Dunkirk campaign

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SHVAK
Posts: 1
Joined: Mon 17 Nov 2008 7:19 am

Dunkirk campaign

Post by SHVAK »

The 69.GIAP Research Wing are looking for anyone interested in a Friday night short SEOW Campaign lasting 8 weeks.
We will be fielding between 12 to 16 players. We will be testing various Mods. 69 GIAP is however a non-mod squadron and this can only be viewed as a test. The basic rule set subject to change obviously as negotiations with other squadrons proceed forward




Dunkirk – Definitely not cricket chaps - 1940 (V1.3)

Back-ground story
The seven missions are loosely based on events surrounding the evacuation of troops from Dunkirk with the 69th playing the role of Commonwealth airforces tasked with defending the ever diminishing in size evacuation port.
As we get closer to the final mission German artillery will be landing on the beaches.
To make the mission fun for both sides various elements will interplay throughout the campaign. The needs of the Luftwaffe to destroy the transports using only Stuka’s with the RAF having only limited resources.
Anyone who has the engine mod or History SFX will know we are flying a completely off-the wall mission were under-heating and other issues will play a role.
Victory conditions are explained in the rules set but do not include the consequences of failing the special missions?

CAMPAIGN 409b Mod History FX 3.1.

This is a historically accurate campaign, as this exact events did occurred! Aircraft represent those of the ‘era’, we have done what we can with available A/C. It is geared to be a challenging, fun and manageable campaign. Some ‘positive’ imagination is needed from all participants!

There are clear objective’s in mind – Get your men to safety within the five turns or lose
MAP : English Channel

1) This campaign will be 'objective orientated.'
2)a To win you as Red must get 50% of your ground forces to safety as well as keeping 50% alive to surrender.
2)b To win as Blue you must destroy 50% of red ground forces and red transports
3) Luftwaffe – BLUE – German markings ‘ON’
4) RAF – RED – Commonwealth markings ‘ON’
5) Campaign will run for 5 to 7 missions . He who has achieves his objectives wins.
6) A draw is possible.
7) Static balloons will will be place in Dunkirk. They will be replaced each turn to add realism to the campaign.
IMPORTANT- A Red or Blue victory would be as describe in 2)a and 2)b *



*In case of a dispute, the admin always has the last say on this & any other matters.

Days & times

Proposed Start date : unkown
Friday at 21:00 Hrs CET

Connection via direct ip at .....21:00 CET

I.P 193.138.215.48:21000
Launch mission ..........21:30 CET


GROUND and SEA MOVEMENT


All ground units will be placed by admin and no movements will be allowed.
All ships and transports will be placed by admin.
All ship movements will be controlled by admin.
To clarify. Units escaping Dunkirk are already on the transports. Once they reach the Commonwealth port they will be unloaded by admin and sent back to Dunkirk thus creating a ragged line of transports stretching from the UK across the channel.
This is done to create a viable air campiagn without the need to micromanage any ground or sea units..
Both Axis and Allied need only concern themselves with an air to air and an air to ground war.


AIRCRAFT

Commonwealth – RAF/Australian/French markings
Hurricaine MkI
Hurricaine MkII
MS 406
Spitfire MkI
Spitfire MkII


Luftwaffe
109-E1
109-E4
110-C2
Ju 87 B2 *
*The only Axis plane allowed to carry bombs - Max ‘Bomb Weight’ allowed during campaign: 250Kg Ju87 B2.



SKINS

Due to the scenario, skins will be made by both sides, supplied to admin, uploaded on map & used accordingly. MARKINGS will be ON so as to avoid any possible confusion.


Royal Navy

TANKER TRANSPORT x 5
TYPE 7 CLASS DD x 2
TRAMP STEAMER TRANSPORT 5

ALL SHIPS are to remain 3km AWAY from land. Any ship found less than 3 km from land is ‘No big deal’ as seow does have errors, just inform the other side & they will move away.


Cargo ships may approach to unload/disembark troops.

Transport ships can Transport a max weight of = 60

CARGO SHIPS

Ships are loaded and unloaded to and from points that are within one "control radius" of the ship, by default 3 km. You may unload within 3km of land or nearer.

You may NOT unload/disenbark troops further than 3 km from land. Once unloaded this troops must make their way ‘Directly to Land’ using the shortest possible route & 'Not travel at leasure on sea' or ‘Coasting’.

Liquid carrier and Dry Cargo will have the same cargo capacity, speed & load.

PORTS
In this campaign the port will be a designated area and once units have unloaded the campaign is over

Air Supply points - Airstart for new aircraft.


IMPORTANT

1)SHIPS (rate of fire set to FMB 15) Medium to low, in order to save the server from crashing.

2) Large ships must start campaign 30 km radius from your respective Ports.

3) Submarines & Coastal boats, may start 30 km from frontline.

4) Parked aircraft rate on A/F = 50%

5 ) Duration of mission – 90min- max, any pilots not landed by then will be given 5 min to do so or admin will penalize/destroy this aircraft. This is will only be done in case of abuse.

6) All aircraft must take off & land in map.

7) SEOW will have a frontline to allow pilot capture.


MISSIONS & MOVEMENT

All planes flying missions must be human, AI plane must be ordered to RTB.
Plane numbers will be set at airfield. There will be no re-supply of planes

Axis forces will have:
30 x Ju 87’s
10 x 110’s
25 x 109 E1’s
30 x 109 E4’s


Total 95

Plus 4 x H111 to be used in a special once-off mission

Commonwealth will have:
15 x Hurricaine MkI
10 x Hurricaine MkII
4 x French fighter MS 406
10 x Spitfire MkI
10 x Spitfire MkII


Total 49

4x Blenheims to be used in a special mission once-off mission


Special mission rules equipment

4 x DD Ward (French)

10 x Mohawk (French)

1x Cruiser (French)

1x Staff car

Special missions details

Special missions.
In the course of the mission the admin will feed each side Intel about high value assets which they can choose to act on if they so wish. The bombing and killing of a French staff officer in a staff car travelling along a road in Normandy may allow French fighters to be used in the battle.
The sinking of a French cruiser near Brest may stop extra French navy forces covering the evacuation.
These missions will be clearly defined will good intel to both sides to assist in achieving or preventing the outcome.
Extra planes will be provided for these missions, but the allied and axis commanders will have to decide if they want to assign extra assets (fighter escort – fighter intercepts) to these side missions.

Planes used on side missions will be the H111 and the Blenhiem


PLANNING

Planning must be finalized by 1800hrs CET on Thursday


RECCON = 10%

Default range 3km for everything.

CLOCK ADVANCES

No clock advance

TRAINS

Will not be used in this campaign.

BAILING OUT/STAYING IN GAME

If you have to bail out, you MUST stay on the server until your pilot reaches the ground, runs for safety and disappears. You must then disconnect immediately. If you are killed you must also disconnect immediately. This will ensure that the individual pilot records are registered as correctly as possible. You must however remain in the game if your plane has not yet crashed. You must leave once your plane crashes.

Crash landing

If you crash your plane while landing, in friendly or enemy territory or flip it over in your own airbase, you MUST bail out. This will ensure that the aircraft & pilot records are registered as correctly as possible.'


NTRK

NO ONE IS ALLOWED TO NTRK ANY OFF THE MISSIONS, THIS PRODUCES GREAT AMOUNTS OF LAGG & PROVIDES A GREAT SOURCE OF INFORMATION TO ANY SIDE. ADMIN IS THE ONLY ONE ALLOWED TO NTRK, IF IT IS NEEDED.

On the last mission, Admin will place static cameras on different locations so as to get good action footage of the last mission, as a memoir of this campaign.

MLR

No mission log reading tool allowed, this is considered cheating!

MODS

History FX Mod 3.1.

SERVER SEAT

This will be an AI aircraft.

PARAMETER SETTINGS

Will all participants set their network parameter in IL2 to ISDN. When entering game via HL the server will override this BUT if someone has to enter by direct IP connect this stops them hogging the line.

Server will be set to old clouds and 3D gunners off.

We are running big co-ops with big maps, lots of objects and near 32 players online. We are using settings to help players that do not have the latest fastest systems participate. Please do not join if you have a Commodore 64 with a ZX81 Graphics card and a 56k dial-up. Without at least 1 Gb of RAM it will be unplayable and will lagg everyone else.

PUNCTUALITY & RESTARTS

We will be running with near to 32 players. Lineing them up takes about 30 minutes. Everyone is responsible for punctuality. Some pilots have time constraints - waiting 5 minutes more for that last player may mean you lose one or two other players who have been waiting for a half hour.

There is ‘NO RESTART POLICY’. We restart only in the case of a catastrophic technical problem knocking out multiple players. Again past experience is that you restart for one or two players and lose three or four.

Server & mission crashes

AFTER 15min, if mission collapses/crashes, mission will be rendered as valid & accepted by both parties, whatever the end result. We do not refly missions, as there is obviously something wrong with it so we must move on.

BUGS & GLITCHES

Both SEOW and IL2 have limitations and errors - particularly in the statistics. Yes we know that sometimes tanks swim rivers, damaged ships reappear brand new the next mission, Heinkel 111’s spin like berserk on certain airfields, it says that I was captured but I bailed over my base, I shot down 15 x 109s but it says that I only killed 14....

The Administrator can not correct many things and we cannot have the administrator changing stuff in the database, which is already not very stable.

We will start a thread in the challenge section where each side can post up its 'not fair' or 'bug' issues. This allows everyone to track errors and at the end of the campaign we can adjust personal and squad results.

If there is a real complaint please request a TS meeting to discuss with administrator and senior officer quietly. Everyone avoid "cheating" discussions on forums they become flame festivals.

Above all the objective is fun open game play with GOOD HUMOUR.

We must avoid making up lots of complex rules. For example there is no rule against chute shooting but many people would not choose to fly with people that do that kind of stuff, so basically, don’t!

FINALLY and most importantly, lets all use common sense. No cheating will be attempted by any side, things like moving troops outside, or off the map or around the edges will not be accepted. If an issue arises please make a post in our forum so it can be clarified and both parties are satisfied, remember ADMIN always has the last say! Lets have fun.
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Last edited by SHVAK on Sat 18 Apr 2009 9:55 am, edited 1 time in total.
IV/JG7_4Shades
Posts: 2201
Joined: Mon 08 Jan 2007 11:10 pm
Location: Perth, Western Australia

Post by IV/JG7_4Shades »

Hi SHVAK,

That sure looks like a lot of fun. Timezone issues will always prevent me being a part of it, but I recommend people get involved in this if they can.

Best wishes with the campaign. Please try to use the latest SEOW software versions for best stability.

Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer

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22GCT_Gross
Posts: 302
Joined: Fri 13 Apr 2007 1:13 pm
Location: Italy

Post by 22GCT_Gross »

Hello 69.Giaps,

We also are launching a BoB 1940 campaign - around 60 players on Monday and Thursday. Check the 22GCT forums. You are always welcome.
22GCT_Gross
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