S3#88 – When Titans Clashed; Crimea - Spring 1944

Game Settings

  • Axis Players(gold) - 51 est
  • Allied Players(red) - 68 est
  • Icons – d24 friendly, d12 range, d6 enemy plane.
  • Clouds - cloud layers starting around 20,000ft.
  • Radar – 10 mile radius, coloured dots, inflight arrow. Minimum alt is 500 ft.
  • Flak - AAA limited to 25,000ft in height.
  • Axis Airfields(gold) - Crimea, south and west of frontlines
  • Allied Airfields(red) - Soviet Union, north and east of frontline
  • Fuel Multipler - set at 0.8 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 - Dawn(04:30), Flight enabled for all forces.
  • T+30 - Full light(07:00)
  • T+160 - Dusk(21:00), last surface attacks completed all a/c must disengage ASAP.
  • T+180 - Dark(01:00), 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. Download the inflight DDS that clears up the playable area better. It replaces the stock crimea.dds until Muzz produces his excellent DDS maps for each frame. Download it here

3. CM radar & reports - with the use of coloured dots in radar CM reports are not as common but they will happen so plan operations realistically.

4. Weapons & Damage Files - the weapons and planes and files are the same as the MA arena so any testing or results there will be mirrored in S3 events. Makes practice and comparison easier between events and as updates are released. The object structures are slightly different than the MA due to the terrains being used in S3 play. A general listing of types, OT Classes and damage can be downloaded from the main S3 page at the bottom. As well S3 buff-tuff and otto is higher than MA settings to reflect the more realistic use of these a/c types.

5. Strike/Bomber AI - each pilot flying a strike or bomber a/c may also take 1 AI. Please try and use these AI as realistically as possible, consider them your wingman and not suicide bombers. Player bomber and strike a/c will have the S3 buff-tuff, AI bombers are not effected by buff-tuff so will be easier to shoot down.

6. Frontline - the frontline will move during the series as the Soviet juggernaut begins to roll forcing the Axis forces to retreat back toward Sevastopol and their evacuation fleet. Closed fields will re-open once captured by the Soviets and can be be used as bases and attacked again by the axis.

7. Squad Basing - each airfield type has a limited number of squad steps it may base during a frame. Squads are assigned a homebase for the entire frame and must not use any other base during the night unless it is to refuel and then proceed back to their homebase to replane. If a squad homebase is closed all pilots not stuck in the tower must fly to the Main Operations Base(MOB - F28 & F21) and conduct operations from there for the rest of the night. Any pilots stuck in the tower are done for the night.

  • landing strips = 1 step
  • grass fields = 2 steps
  • small fields = 3 steps
  • medium fields = 4 steps
  • large fields = 5 steps

8. AI Targets - there will be many AI targets in this series; shipping for both sides will be moving back and forth, while small flights of Il2s for the Soviets will be flying against Crimean targets. These are important targets for points and need to be engaged when possible. Most targets will shoot at you so conduct yourselves accordingly.

9. Closed Fields - field locations closed during play will remain so for the series until occupied by the opposing side at which time they are active again for the new owners. They also score points but should not be the focus of attacks for this alone as there are easier ways to score points.

10. 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. It is up to each squad to make sure the penalty planes are flown. These transport planes need to complete one designated supply mission provided by the CM and the pilot can resume normal operations if they land their a/c successful at the end field.

  • Axis Penalty Planes - Ju52
  • Allied Penalty Plane - C47

11. Victory Points - victory points are awarded for e/a losses(from all causes), enemy pilots KIA or POW, AI shipping sunk and a/c shotdown as well as fields closed during play. A full list is provided in the summary.

12. 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.

[ Aircraft - Series Map - Player Rules ]