraft Steps - each side begins play with a set number of a/c steps outlined in the Step Table. If after a frame losses to a specific a/c type are over 60%(from all causes) one of the at-start steps will be removed from play and a replacment step is issued. The replacement steps are indicated for bombers and fighters for each side.

6. Squad Basing - each airfield has a step allowance for basing aircraft. Squads may transfer to any open airfield during play as long as they do not over-step.

  • Small Field - 1 steps
  • Medium Field - 2 steps
  • Large Field - 3 steps

7. RAF base restrictions - the RAF is hard-pressed with all of their forward airfields near Dover abandoned. F6, F18 and F32 are closed for operations but all structures up. Several other fields have significant damage and can only base 1 step of a/c; F14, F19, F30, F33, F34, F35 & F37. Though these fields are reduced capacity all structures are up.

8. Base Closure & Capture - only those enemy fields that are within 50 miles of a friendly field or shipping arrow may be captured. All fields closed remain so for the series until captured by one side or the other. Capture during a frame is exactly like the MA. All closed fields at the end of one frame start the next frame neutral with all structures destroyed and the first side that drops troops on it will capture it and it will be immediately rebuilt. Once captured airfields may be used to base the proper amount of steps. The RAF may only capture fields on English soil. Only C47s and Ju52s may capture fields. Trucks will not be enabled this series. Only airfields may base steps of aircraft once captured.

9. Phases - the invasion is divided into two Phases. Phase 1 takes place in the east and is centred around Dover. This phase will take place in Frame 1 -3. Phase 2 takes place in the west and is centred around Portsmouth. This phase will take place in Frames 4-5. Squads may base at any fields but attacks may only be conducted in the areas in question.

10. Shipping - There will be a large number of AI shipping moving near the indicated lanes on the map. RN ships will be DD2s intent on getting at the Kriegsmarine invasion force. Kriegsmarine shipping will be landing ships protected by DD1s. Ships will be moving back and forth and stopped and may take more than one frame to get into action. There will be AI vs AI fighting at some point and the ships sunk will be monitored by the CM and count in scoring. So scout for enemy shipping and do not ignore them. Shipping routines and arrows will change from frame to frame as the situation develops.

11. Luftwaffe Paradrops - The Luftwaffe may assign 12 pilots each frame to Ju52s to conduct airdrops on closed airfields to capture them. All Ju52 sorties will be erased from the log as per Phenix so these pilots may be reset and teleport to fly the Ju52s. If there is a lack of pilots some may have more than one life to fly up to the 12 total.

12. RAF Swordfish/C47s - The RAF may assign 12 pilots each frame to either Swordfish or C47s to conduct airdrops or attack shipping. All Swordfish/C47 sorties will be erased from the log as per Phenix so these pilots may be reset and teleport to fly either type of a/c during a frame. If there is a lack of pilots some may have more than one life to fly up to the 12 total.

11. AI ship flak - all AI shipping will have the lowest possible accuracy and avoidance settings, ship flak will engage at 8,000ft to try and keep them moving realistically and still allow some low-level flak protection. Make no mistake though the flak is deadly so drop your torps and bombs from a distance. The remaining ship types will not engage to stop the unrealistic flipping action.

12. Ship Nav - there is no ship navigation allowed.

13. Ship Gunning - do not do this! You will get a penalty plane. AI flak is much more accurate than a player will ever be so you are only hurting your side by grabbing a gun.

14. Penalty Planes - players that commit errors in basic rules and do not attempt to correct the error during play will have a penalty plane assigned to them. Examples include flying different a/c during a frame, teleporting fields when not allowed by special rules, gunning from ships or flak positions. Offending pilots will be announced in the Frame Summary and if they miss seeing their name up in lights it is up to their squad to remind them.

  • LW Penalty Planes - Ju87D
  • Allied Penalty Plane - Battle(TBD)

15. Victory Points - Each side scores points for field capture/recapture, a/c steps replaced and ships sunk.

16. Victory Conditions - The side with the most VPs at the end of the series wins.

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.

NOTES ON STRATEGY

This event is going to get hairy really quick. The side that stays focused and keeps a reserve will win the frame. Capturing or recapturing fields will be important but sinking ships will probably be the game winner. The RAF has some easier ships to sink and their DDs could cause havoc if they get in among the German shipping lanes but the Luftwaffe has a better arsenal to close and capture fields as well as sink ships. Due to the weak armament of the Bf109Es the Bf110C may make itself felt as a bomber destroyer. The RAF may have the best fighter available in the Spit II but they need to be aggressive with the numbers of Wellingtons they put up to do some damage to the Germans and recapture important airfields as none of their fighters can carry ord unlike the Luftwaffe. Phase 1 will be a very target rich environment with the small space available while Phase 2 will have more room for feints and NOE attacks.

[ Aircraft - Series Map - Player Rules ]