Players should register
for this Aces High scenario to
play in it so that they can get mission orders, although walkons are allowed
to show up in the Special Events Arena on game day to see if there are any open
positions to fill. Operation Husky will be a three-frame event (three battles)
with one test frame (or "beta" frame). The test frame is on June 2,
2007. The three regular frames are on June 9, 16, and 23. Start times are all
at 3 PM Eastern Daylight Time US. (For how that translates to your time, here
is a time converter.)
Important: Please show up on or before start time to play. The arena
will be closed to admittance at start time. It will be reopened to admittance
20 minutes later for those who get disconnected during the initial stages of
the scenario. Also, if you are disconnected and can't get back in, you can private
message the CM (Newman) from the Main Arena by typing ".p newman I got
disconnected" into your radio text buffer.
Three years of fierce fighting in Africa have ended in Allied victory. Allied
leaders next consider steps toward invasion of continental Europe and decide
upon a large-scale thrust into Italy, starting with Sicily. It will be the largest
amphibious assault yet, code named "Operation Husky." On July 9, 1943,
Operation Husky begins, and the sky over Sicily fills with a vast array of aircraft
engaged in dogfights, bombing runs, intercepts, ground attack, escort, and sweeps.
This Aces High scenario has 3 frames and two sides: Allied and Axis. Each frame
will be approximately 2.75-3 hours long (some setup time, then takeoff announcement,
and end frame exactly 2.5 hours after takeoff announcement). Players get two
lives in primary rides, one life in "Vampire CAP," and unlimited lives
in "exempt" positions.
The Allied objective is to capture bases in Sicily, and the Axis objective
is to prevent that. The Allies have various aircraft, ground vehicles, and naval
forces at their disposal. The Axis has airpower and ground vehicles to oppose
and can also work to sink Allied carriers and battleships.
The scenario is designed for a ratio of Allied players to Axis players of 1.25
to 1 (nominally 120 Allied players to 96 Axis players).
At the end of frame 3, the CM will total up the points for each side and declare
With regard to the above, an "RTB-only pilot" is a pilot (1) who
is not killed in any primary ride that frame; (2) who exits his primary ride
only with a "landed safely" message (i.e, no ditches or bails in a
primary ride); and (3) who, if he is in a primary-ride aircraft, exits that
aircraft only at his original takeoff field. You may refuel your primary-ride
aircraft at any base and take off again, but if you exit your primary-ride aircraft
at a base other than your original takeoff base, you are no longer an "RTB-only
pilot". "RTB-only pilot" is only a definition used in calculating
points -- the definition of "RTB-only pilot" has nothing to do with
and does not contradict information below on how many lives you get or information
below on what constitutes using up a life.
A player gets two lives in primary rides. The Allies get the following primary
rides as a percentage of the total number of registered Allied players.
Primary rides available
B-24J's (formations only from A25, singles from elsewhere), C-47's, or
Boston III's (no formations), C-47's, or GV's.
P-38G's (with P-40E as replacements -- see below), C-47's, or GV's.
P-40E's, C-47's, or GV's.
Spitfire V's, C-47's, or GV's.
Hurricane IIC's, C-47's, or GV's.
F4F-4 "Marlets" or TBM-3 Avengers, in any combination other
than restriction of same aircraft in groups of 8, C-47's, or GV's.
Seafire IIc's or TBM-3 Avengers, in any combination other than restriction
of same aircraft in groups of 8, C-47's, or GV's.
The GV's (ground vehicles) that are available: from land bases, Shermans, M-16's,
and M-3's; and, from carriers, LVTA4's and LVTA2's.
A player gets one life in a Vampire CAP in addition to the two lives in primary
A player gets unlimited lives in exempt positions, which are as follows.
The Allies have two aircraft-carrier groups available (each having one CV,
one cruiser/battleship, and some destroyers). The carriers are the HMS Formidable
and the HMS Indomitable, and the battleships in those two task forces are the
HMS Nelson and HMS Rodney. If one CV is sunk, then all Royal Navy pilots can
fly from the other CV, but they should fly their original aircraft type. If
both CV's are sunk, the Royal Navy pilots convert to P-40E's for their primary
rides. The carrier groups start in frame 1 anywhere inside the area marked "Carrier
groups' starting area" on the map below. The carrier groups can launch
LVT's. However, if a carrier group loses its CV and its cruiser, that carrier
group may no longer launch LVT's.
As the CV's start quite a distance out, be aware of range limitations of aircraft
taking off from the CV's. This may figure into the allied CO's thoughts on where
to place CV's. Also, pre-scenario experimentation with ways to increase aircraft
range and guidelines for carrier pilots can have a large impact on whether or
not carrier aircraft run out of fuel before getting to a landing base. See the
"Increasing Aircraft Range" section below.
The Allies get two landing fleets (each having one cruiser and some destroyers).
The landing fleets can launch LVT's. The landing fleets start in frame 2 anywhere
inside the area marked "Landing groups' starting area" on the map
below. If a landing fleet loses its cruiser, that landing fleet may no longer
There are 12 P-38G replacements available at the start of each frame. Thus,
if the Allies lose more than 12 P-38G's in a frame, in the next frame only 12
pilots can fly P-38G's, and any left over must fly P-40E's. A P-38G loss is
each time one isn't landed safely. Thus a two-life player could use up two P-38G's.
Some aircraft are available only from certain bases. Before you take an aircraft
from a base, please make sure that it is an allowed base for that aircraft type.
Aircraft or Vehicle
all land bases including captured bases
A25, A103, A104, A105, A114
A25, A103, A104, A105
formations from A25 singles from A103, A104, A105
all task groups
A player gets two lives in primary rides. The Axis get the following number
of primary rides as a percentage of the total number of registered Axis players.
Ju 88A-4's (formations OK), Ju 87D-3's, or Bf 109G-2's (in any combination
other than restriction of same aircraft in groups of 8), C-47's, or GV's.
C.205's, C-47's, or GV's.
Bf 109G-6's, C-47's, or GV's.
FW 190A-5's (with Bf 109G-2's are replacements -- see below), C-47's,
Bf 110G-2's or Bf 109G-2's (in any combination other than restriction
of same aircraft in groups of 8), C-47's, or GV's.
The GV's (ground vehicles) that are available: Panzer IV H's, Ostwinds, and
A player gets unlimited lives in exempt positions, which are as follows.
There are 12 FW 190A-5 replacements available at the start of each frame. Thus,
if the Axis lose more than 12 FW 190A-5's in a frame, in the next frame only
12 pilots can fly FW 190A-5's, and any left over must fly Bf 109G-2's. A FW
190A-5 loss is each time one isn't landed safely. Thus a two-life player could
use up two FW 190A-5's.
Ships may not be attacked with bombs -- only with torpedoes and by gunfire.
Ju 88's may carry torpedoes for this role.
all land bases including captured bases
A2, A23, A26, A56, A57, A63, A64
Panzer IV H
A pilot may take off for Vampire CAP only from the field he most recently took
off from in his primary ride or, if that field is disabled, from the next-closest
operating field. Vampire CAP aircraft must remain within a 12-mile radius of
their takeoff base (i.e., within a sector-sized area around the base). Vampire
CAP thus is restricted both in range and in takeoff locations.
Filling plane position on game day. Based on the "Allied Forces"
and "Axis Forces" sections above, a side gets the specified percentage
of planes based on how many pilots are registered for their sides on that frame.
So, as an example, if the Allied team has 100 pilots registered to play for
frame 1, it gets 13 P-38G pilot positions, 13 P-40E pilot positions, 13 Boston
III's positions, and so on. Then if on frame 1 the Allied team has only 75 pilots
show up, it can choose to have a full 13 P-38G pilots and fewer P-40E pilots
or fewer Boston III pilots, or any other mix as long as no plane type has more
than the original allotted amount. The same goes for the Axis team.
Every pilot gets two lives in a primary ride. If you land successfully or if
you ditch or bail successfully (without getting captured), you keep your life.
Anything else -- i.e., you get shot down, you crash, you ditch or bail and get
a "you've been captured" message, you ditch or bail and get killed
while ditching or bailing -- you use up one life. In addition, pilots get one
life in a Vampire CAP. Lives used up in exempt positions do not count in your
death total -- you can die in those an unlimited amount of times. If you use
up your two lives and your one Vampire life, please stay to man such guns, vehicles,
and exempt positions.
Pilots may fire upon parachutes and ditched aircraft.
Promptly at the end of the frame, the CM's will instruct all vehicles that
have not yet landed back at base to crash or exit (as any aircraft that hasn't
yet landed back at base is now considered lost). The CM's may implement a strong
downwind at frame end that will force all aircraft in the air to crash. Once
all of these aircraft are down, the logs will be closed for scoring purposes.
Destroyed objects stay destroyed except that when a base is captured, it is
fully repaired just prior to the next frame. There is no resupply in the scenario.
Base capture works the same way, with the same necessary preparation of a base,
as in the Main Arena. Bases can be recaptured during the frame. Keep in mind
that bases are not restored immediately after capture but only just prior to
the next frame.
Bases captured in one frame are not usable until the next frame.
Players may not use the 5" guns on the ships (see the "Ack lethality"
subsection below for the reason).
Landing vehicles and landing fleets are not available in frame 1.
The following is a summary of some rules that regular pilots must enforce upon
themselves during play (as opposed to those rules that are enforced by settings
or enforced by how CM's or CO's set things up prior to frame start). This is
intended as a handy summary list. You still should know the rest of the rules
as well. For details of what a term means exactly (such as what is a "life",
what constitutes "nearest non-flashing base", and so on), see above.
Wind. 0 mph at 0-2k altitude, 10 mph from east to west at 2k altitude
Clouds. Some fleecy clouds if possible.
Radar and Sector Counters. No radar or sector counters.
Object down time. Destroyed objects stay destroyed until after a base
Bases flash when enemy is 5 miles away.
Destroyed objects stay destroyed.
gunner, boat, amphib
No exit while moving, except for gunner, boat, and amphib.
Formations Enabled and Auto Calibrate Bomb Sight
Formations. Easy-mode bombsight.
9.0 to 12.0
9-12 miles visibility, at CM's discretion.
Fuel burn rate.
Weak auto ack. If you want ack, man it.
KillShooter is off -- be careful not to shoot your own countrymen.
7 torpedoes should sink a CV. See "Ship Hardness" section.
Perk points are disabled.
Disable Friendly Counters and Disable Enemy Counters
Can control up to 10 task groups.
Task groups don't respawn.
External view for bombers only.
4 torpedoes should sink a cruiser. See "Ship Hardness" section.
All other settings are the default settings listed here: http://ahevents.org/images/stories/scenarios_images/defaultSettingDocument/defaultArenaSettings.html
Percentages are based on pilots registered to play (as opposed to based on
pilots that actually show up) as it is too hard to adjust all the percentages
at the time the players show up -- it has to be pre-allocated. That way, pilots
can be assigned roles in the orders, pilots know what they will be flying, and
they can practice. Also, past scenarios have tended to specify numbers of aircraft
instead of percentages, and if a squadron had many no shows, other squadrons
that had their full complement were not mandated to be reduced or forced to
have some of their pilots switch into the squadron with more no shows.
There is no radar at the land bases. Even though the carriers would have radar,
radar is a setting that acts globally for a side, so there is no way via settings
to enable radar only for carriers. As there are more land bases than carriers
and as there is Vampire CAP available, radar is just disabled everywhere.
Research on ship hardness of battleships is based on what it took to sink battleships
at Pearl Harbor and what it took to sink US carriers throughout WWII. The battleship
data is from http://plasma.nationalgeographic.com/pearlharbor/history/pearlharbor_facts.html
, and the carrier data is from Wikipedia on various carriers. For carriers that
weren't sunk, some of them survived mutliple attacks separated by time or by
ability to repair some damage in between attacks. For those, I list only the
estimated most-damaging attack that they survived and not all the attacks. The
torpedo typically carried by the Japanese B5N "Kate" torpedo bomber
was the type 91 torpedo, which typically had 529 lbs of explosive. The largest
torpedo typically carried by Japanese submarines was the type 95 torpedo, which
had 893 lbs of explosive. The most-common bomb carried by the Japanese D3A "Val"
divebomber had 551 lbs of explosive.
2 torpedo hits; 1 bomb hit
2 bomb hits
5 torpedo hits
2 bomb hits
West Virginia (BB-48)
1 torpedo hit; 8 bomb hits
1 torpedo hit; 6 bomb hits
2 torpedo hits
In this scenario, to better match how many torpedoes ships took to sink and
for playability reasons as well (since the axis will have formations of Ju 88
torpedo bombers), the hardness is being set to take 7 torpedoes to sink a carrier
and 4 torpedoes to sink a cruiser. From testing done on the Italy_1 terrain
in the Special Events Arena, we found:
To get carrier hardness to be 6.5 torpedoes worth and cruiser hardness to be
3.5 torpedoes worth, we are setting ObjectHardnessMults[SHP] = 4.6 and Ship
Hardness = 3.5. With these settings, for a test on 6/1/2007 with Italy_1 terrain
in the Special Events Arena, it took 7 torpedoes to sink a carrier and 4 torpedoes
to sink a cruiser.
The GroundAutoLethality is set very low compared to the main arena. The ack
is adjusted so that, if a task group has only auto ack, a test aircraft (in
this case specifically a B5N2) can usually (but not always) live through one
pass on the task group. To get effective defense, players must man the guns
or provide CAP.
There are no 5" guns used as the 5" guns in Aces High implement proximity
fusing, which makes it unlikely for a torpedo bomber to get near the fleet.
Since the Axis is restricted to using torpedoes to attack ships, since the Allies
still get to man other defensive guns, and because sides are given Vampire CAP
lives, which means ships can have CAP to defend against low torpedo attacks,
we won't be using 5" guns.
Admittance into the Special Events Arena will be turned off right after start
time elapses. This is because the sides in the scenario need a little time to
get their players assigned, briefed, and settled before takeoff. We have found
-- based on many previous scenarios -- that if admittance to the arena is not
closed, players drift in late, and curious players who haven't heard of scenarios
before continue to pop in to see what is going on. While we very much want players
in scenarios, it is a large organizational problem to deal with players trickling
in right up to takeoff or to deal with new players asking lots of questions
about scenarios while trying to get things ready for takeoff. To accomodate
players who show up on time but get disconnected in the initial stages of the
scenario, admittance will be turned back on 30 minutes after the start time.
In scenarios, there are times when using techniques to increase aircraft range
might be important. Setting the engine's RPM and manifold settings to the "max
cruise" settings in the E6B will result in more range than full military
power and is a good choice for a pilot who has no idea what might work better.
However, there are times when settings different from the max-cruise settings
will result in even greater range, such as lowering the RPM farther than max-cruise
settings. Also, the E6B information does not suggest altitudes for cruising.
If you have a longer distance to travel, it may be best to climb at military
power to 25k or 30k, then lower the RPM below the max-cruise settings. For shorter
distances or for aircraft that do not perform well at high altitude, 10-20k
might work better. Figuring out a plan for fuel management is, for some scenarios,
a useful part of preparation.
This scenario implements wind. Level bombing in wind is a bit different than
bombing without wind, in terms of accuracy and techniques that are best to hit
targets. You might want to suggest to your bomber pilots that they practice
bombing in wind prior to the scenario if they are not familiar with the impact
Scenario design: Newman.
Scenario CM's: Newman, Roscoroo
Rules writeup: Brooke
Allied CO: BearKats (Husky01 in the BB)
Axis CO: Gaidin
This section mentions the changes in each version, so that when changes are
made to this document, people don't need to read the whole document to find
out where the changes are.
Note on terminology: In this section, "Clarified" has a very precise
meaning. If a rule is listed as being "Clarified", it means that the
rule and its intent is not being changed but that the explanation herein is
being improved to make the rule and its intent more clear. Rules are sometimes
Clarified during a scenario based on player questions or misunderstandings about
-- Start of the rules document.
-- Ju 87's availability added.
-- Changed the phrase "primary vehicle" to "primary ride".
("'Search and destroy' is now 'sweep and clear'" for those aficionados
of great film.)
-- Changed FogVisibilityMiles to 4.0.
-- End frame is at T+2.5 hours (instead of T+3).
-- Show landing and carrier groups' starting areas on the map.
-- Make note that players shouldn't rely on radar circle radius as shown in
-- Moved troop transports into primary rides (instead of being exempt positions).
-- Reworked how allocation of forces is described, to make it more clear.
-- Looked up historical groups that were present to give historical labels to
-- Changed victory points for 10 points per surviving player per frame (not
per all frames).
-- Changed wind conditions (from 5 mph down low to 0 mph down low).
-- Added ObjectHardnessMults[SHP] set to 1.5 (for CV's to take 9,000 lbs to
-- Added links to the links section to give support to the names of groups.
-- Ju 87's now available from the start (instead of just from frame 2 onward).
-- Put notice in title that this is not yet final version.
-- Since we can now vary hardness of CV's, took out note in "Ship hardness"
section that said we couldn't do that.
-- Added detail to how the frame is timed and expected length of frame (in "Overview
of Battle" section).
-- Added section "Start time and closing of admittance" to explain
the reason for it.
-- Added names of the CO's in "Credits" section.
-- Added dates of frames and link to a time-zone converter in "Dates and
-- Updated closing of admittance (doors close at start time, reopen at S+30
-- Emphasized that there is no resupply of bases in "Other Rules"
(this is already noted in "Settings").
-- More references to aircraft on Indomitable and Formidable.
-- Altered Royal Navy forces to have half Seafires and half Martlets, instead
of all Martlets.
-- Put in warnings about aircraft range and need for fuel management and added
"Increasing Aircraft Range" section.
-- Included tables of which aircraft are available from which bases.
-- Clarified when survival points are rewarded, calling them "landing survivor"
points and explaining them.
-- Give examples of "landing survivor" points.
-- Clarified "landing survivor" in "Victory Conditions"
-- Corrected availability of M-16's -- no M-16's for axis.
-- Removed examples and counter examples of "landing survivor" in
"Victory Conditions" section to make the explanation less long winded.
-- Corrected description of III/KG 30 and clarified that Ju 88's get formations
(in "primary rides available" in "Axis Forces" section).
-- Clarified that bases can be recaptured during a frame (in "Other Rules"
-- Clarified that task groups lose ability to launch LVT's if they have neither
a CV nor a cruiser in the task group. See "Other" subsection in the
"Allied Forces" section.
-- Added that pilots can take off for Vampire CAP only from their most-recent
primary-ride takeoff field or, if that field is down, the next-closest field.
See "Other Rules" section.
-- Added section on "Aspects Particularly Different from Main Arena"
for discussion of items like wind and aircraft range.
-- Clarified in "Summary of Player-Enforced Rules" that ships can
be attacked only with guns and torpedoes.
-- Clarified in "Other Rules" that captured bases are only repaired
just prior to next frame.
-- Modified definition of "landing survivor" to allow landing of ground
vehicles at bases other than takeoff base. See "Victory Conditions"
-- Modified fog visibility. It will be set to 9-12 miles in the scenario instead
of 4 or even 7 miles. See "Settings" section.
-- Modified carrier and cruiser hardness settings based on testing in Aces High
v2.10 patch 2. See "Settings" section.
-- Updated "Ship Hardness" section to talk about torpedoes and settings
in AH v2.10 patch 2.
-- In "Settings" section, put in link to list of usual arena settings.
-- Make it clear what the allies and axis own at the start of the scenario.
See the caption in the "Map" section.
-- Added obvious warning of Special Events doors close at Start Time.
-- Changed killshooter to be off in "Settings" section.
-- Removed MS Word-style formatting (was causing problems with display in Firefox).
-- Corrected how settings for ship hardness will be done (see "Settings")
and explained the settings in last few paragraphs of the "Ship hardness"
-- Changed the term "landing survivor" to be called "RTB-only
pilot" in "Victory Conditions" section.
-- Made it clear that "RTB-only pilot" definition has nothing to do
with your available lives and how lives are used up as described in other sections
of the rules.