ADW Rules
03.06.2010 edition

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;

 

Unit ranks table .

Unit Size
Number of pilots
Starting rank
Maximum rank
from
to
Schwarm
4
8
Leutnant
Major
Staffel
8
20
Oberleutnant
Oberstleutnant
Gruppe
20
60
Major
General-major
Geschwader
60
80
Oberst
General Oberst
Fliegerkorps
80
99
General-leutnant
General Oberst

 

Maximum number of ranks in unit depend on units number table.

 

Unit Size
Number of pilots
Maximum number of ranks in unit
from
to
Hptm
Major
ObLt
Ob erst
ObMaj
GenLt
GenOb
Schwarm
4
8
3
1
-
-
-
-
-
Staffel
8
20
5
2
1
-
-
-
-
Gruppe
20
60
11
4
2
2
1
-
-
Geschwader
60
80
31
12
6
6
3
1
1
Fliegerkorps
80
99
41
16
8
8
4
2
1

8.8.2. - highest rank of any pilot in unit cant be higher that units commanding officer rank. Commanding officer's rank is given and based upon his unit actions on the front (he cant award himself ).

All in all, all ranks in unit depend strictly on teamwork

8.8.3. - if, during combat, unit gains any status for its effective statistics, unit commanding officer will gain higher rank automatically and will be able to award higher ranks to his units pilots.

VVS
Guards
Red Banner
Order of Lenin
Luftwaffe
Profi
Elite
Experten
Commanding officer rank rise from current rank
+1
+1
+1


9. Entering ADW Server.

There are two types of pilot authorization on the ADW server, so you can choose one of two, whichever you prefer :

9.1. Manual logon sistem.

Its the same system as on G1 server:

  • enter on server with nickname you registered with;
  • choose your army side (one which you are registered for);
  • type in chat: <logon<pass , where "pass" – its your pilot password you got at registration;
  • create an "Server" channel in chat and send your password thru this channel (this channel is private so your password will only be visible to server and yourself):
  • in case of accepted or rejected password you will get one of following messages: Password accsepted or Password rejected
  • After you have completed logging in you can start your flying on the server.

    9.2. Web logon sistem.

    Before entering the ADW server, you must to get through pilot authorization process on the ADW web interface at http://www.adw.alkar.net/en/, where you will log into your pilots profile page -

    You will spot new IP authorization system added at the bottom of the page. System will show your current IP address in the upper window. If this IP is correct, you must confirm it by applying "OK" button. Below that, you will see IP address allowed for your pilot to fly with (yours current IP address). By default, system will set allowed IP time limit, in the case of relogin on server during this time and in case of dynamic IP. If you stayed on server through the time w/o leaving it - you don't need to do anything. But you can tweak with "allowed IP time" by yourself on the pilot profile page.

    ATTENTION!! All those, who have dynamic IP must go through IP identify process after every PC restart or IP change while reconnecting to the Internet. Same goes for those flying on different PCs.

    PS: and again - you can choose any of these two awthorization systems - whichever you like and prefer.

  • 10. Quorum concept.

    10.1. If each party on the server has 3 pilots or one side has 14 pilots or more, destroyed ground targets will increase squadron and pilot statistics and affect next missions.
    10.2. The pilot will be added to check for quorum after entering a password and selecting an airfield.
    10.3. Air kills and own losses counts regardless of quorum.

    11. Simulator aircraft.

    FIGHTERS

    I-16type28 - I-16type24 without RS
    LaGG-3series29st - LaGG-3series29 without VYA and RS
    Yak-1A - Yak-1 without RS
    Yak-7 - Yak-7A without RS
    Yak-7Bst - Yak-7B without RS
    Yak-7DI - Yak-7BPF without RS

    Bf-109G-2R6 - Bf-109G-2 5-points variant
    Bf-109G-6 - Bf-109G-6 without MK108 and bombs 250
    Bf-109G-6_Late/R - Bf-109G-6_Late without MK108 and bombs 250
    Bf-109G-6_Late_st - Bf-109G-6_Late without MK108
    Bf-109G-6AS_st - Bf-109G-6AS without MK108
    Bf-110C - Bf-110G-2 without MK108 and Bk37

    BATTLE-PLANES

    A-20C - A-20C without FAB1000
    Boston - A-20C
    I-15bis - I-153M62 without RS
    LaGG-3series4b - LaGG-3series4 with RS
    SU2 - SBD3
    Il-2_1940 - Il-2_1941_Late with bomb-load
    Il-2_1941 - Il-2_1941_Early with bomb-load
    Il-2M - Il-2M_Early with bomb-load
    Il-2 - Il-2M_Late with bomb-load and 4õBRS82

    Bf-110C-4/B - Bf-110G-2 without MK108 and Bk37
    Bf-109E-1/B - Bf-109E-4/B unrestricted
    Bf-109E-7/B - Bf-109E-7 unrestricted
    Bf-109F-2/B - Bf-109F-2 unrestricted
    Bf-110G-2/B - Bf-110G-2 unrestricted
    Fw-190A-5(U3) - Fw-190A-5 U3 version available
    Do217 - simulating G4M1_11 unrestricted
    Hs129 - Bf-110G-2 without MK-108
    IAR81A/B - IAR81a unrestricted
    IAR81C/B - IAR81c unrestricted
    Ju-87B-1 - Ju-87B-2 reserve without SC1000
    Ju-87D-1 - Ju-87D-3 bomb-load Ju-87B-2
    Ju-87D-3/R - Ju-87D-3 locked bomb-load >1000
    Ju-87D-8 - Ju-87D-5 locked bomb-load >1000

    12. Server commands.

    12.1. General commands

    <logon<pass - log pilot in

    <squad - shows the unit's general data, base airfield, airfield resources, number of main and reserve aircraft available

    <time - displays server and time until mission end

    <teams - number of pilots in red and blue teams

    <gunstat - hit ratio

    <warn - penalty points

    12.2. Supply commands

    <supply - shows the supply airfield, airfield resources, and available air carrier type

    Loading resources into transport aircraft:
    < load fuel - fuel supply mission
    < load ammo - ammunition supply mission
    < load repair - repair kits supply mission

    <unload - unloading resources

     

     
         
     
         
     
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