Fighter Ace Campaign Rules
From The Air Combat Wiki
Contents |
Campaign Rules
Following are the rules under which the Fighter Ace Campaign I is operated.
Campaign Progression
- The first battle of each Campaign will be chosen randomly by HQ staff, from among the six battles in 1940.
- The team that wins the first battle will have the Initiative and can choose to either select the next battle from a list of battles and dates provided by HQ, or can pass the battle choice to the other team and thus gain a 10% Production bonus to purchase planes in the next battle.
- Each team must decide before the start of each battle what they will do in the event of victory and submit it in email to doug@ketsujin.com. This will allow the next battle to be immediately determined and announced at the end of each battle. This means they must decide:
- If they will pass the battle choice to the opposing team or if they will choose the battle themselves
- Which battle they would choose if forced to make the choice
- The battle chosen must be at least one month after the current battle, not more than 12 months ahead of the current battle, and not in the same theater. Theaters are: Western Europe, East Front, Mediterranean, and Pacific Theater)
Aircraft Production
- Each team is given a base of 500 Production Points for each battle. If that team has the initiative (won the previous battle) and passes the battle choice to the other team, they will get a 10% bonus, for a total of 550 points for that battle.
- Each team must submit their plane choices for the next battle no later than 24 hours before the start of the battle.
- Unless the Campaign is specifically designated as an Alternate History Campaign, planes may not be used in an ahistorical theater, i.e., no Corsairs over Germany and no Tempests vs Japan.
- The overall cost of each plane is based on its type and the date it was released, as shown on the Fighter Ace Planes Inventory page of the ACWiki.
- The Base cost of a plane is based on its type, as follows:
| Plane Type |
Base Cost per Plane |
| Single-engine Bombers (e.g., Stuka, Val, etc) |
5 pts |
| Twin-engine Bombers (e.g., B-25, A-20, etc.) |
10 pts |
| Piston-engine Fighters (e.g., La-7, P-38, etc.) |
10 pts |
| Four-engine Bombers (e.g., B-17, Lanc, etc.) |
20 pts |
| All Transports (e.g., L2D2, Ju-52, Li-2, etc.)* |
20 pts |
| Jet Fighters (Me-262) |
20 pts |
- Note that an important exception to the above is that when paratroops are not part of the battle, the Ju-52 and Li-2 are considered "twin-engine bombers" for purposes of determining cost.
- This base cost is then modified depending on the type of plane and the date it was released as per the following table:
| Plane Release Date |
Cost Multiplier |
| more than 1 year before battle (not including 4-engine bombers and transports*) |
0x (free) |
| within 1 year before battle |
1x (base cost) |
| within 6 months after battle |
2x |
| within 7 to 12 months after battle |
3x |
| more than 1 year after battle |
not available |
- Note that an important exception to the above is that when paratroops are not part of the battle, the Ju-52 and Li-2 are considered "twin-engine bombers" for purposes of determining cost.
- Teams may stockpile points during a Campaign, spending less on one battle so that they can spend more on a future battle. Points can be carried on account, but must be used or lost before the Campaign is over. Teams may never spend more Production Points than they have on account.
- The types and numbers of planes of each type chosen for each battle will not be publicly revealed by HQ until after the end of the Campaign. This will keep an air of uncertainty in what you will see your opponent flying. So while your "spies" can tell you about enemy aircraft production in general terms, in that you will know the release and battle dates, you won't really know the exact squadron composition you will encounter in any given battle, nor will you know about secret enemy resource stockpiling.
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 = 20 km (max)
- Padlock range for tanks = 3 km (max)
- Tags range = 5 km (max)
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)
In the spirit of the rule that takes plane dates as they are published in the Planes Inventory, we will also take all planes as they are in regards to bombs, rockets and fuel. This also relieves the battle design of the burden of making these decisions for each battle.
- Fighter bombs and rockets enabled
- Bomber rockets enabled
- Fuel consumption rate = 100% (historical)
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