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Fighter Ace Campaign II Rules

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Contents

Campaign Progression

  • All battles will be determined jointly by the two Command Staffs in consultation with @HQ.
  • The two Command Staffs will determine the course of the campaign together, as a team. Rather than specify rules regarding successive battles, the teams will strive to create a variety of battles.
  • Rather than being a fixed, 6-game series, the campaign will be extended to a best of 7 series, with the winning team being the first team to get 4 victories.
  • A period of about a month will be taken as down time between campaigns. This ensures that the staffs do not get burned out ans that they can do any reorganizations they need, as staff members naturally come and go.


Aircraft Availability

  • The second campaign will not employ the concept of Aircraft Production. Instead, the types and numbers of planes available will be determined jointly by the two Command Staffs in consultation with @HQ.
  • Planes will be selected based on the historical planes available, with an emphasis on ensuring a balanced game between two teams of usually disparate size.


Scoring

  • The Fighter Ace Campaign II will be the first to employ a new scoring category, which will be used only during official campaign battles.
  • The scoring value of ships, tanks, and triggers has been increased to:
Unit Type
Score
Cargo ship
5,000
Aircraft Carrier
15,000
Cruiser
20,000
Battleship
30,000
Type 97 tank
500
Sherman tank
1,000
Cromwell tank
1,000
Panther tank
1,500
T-34 tank
1,500
Tiger tank
2,000
KV-1 tank
2,000
Trigger
5,000
Capture
10,000


Game Settings

Because of the popular appeal of its use in events, the Campaign will utilize Advanced Lite physics with auto-trim enabled (current Historical room settings). Advanced Lite is Realistic physics with the following differences:

  • Spins are OFF
  • Torque induced spins are OFF
  • Flaps damage is OFF
  • Auto-trim enabled

Also due to popular appeal, the Campaign uses the enhanced "stealth" UI settings, which are:

  • No text messages whenever you hit an enemy
  • No pointer to the nearest enemy
  • No distance tags
  • Dot visibility range = 20 km (max)
  • Tank visibility range = 10 km (max)
  • Padlock range for planes = 5 km *** Reduced from 10 km ***
  • Padlock range for tanks = 3 km (max)
  • Tags range = 2.5 km *** Reduced from 5 km***

Other settings that have proven popular and will be used during the event are:

  • Bomber Gunner AI = 6
  • Bomber gunner "clutch" = manual (you must hold down CTRL+F to allow gunners to fire)

The availability of bombs, rockets and torpedoes will be based on historical availability with an emphasis on creating a balance between the two teams.

  • Fuel consumption rate = 100% (historical)
Note: The above rules and settings are subject to change as desired by the two Command Staffs working together to present fun games to the community. If something doesn't work as expected, it can be changed without having to wait until the end of the campaign.
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