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The World-Aces Rules:

There are no enemy icons and friend icons are within 2km.

The mission can be won by one of the sides (red or blue) by gaining air superiority (kill all the enemy available planes). The number of air and ground targets can be diferent from mission to mission.

There is a time-out for each mission and actually it is 2 hours. After the mission ends, either if one side wins it or by time-out, the daemon automatically loads the next mission.

Everything you do in one mission influence in the next mission. Number of targets, front, number of planes available will change from mission to mission according to last mission results.

 

PILOT RULES:

  • Always use the right markings according to the country you are fighting for;
  • Treat other pilots as you would like to be treated. Be polite;
  • Try to play with team on mind. It's much more fun to play as a part of a team;
  • Vulching is allowed. It's part of the strategy;
  • Once you choose one side, please don't change it in the same mission;
  • There is a limited number of each plane type. When a plane reach a zero count, you can't fly it anymore;
  • Static planes are taken into account in total number of planes available;
  • It's not a simple dogfight mission. It's a Dinamic Campaing! So what you do in one mission, influence in the next mission.
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    Commands allowed for players
    (if you want to type them privately – type them in “Server” channel):

  •  <help - list of allowed commands;
  •  <gunstat - gunnery accuracy statistic, machineguns, guns, rockets and bombs;
  •  <live - number of lives which you spent thru the mission, number of KIA of yourself;
  •  <targets - maintargets on map by mapsquare coordinates;
  •  <time - timeout till mission end;
  •  <recon air - square with most air activity;
  •  <recon grd - square with most ground activity;
  •  <logon - password login (if needed);
  •  <planes - planeset limit (if limits is on server);
  •  <vote - vote for map change;
  •  <warn - show penalty points;
  •  <teams - shows numbers of players in teams.
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    To make it clear how the campaing works, I got some text from Tailspin document about DCG Campaing:

    "OFFENSE VS DEFENSE - GENERAL OVERVIEW

    "The frontline is determined by the location of ground units. (...) DCG has a complete network system (*.rds, *.rls, *.srd, *.prd files), which determines the location and movement of the columns plus trains and ships. Each location named in these files also has a "flag" to mark whether it is RED or BLUE. Should a German armor/vehicle column(s) move into a RED location, the location becomes "contested". Each location has an abstract troop count that must be reduced to "0" before a location is captured. Once the location is captured, it turns to "BLUE". Should a Soviet column move into a BLUE location, the troop count must be reduced to "0" before it can turn to "RED". If there are friendly units still fighting at the location when the troop count goes to "0" and there are enemy units fighting at the location, the location remains "contested".

    "Once the location is captured, all active stationary defending units are eliminated. Note: a side may seize a location but the very next turn new enemy units arrive so enemy AAA, etc, will stay active until destroyed by friendly forces. So when DCG says a place is captured, it might not actually be captured.

    "Tank and truck units will retreat if they find themselves completely out-numbered.

    "The reason the front can be slow to move is that when a unit is destroyed, it goes back to "start" and has to travel the road network all the way back up. So, take Kuban for example, the further the lines are from the German "supply zone", the harder it is to advance because the unit has to spend X number of missions just getting to the front and may not even get there because some IL2s blew them away. The frontline can be speed up by using trains/ships can "pick" up an armor unit and drop it at a city nearer the front. It also gives you a reason to protect your frontline units and kill the enemy frontline units.

    "Destroying a tank unit near the front will make it impossible for the enemy to push into your territory. Destroying artillery or stationary armor will prevent their use against your advancement into theirs, until a truck column arrives at the location to repair it. And destroying a truck column, a transport ship, train or transport aircraft will limit the enemy's ability to rebuild those static defenses. Destroying transport ships or trains could also prevent column units from being moved to the front faster. Destroying AAA will prevent their use against both aircraft and column units.

    "Destroying enemy aircraft like IL-2s will prevent them from destroying your armor and supply units and allow them to proceed to the front. Destroying level bombers will prevent them from going after static objects, which can be things like artillery and AAA, stationary objects like vehicles, bridges or factories, thereby allowing your side to better defend itself or move forward as a route is still opened.

    "You can find stationary tanks, artillery (rocket launches/armor cars) and AAA defenses at major cities with factories, at key bridges and every usable airfield plus maybe a surprise location or two. Watch out for artillery batteries. They will continually shell your location until destroyed or maybe a location they are near is captured. While ranges can go up 17km, line of sight is important so generally distances are under 7km. Look for gun flashes and listen to the artillery firing as you fly around your airbase to see if you can locate an artillery battery unit raining shells on your airfield.

    "CAMPAIGN OBJECTS - GENERAL OVERVIEW

    "AAA - Takes out aircraft and hard or soft moving armor/vehicles depending if heavy or light AAA, respectively;

    "Artillery - Reduces the chance of your friendly tanks and columns from being knocked out;

    "Bridges - Delays movement of tanks/columns (applies only to those bridges which are on active road networks);

    "Buildings - In general, they have no effect on the campaign. Some buildings have stationary objects inside, like factory buildings or stationary aircraft in hangars. The destruction of these buildings AND the stationary object have an effect on the campaign;

    "Fuel Units (#8 oil tank cars or fuel/oil trucks) - If included in a campaign, institutes a fuel supply system that effects armor movement. They can also affect flights. The number of planes can be eventually reduced if they are destroyed;

    "Radio car (when at airfield near the tower) - Decreases airfield efficiency, less flights, more delays;

    "Ships (Transport) [trawler/tramp/LCVP/MFP/ DaihatsuLC] - Carries moving ground units and can resupply key locations tied into sea routes as well as all harbors;

    "Ships (Other types/Stationary) - If these are military ships or carry guns, they can attack any enemy targets within their gun range;

    "Stationary Aircraft - When destroyed, they can reduce planes attached to squadrons 'currently' stationed at airfield;

    "Stationary Objects - (...) Destroying ground units will reduce the troop count at the location it is destroyed;

    "Tanks - Main unit for capturing territory;

    "Trains - Trains carry vehicles and armor and can replenish supplies at key locations or any train station;

    "Vehicle Columns - Carries troops and supplies to replenish road route locations. They can also capture territory if no enemy armor is around.

     

     
     
    Design and programming Gennadich Team Moscow, Russia