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Overall server rules and regulations.
- t's FORBIDDEN to use bad or offensive words in
your pilot's nickname;
- it's FORBIDDEN to use bad or offensive language
of personal, national or religious nature in chat. All chat
messages are logged on server and your IP is visible to
admins;
- you MUST use correct plane markings - red stars
for VVS, black crosses for Luftwaffe;
- it's FORBIDDEN to kill your teams planes. In
case you will do it too often - you will automatically be
banned by server itself. Only admins will be able to remove
the server ban;
- You CAN destroy enemy planes and ground units in
any way possible;
- You CAN use smoke, landing and navigational
lights.
1. Introduction.
Currently, IL2 engine allows for two types of online
gameplay - dogfight and coop.
In dogfight missions you fly as a dedicated pilot searching
for various targets, mostly being enemy fighters. Some of the
dedicated servers have few objectives to complete (after
destroying a certain number of enemy fighters, bombers or
ground units). After the mission objectives are completed, the
server reloads the same or a new map.
In coop missions you have one or few clear mission
objectives to complete. Pilots may be required to wait long
periods of time before the mission starts!
ADWWAR takes into account advantages of both dogfight and
coop missions, merging both concepts into a single dynamic
campaign based server, operating (in effect) as a dogfight
server while still allowing for coop based mission planning
and preparation. Pilots (or squadron commanders) can choose
their own way of attacking air and ground targets. The pilots
actions will influence the overall ground troops positions and
movements. The server map rotates every hour with all the
changes (actions) that were implemented on the previous map
load. In short, everything you do while flying ADWWAR affects
strategic positions for the next map load.
2. Forces in ADW.
2.1. Units movements on map.
Prior to mission start, main strategic ground units strikes
will be generated and implemented, based on historical real
life events during WWII. All ground force can ONLY move along
big transport routes, such as highways and big roads. Supply
cargo also moves via railroads and water routes if water
bodies are wide enough
2.2. Supply points.
At each mission start, logistical "supply points" will be
generated, usually in big cities with railroad stations and/or
ports. All ground forces will start their route of advance
from this "supply points".
2.3. Strike forces and defense points.
In ADW main strike forces are tank units. There are three
(3) separate consecutive columns moving along direction of
attack. Attack is spearheaded by tanks (first column),
followed by (some distance behind) transport units carrying
supplies and, further back, third transport column loaded with
fuel.
In normal situations all three columns move one after each
other.
In normal situations all three columns move one after each
other. In order to capture a city, tank unit will have to
reach and occupy it. City is NOT CAPTURED until heavy
artillery reached the city itself. Heavy artillery starts its
advance from "supply point"(see 2.2.) after tanks occupy
positions near or inside the city.
Main defensive force is anti-tank artillery, transported in
supply column (see 2.3). IF spearhead column with tanks gets
destroyed, anti-tank artillery appears on map at tank column's
current positions
2.4. Airfields.
There are three (3) types of airfields on map, depending on
airfield's size. The bigger the airfield, the bigger the fuel
and ammo storage capabilities on it.
Airfields can have static planes in hangars. Lost static
planes on airfields will cause overall plane quantities
(numbers) loss for all units based on that specific airfield.
Airfields close to frontline do not have static planes.
2.5. Aviation .
Aviation forces fully affect ground units movements.
Aviation forces can affect ground units movements in the
following way: - by ground units destruction, effectively
slowing their movement; - by air domination. If one side
manages to implement air domination over specific sector,
opposite side's ground movements and ground unit's power is
affected.
3. Ground forces. Types of action. Targets and
objectives in different situations.
3.1. Strike forces in attack.
If strike force (see 2.3.) is intact and has all its
forces (tank column, supply column and fuel column) fully
operational, then it keeps on moving through enemy territory.
In order to keep strike forces attacking, you need
to cover and defend it against air attacks. Tank column will
not be able to move and attack for long without intact supply
and fuel column. Protect them all.
3.2. Cities or villages capture .
There are three types of cities, based on their size.
Defence level of a city/village directly depends on its size.
The bigger the city, the harder it is to capture. You will
need more time and more ground resources to capture a bigger
city.
Once strike force closes to attacked city or village and
takes positions adjacent to the city, heavy artillery will
start its progress from supply point towards the attacked
city.
City/village can NOT be captured until heavy
artillery unit is not at least 20 km away (or closer, of
course). Certain number of tanks and supply column units must
also be present or capture will not occur.
3.3. Defense.
In case attacking tanks from the tank column of the strike
force get destroyed, anti-tank artillery (see 2.3.) appears on
same point on the map. Hereafter, a defence point is created,
attack is stopped.
For a successful defence, a supply column must also
be present and operational, otherwise anti-tank artillery will
eventually be forced to retreat, depending on destruction
level of supply column units.
4. Re-supplying ground forces
losses.
In case ANY type of ground force unit loses more than 25%
of its strength/units, a supply column will start its advance
from "supply point" towards the unit in question.
5. Airfields. Losses and supply.
5.1. Capturing an airfield.
If frontline moves to or beyond the position of an
enemy airfield, airfield in question becomes non operational.
Friendly supply column with planes and plane repair kits will
start its progress towards that airfield and in case supply
column successfully reaches that airfield it is effectively
captured and becomes operational again (but for the side that
captured it, of course).
5.2. Airfields resources .
Each and every airfield has its own fuel,
ammo and repair kits storages. Storage sizes depend on
airfields size.
Quantity of resources on certain airfield directly
influences airfields' operational status. If airfield
suffers lack of resources of any part (being that fuel or ammo),
then regiments based on this airfield would be unable to fly.
If there is no repair kits, then ditched planes would not recover.
In case airfields supply resources drop below
minimum limit, this airfield will became non operational.
Supply column will start its advance from "supply point"
towards the airfield.
5.3. Airfield defense units .
Each airfield has its own defence units - anti aircraft
artillery (AAA). Number of AAA guns depends on airfields size.
Destruction of one of this AAA guns will trigger supply
columns advance from the "supply point" towards the airfield.
If that supply column DOES NOT reach the airfield
in question, airfield will be left without AAA cover. Protect
them. .
5.4 Airfields supply via transport airplanes.
Each side can supply airfields via transport airplanes
(Ju-52 or Li-2). In order to perform a successful supply
mission, pilot must take off from a "supply airfield" and land
at airfield being supplied. "Supply airfields" are only those
AF with a railroad or viable water route close by.
In case transport plane gets shot down, cargo on it will be
lost too. Protect them.
To find out about airfields' supply status, choose this
airfield on map (in-game brief window) and type
<supply command in chat. You will get info
about supplies status on that particular airfield.
To successfully complete a supply mission, you must:
- after you position yourself at "supply airfield", pick a
transport plane (Ju-52 or Li-2) with "standard loadout" load and
press "fly" button
- BEFORE take off (!) type the following commands
into chat:
<load fuel (fuel supply mission)
<load ammo (ammo supply mission)
<load repair (repair kits supply mission)
In case pilot forgets to type in <load command,
he will receive a warning message about it. In case pilot
still does not type in <load command, the sortie will count
as an empty plane mission and will therefore NOT count as
supply mission.
In case a map reload occurs during a supply mission
sortie, transport plane will get "landed" status. Cargo on
that particular transport plane WILL BE RETURNED to "supply
airfield" from which this plane took off!
After successfully landing supplies on the airfield,
type in <unload command, so your cargo will be
unloaded and stored.
6. Aviation. Planes availability on airfields.
Planes type availability depends on:
- which units (squadrons) are based on this airfield;
- which types of airplanes this units have.
If there are more units (different squadrons) based
on a certain airfield, units stationed there CAN HAVE
different plane types. Pilot CAN NOT fly a plane that DOES NOT
BELONG to his unit. In case pilot takes wrong airplane (one of
the types present on airfield but NOT flown by his
unit/squadron), he will first receive a warning message. If he
still doesn't CHANGE the airplane type to a correct one (the
one flown by his squadron), he will be kicked from the server.
II) System of planesetline selection
a) All units starts the new war with reserve type planes
b) When your squad achieve some "qualifying" points, you will be able to choose a main type planeset
c) It needs to achieve 4 points on each pilot.
d) 1 points is: 1 air kill or 1 tank kill or 3 auto/aaa/sair
S>N/3 and P>Nx3
N - number of pilots.
P - points
S - battle sortie without death, capture
e) Battle sortie - sortie more than 15 min lengths and/or air/ground kill
without death capture. Also it can be supply sortie more than 15 min.
f) Prize planes
When your squad achieve every expert label such as profi" or guard" regiment
status you may choose a prize" plane for only one map. Next map will be
old main planeset.
If you didn't have to choose prize plane on current map, you will be able to do it
lately on next maps.
Prize planes are awards for active pilots only. Other low active" pilots in squad
will achieve planes from main plainesetline. Prize planes will not
recover.
Active pilot - pilot collected >10 points in 14 days.
Prize planesetlines consist of rare" and popular" types. Rare types are very
limited and include rare experimental crafts, planes that appear for 1-2
maps earlier than usually.
g) Planeset will be taken away from low active" squad if P less N in 14 days
period.
h) When planeset selection is available, if you want to add pilots and your squad
is short of points for that number of pilots, than you need to get more
qualification points (in addition to existing) flying reserve" type of aircraft.
If your regiment already has enough points, you'll have to select a
planeset instantly, without qualification". But when you have to change number of
pilots, your regiment planeset will be set to reserve" in any case.
7. Global map resources.
7.1. Operation resources.
There are only limited quantities of resources available
for each and every operation. All resources allocated for an
operation will be transported to the main railroad stations
and be stored there in railroad stations storage facilities.
Such railroad station will be army "supply point".
In case cities with ports (near a big sea or viable river
route) are present, such cities will also become army "supply
points".
7.2. Supply points storages.
Storages in "supply point" cities with railroad or sea port
will have big fuel, ammo and repair kits storage facilities.
If any of these storages gets destroyed in an air attack,
"supply city" will not be able to support army forces on the
front (no supply columns). "Supply city" gets his logistics
role back once transport train(s) and/or ship(s) arrive into
the city and renew its supply facilities.
Supply points are extremely valuable strategic
objects and should and must be protected at all costs. Same
goes for transport trains and transport ships supplying
"supply point" city.
8. Registration for flights. Squad
administration.
To start flying, unit commander must first register his
unit/squadron.
In order to take part in ADW unit must consist of
minimum of 4-x pilots.
At this link http://www.adw.alkar.net/en/reg/index.html
chose "create new unit" in the
"administration" console.
Fill in all the required information fields:
Squad Name: – full unit name, for example
– 123rd Istrebitelniy Avia Polk;
Squad Tag: – unit tag, for example –
123IAP, and also, if your full nickname has any spaces between
squad tag and nickname, the you must enter squad tag with "_"
mark at spaces place, for example “123IAP_” ;
Side: – side which side
your unit is going to fly for;
Specialization: – unit specialization, for
example – fighter group or bomber group;
Squad homepage: – unit homepage URL;
Squad CO
name: - unit commander name (
without tag! ), for example - Ivan;
e-mail*: – unit commander officer email
address;
Squad XO name: - unit executive commander
officer name ( without tag! ), for example -
Fedor;
e-mail*: – unit executive commander
officer email address;
Two more pilots nicknames, because unit minimum pilots must
be 4-x pilots minimum to take part in ADW;
Pilot3 name: - pilot 3 name (without
tag!), for example - Vasiliy;
e-mail*: – enter pilot 3 email address;
Pilot4 name: - pilot 4 name (without
tag!), for example - Dmitriy;
e-mail*: – enter pilot 4 email address;
Maximum pilot amount: –
this number sets maximum limit for pilot
count of your unit, so be careful when you enter it. You will
not be able to add pilots exceeding this number limit.
If it is possible, try to enter maximum
number of unit pilots (maximum pilot count) as close as
possible to the active units pilots (the ones already
registered and flying). This number is very important since if
too many empty slots will negatively affect statistics of
active pilots and other things;
Default Language: – default language for
chat event messages.
* Please enter valid emails, since unit
administration password and pilot passwords will be send to
this email adress.
After you fill in required info fields and apply "register"
button, you will receive a message about successful squad
registration.
After that, you need to login into squad administration
page at squad management console with CO/XO
full nickname (for example 123IAP_Ivan) login and password and
continue with other squad registration functions.
8.1. Planes selection: - You need to chose
plane set of your squadron for whole duration of ADW. YOU and
YOUR TEAM MATES will fly selected type of planes throughout
all scenarios of ADW, so be careful which plane type you
select since you will NOT BE ABLE TO CHANGE it afterwards.
8.2. After plane set selection the following information
about your squad will be available:
- current base status. This airfield is the one which you
can take off into action;
- current plane type available for flying;
- fuel available at the airfield;
- ammo available at the airfield;
- repair kits available at the airfield;
- other units based on same airfield.
8.3. To start flying, you need to choose airfield location
for your squad first. To do this, check available airfields in
the rebase list and choose one which you want to fly from,
mark the checkbox apart from it and push "rebase" button.
After that, you will see "rebase in progress" status in you
squad options. This status will be until map reload, and after
map reload (50-70 min) you will be able to fly from new airfield.
8.4. To rebase you squadron, check available airfields in
the rebase list and choose one which you want to flying from,
mark the checkbox apart from it and push “rebase” button.
After that, you will see “rebase in progress” status in you
squad options. This status will be until map reload, and after
map reload (1 hour) you will be able to fly from new
airfield.
Also, you can see statuses of all airfields in rebase list,
such as fuel, ammo and repair kits available on them during
supply missions.
8.5. In the “supply status” menu, you will
be able to see resources waisted and supply statuses by your
squad, such as fuel/ammo/repair kits waist, and
fuel/ammo/repair kits supplied by your squad.
8.6. In the pilot roster you can edit your pilots statuses
and add new pilots.
To suspend any of your pilots from flights mark the
checkbox near this pilot nickname and push "apply changes", so
this pilot status will change to "banned".
To add new pilot(s) push "add pilots" button and fill in
all required fields in pilots info in amount of needed pilots
seats, of course.
8.7. Awards distribution in unit is responsibility of
squadrons commanding officer. After successful squadron
engagements on the front, unit will be awarded a specific
amount of deserved awards. Commanding officer will give awards
from this list personally to his unit pilots.
Near pilots nicknames in pilots roster you can find pilot
ranks and awards page button. At this page you will see
available awards for your unit. To award pilot, you
(sq.commander) must go to his stats page, mark checkbox near
award which you want to decorate him with and push "give
award" button.
8.8. Ranks and ranks distribution in unit is depend on:
8.8.1. - highest rank in unit depends on real unit
prototype ranks;
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