To Win the Winter Sky
An Ace High™ Scenario
Version 6
Please read “Dates and Times” and “Main Rules” sections.
Dates and Times
Click here for registration. Please register for the event if you can play at least 3 frames.
If you can’t play in at least 3 frames, you can still show up as a walkon (unregistered player) on game day.
Battles/Frames:
Please show up at or before 3 pm US Eastern time in Special Events 2 arena -- the arena will lock after that. (For how that translates to your time, here is a time converter.) End of frame will be nominally at 6:30 pm US Eastern time.
Setting
December
1944-January 1945. It is the time of fierce fighting in and over
the Ardennes. A time of desperate all-out gambles by Germany and
crushing counter attacks by the Allies. The Battle of the Bulge.
Mission 760 (the largest bomber strike of WWII). Operation
Bodenplatte.
Join
us for the last great air battle of the Western Front, focusing on the
Luftwaffe vs. the US 9th Air Force and RAF 2nd Tactical Air Force.
P-47’s, P-51’s, Typhoons, Spitfires, and B-26’s vs. FW 190D’s, Bf 106K’s, Bf 109G-14’s, FW 190A’s, and a few Ar 234’s.
Join us To Win the Winter Sky.
Main Rules
- If
you need back into the locked arena, type ".p brooke let me in" into
any text buffer, then try to get in even if arena says it is locked.
- Level bombers must take off with formations and not intentionally lose drones.
- Pilots get three lives.
- You
use up a life if you die, crash, ditch (except as noted), bail, or exit
your plane with anything other than a “landed successfully” message.
- At
frame end, the logs are closed, and there are no further points awarded
or subtracted. Pilots can fly right up to end log, after which
they can land as they see fit.
- You can man a gun at any time (for bomber or ground gun), and deaths in guns don't count to your life total.
- Altitude:
- There is a downwind at 24k. (You can fly into the downwind if you wish, but staying in it will sap your speed.)
- Level
bombers (B-26’s and Ar 234’s) have max altitude of 14k and a min
altitude of 3k (except if damaged and going back to base, in which case
pilot can fly lower if he chooses).
- Fighterbombers/jabos, when carrying bombs, have max altitude of 18k.
Map
Boxes are target fields, towns, and guns at factories. Circles are takeoff fields.
Victory Conditions
If your side fails to do this within the frame, it will get no points at all for that frame:
- Level-bomber groups (B-26, Ar 234) must Attempt at least three Bombing Missions.
- Fighterbomber/jabo groups must Attempt at least one Bombing Mission.
- Fighterbomber/jabo groups must Attempt at least one Pure-Fighter Mission.
- “Attempt” means to complete the Mission or either die trying or jettison ordnance because of enemy in icon range.
- One “Bombing Mission” is launch with bombs and/or rockets, travel toward a Target, drop bombs and/or rockets on a Target, and land back at a base if still alive.
- One “Pure-Fighter Mission” is launch without bombs or rockets, try to engage an enemy, and land back at a base if still alive.
- You may strafe during Bombing Missions and Pure-Fighter Missions.
Frame points:
- +1 per kill.
- +2.5 per Successful Drop by a B-26 pilot.
- +1 per Successful Drop by an Ar 234 pilot.
- +2 per Successful Drop by a pilot in a fighterbomber/jabo group.
- +0.5 per Successful Strafe by any fighter, fighterbomber, or jabo pilot.
- For level-bomber pilots:
- “Successful
Drop” means when a level-bomber pilot destroys at least one hangar
(fighter, bomber, or vehicle hangar) at a Target in a Mission. You
don’t get more points for destroying more than one object in the same
Mission.
- Thus, max bombing points for a B-26 pilot in a Mission is 2.5, and max points for an Ar 234 pilot in a Mission is 1.0.
- For fighter, fighterbomber, and jabo pilots:
- “Successful Drop” means when a pilot
in a fighterbomber/jabo group destroys at least one bunker (fuel, ammo,
barracks, radar) at a Target. You don’t get more points for
destroying more than one such object in the same Mission.
- “Successful Strafe” means when a fighter, fighterbomber, or jabo
pilot destroys at least one ground gun at a Target in a Mission.
You don’t get more ground-attack points for destroying more than
one ground gun in the same Mission.
- Thus, max ground-attack points for a fighterbomber/jabo pilot in a Mission is 2 + 0.5 = 2.5.
- And max ground-attack points for a fighter pilot who is not in a fighterbomber/jabo group is 0.5 per Mission.
Winner of a frame is the side with most points. Winner of the Scenario is the side that wins the most frames.
Targets
Targets for each side are as follows in the boxes on the map:
- bunkers (ammo, fuel, barracks, radar)
- hangars (fighter, bomber, vehicle)
- ground guns at bases, towns, and factories.
Note on targets: Downtimes of hangars and bunkers are 5 minutes.
Autoack ground guns (at fields, towns, and flak towers) will
respawn in 0.1 minutes so that there is an abundance of strafing targets
for attackers. Manned guns stay down for the entire frame once
destroyed.
Allied Order of Battle
25 fighters, 5 bombers; 30 total.
# Slots | Group Name | Aircraft |
US 9th AF | | |
6 | 352nd FG/487th FS | P-51D |
6 | 404th FG/506th FS | P-47D-25 |
5 | 365th FG/388th FS | P-47D-25 (fighterbomber) |
5 | 344th BG/495th BS | B-26B (level bombers) |
| | |
RAF, 2nd Tactical AF | | |
4 | 610 Sqn. | Spitfire XIV |
4 | 193 Sqn. | Typhoon IB |
Axis Order of Battle
25 fighters, 3 bombers; 28 total.
# Slots | Group Name | Aircraft |
Luftwaffe | | |
4 | II/JG 11 | Bf 109G-14 |
6 | III/JG 77 | Bf 109K-4 |
4 | II/JG 26 | FW 190D-9 |
6 | I/JG 11 | FW 190A-8 |
5 | I/SG 4 | FW 190F-8 (jabo) |
3 | 6./KG 76 | Ar 234 (no formations) |
Moving Around Pilots
CO's may split groups up into separate flights and send them on separate missions as they see fit.
CO's
may assign walkons as they see fit up to the limit of slots available.
If there are more walkons than spots available, allies can
overfill Jugs and Typhoons; and axis can overfill Bf 109G-14’s and FW
190A-8’s.
CO's
may move registered pilots to different aircraft if the registered
pilots are willing. But if a registered pilot wants to keep the
plane he is registered for, he must be allowed to stay in that plane.
Items of Note
Please
get your people into the appropriate named squads. Useful squad
dot commands that can be used from your text radio buffer:
- .sqdaccept [gameID] -- What you type to accept an invite into a squad.
- .sqdwithdraw --
What you type to withdraw from whatever squad you are in. Useful
to do if you are having problems getting into a new squad.
Withdraw, then get a new invite and accept.
- .sqddecline [gameID] -- Decline a squad join request.
- .sqdeject GameID -- Eject a player from the squad.
- .sqdinvite [gameID] -- Sends squad invite while in flight.
- .sqdname [SquadName] -- Rename squad, updates the roster. Can be useful to get someone into your sqaud if having trouble.
- .sr -- display squad members.
Settings
Disabled weapons
Details
- Terrain. germanyw
- Wind. 45 mph downwind at 24k.
- Clouds. Medium to heavy scattered clouds, perhaps some overcast.
- Radar and Sector Counters. No radar or sector counters below 1000 ft. Sector counters above 1000 ft.
- Ack: Auto ack will be turned way down.
- ArenaFlags = 275502
- BomberWarningRange = 21,120 (4 miles)
- CommunicationFlags = 3
- CountryChangeTime = (no changing of countries once started)
- ExitWhileMoving = 508
- FighterWarningRange = 21,120 (4 miles)
- FlightModeFlags = 5248
- FogLoFarMiles = 12.0
- FogLoNearMiles = 1.0
- FuelBurnRateMult = 1.0
- GroundAutoLethality[Armored] = 0.1
- GroundAutoLethality[Hard] = 0.1
- GroundAutoLethality[Soft] = 0.1
- RadarMode = 384 (counters above radar, range-based counters)
- RadarUpdateRate = 120
- SectorCounterAlt = 1000
- SectorCounterRange = 132,000 (25 miles)
- TowerBasedRadarRange = 132,000 (25 miles)
- StratFlags = 1
- Arm auto gun, down time = 600, hardness = 0.02 (gna, ship 5” autoack, flak tower puffy ack)
- Auto gun, down time = 0.1 (gng, ground autoack 30 mm, ship autoack 20 mm)
- Bmbr hgr, down time = 5, hardness = 1.0
- Bunk ammo, down time = 5
- Bunk barracks, down time = 5
- Bunk fuel, down time = 5
- Bunk radar, down time = 5
- Ftr hgr, down time = 5, hardness = 1.0
- Gun bat, down time = 600 (bat)
- Gun bat armor, down time = 600 (baa)
- Gun bat soft, down time = 600 (bas, manned ack ground and ship)
- Hard auto gun, down time = 0.1 (gnh, autoack ship, flak tower normal ack)
- Veh hgr, downtime = 5, hardness = 1.0
For
each target cluster (such as around a121, etc.), do a “.det f121gna 1”
to detonate all puffy ack on flak towers. Then do a “.restore
f121gna000” to restore one of them.
CM Items
MOTD
Welcome to the Scenario "To Win the Winter Sky"!
To play, please show up by 3 pm Eastern on Saturday.
If you are not registered, you are welcome to play,
but please stay in country Rook until you are assigned
to a side.
Pilots get three lives.
You use up a life if you die, crash, ditch, bail, or exit
your plane with anything other than a "landed successfully".
If you need back into the locked arena, type ".p brooke
let me in" into any text buffer. Then try to come in
even if the arena says its locked.
References
- To
Win the Winter Sky: Air War over the Ardennes, 1944-1945, by
Danny S. Parker. p. 382 Table 8 for types and quantity of
Luftwaffe aircraft in Jan., 1945. 9th AF Dec. 1944, p 61.
2nd TAC p.64, Table 4.
- Airpower in the Battle of the Bulge: A Case for Effects-Based Operations?, by Harold R. Winton.
- Manrho, John; Putz, Ron. Bodenplatte: The Luftwaffe's Last Hope (Stackpole Military History Series).
- Air Command and Staff College. The Role of Air Power in the Battle of the Bulge . . Kindle Edition.
- Thomas, Andrew. Spitfire Aces of Northwest Europe 1944-45 (Aircraft of the Aces).
- Franks, Norman. Typhoon Attack: The Legendary British Fighter in Combat in World War II (Stackpole Military History Series).
- Wikipedia article on late Merlin-power Spitfire variants. https://en.wikipedia.org/wiki/Supermarine_Spitfire_(late_Merlin-powered_variants) .
- Thomas, Andrew. Griffon Spitfire Aces (Aircraft of the Aces) . Bloomsbury Publishing. Kindle Edition.
- Spitfire: The History, by Morgan and Shacklady.
- https://en.wikipedia.org/wiki/352nd_Fighter_Group
- Information on the 404th FG:
http://www.winkton.net/pages/p47swinkton.htm
Credits
Scenario design: Scenario community
Game-day CM: Brooke
Allied CO: Brooke
Axis CO: DutchVII (BBID: TWCAxew)
Change Log
v1, 1/31/2020
-- First draft.
v2, 2/1/2020
-- Ar 234 points per drop go from 1 to 2.
-- End of frame is just end log.
-- End of frame nominally now 6:30 pm Eastern instead of 6:45 pm Eastern, and pilots land as they see fit after end log.
v3, 2/2/2020
-- Reduced number of puffy ack guns at flak towers so that frames don’t devolve into puffy-ack warrior.
-- Increased minimum bomber altitude to 3k (from 2k).
-- Update allied group/squadron numbers to match available skins.
-- Added a couple of other consulted references.
-- Put in dates.
v4, 2/7/2020
-- Added LW group numbers.
v5, 2/19/2020
-- 6 K-4’s and 4 G-14’s instead of vice versa.
-- Ar 234’s are singletons, pts/drop changed, and hangar hardness changed to 1000 lbs.
v6, 3/3/2020
-- Corrected the bombing-points example.