Il-2 Expert server with a dynamic frontline.
The battle is being waged for control of localities. The beginning of the campaign on July 17, 1942, and the end of the campaign on February 02, 1943. The winner is determined by the area of controlled territory at the end of the campaign, or based on the fact that the losing side will not have any available airfield for take-off before the time.
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Each side is preparing for a ground offensive. To do this, it is necessary to conduct airstrikes on certain enemy units that defend each locality, through which the command plans to attack. The offensive of the ground forces takes place between missions. The success and depth of the offensive depends on the actions of aviation. So, for example, if you do not destroy all the targets marked by the commander, defending a locality, this and the following localities will be too strong for the attacking ground forces, as a result of which the attacking side will not be able to take control of them. At the same time, ground troops are also conducting preparations – regrouping forces, delivering ammunition, pulling tanks to their initial lines, and so on. On the server, this is expressed as columns of armored and non-armored vehicles moving, each on its own route from point A to point B. The side that defends this sector of the front has the ability and must search for and destroy these columns. The main goal is to prevent the column (each individual unit of equipment) from reaching its destination. Each unit of equipment that reaches its destination is taken into account when calculating the possibility of conducting offensive actions. In that case, if the equipment is not enough, even if the strike aircraft destroyed all the targets identified by the commander, the capture of the settlement will not happen. Therefore, it makes sense to cover and destroy equipment.
Direction of attack, localities and targets (military units).
In the current implementation, the attack direction is selected automatically by the generator. The generator randomly selects one, the first locality and selects the remaining four from it. In the future, an interface for manually controlling the attack direction will be added to the website.
The direction of attack consists of five consecutive linked localities, the first of which must be front-line and located directly at the front line. The connectivity of localities will later be shown on the website. Now, you can only mentally draw connections with the nearest localities, but this is not necessary, in fact.
Around each locality, the generator sets various military units that can be marked by the commander as a target. At the moment, this is an Artillery, fortified Area, Tank reserve (fixed, but "live" tanks), Airfield, fuel Depot, Field warehouse, Infantry company. Some of them, such as fuel storage and Field storage, are not installed near front-line localities.
The commander marks the targets that need to be attacked. They are marked with corresponding icons on the flight map. Some icons look the same for different divisions, so to clarify the goal, you need to hover the mouse cursor over the icon and read the description of the goal. Targets not marked on the flight map are NOT allowed to attack. If an erroneous strike is made on an unmarked target, the commander will send a message to the allied chat with the nickname of the pilot who made this kind of mistake. At the moment, these mistakes will not cause any punitive measures (kick, ban, etc.) on the part of the commander, but in the future, a mechanism will be introduced that tracks malicious violators and measures will be taken against them, please keep this in mind.
The destruction of a unit is set as a percentage of the total composition of the target. For example, to destroy an Infantry company, you need to destroy 40% of all objects that represent the target. That is, there is no need to "iron", which is called zero.
Airfields are divided into" Rear airfields "and "Jump Airfields".
Rear airfields are set randomly by the generator with the condition that the minimum distance to the front line should not be less than 65 km. At the rear airfield, you can change weapons, select AIRCRAFT for departure, all as at a normal active airfield. The airfield is covered by four air defense divisions, each consisting of one machine gun crew, one 20/37 mm gun crew, and one large-caliber 85/88 mm crew. There are no more than two such airfields for each side.
Jump airfields are all other airfields in the Union territory. At the jump airfield, the pilot can replenish ammunition, refuel, repair the aircraft AND treat the pilot if he was injured. At each Parking lot, each jump airfield is equipped with a service area with a radius of 100 m. being in which the pilot can perform the above described actions.
Jump airfields are not covered by air defense calculations. To carry out their cover for the time of someone's replenishment of the BC, the pilots will have to independently from the air.
Each such airfield is equipped with a siren for timely notification of the approach of enemy aircraft. The alert will start if an enemy aircraft is seen within a radius of 9500 m from the airfield.
There are three types of columns.
Column of armored vehicles. The maximum number of air defenses in a column is up to two units. Consists, with the exception of MAA, of armored vehicles, the total number of units of equipment is 8 pieces. Driving speed is 18 km/h.
Column of armored and non-armored vehicles. The maximum number of MAA is up to two units. Both armored and non-armored vehicles can move in the column. The quantitative composition of 10 units. Driving speed is 18 km/h.
Transport column. The maximum number of MAA is up to three units. The column consists of non-armored vehicles. The quantitative composition of 12 units. Driving speed is 28 km/h.
The maximum number of columns moving simultaneously is two per side.
When the column reaches its destination, it stands for five minutes, after which it is removed from the map, the commander records how many vehicles have reached their destination and launches a new column.
Sabotage and reconnaissance groups
At the moment, the parties can use the landing of the SRG on enemy territory to get timely information about the movement of enemy equipment. To do this, you need to take off on a Ju-52 plane and land it in the field (Attention! Not to drop parachutists, namely to land the plane itself) in the area where the movement of equipment is supposed to be. After the landing of the saboteurs, they will be located at this point until the end of the mission and if they notice a passing column, they will mark on the flight map the place where they last saw the column and what type it is. Since the information is outdated, this mark will disappear from the map after three minutes, keep this in mind. By appearing and disappearing marks on the flight map, you can understand in which direction this column is moving.
At the moment, the number of SRG landings per flight, as well as the AIRCRAFT themselves for these actions, is not limited. In the future, we will probably limit it.
Let's take a closer look at how this works.
Icons are placed along the entire route of each column. Mostly at intersections, bridges, near localities, and in some places where the road bends strongly.
In the figure below, the red circle is the visibility zone of the SRG 3 km. The red dot in the center is the landing point of the Ju-52. Blue dots indicate all points that fall within the SRG 's visibility zone. Lilac points are points that do not fall within the zone of visibility of the SRG.
Thus, any column passing through the icons that falls within the SRG visibility zone will activate the icons for three minutes. If the column passes through the icons marked in purple in the drawing, the icons will not be activated.
To get a more detailed and complete picture of the movement of columns, it is necessary to land several such SRG`s in the areas of the expected movement of equipment.
In the briefing of each mission, intelligence data is output regarding where the intelligence believes the movement of equipment is possible.
Often, columns of vehicles are forced to move across bridges. These bridges can be destroyed. They are not marked with icons on the flight map. Pilots themselves, logically or with the help of SRG can determine the need to destroy a particular bridge.
If the bridge has just been destroyed and a column was already moving along this route, the commander will stop this column in front of the destroyed bridge. The column will stand for 5 minutes, after which it will be removed from the map, and the number of vehicles that reached their destination will be reduced by two. If you destroy all the equipment, nothing will reach its destination.
If the bridge is destroyed before the column starts moving along this route, the commander will see the destruction of the bridge and exclude this and all other routes passing through this bridge from the rotation. This way, you can completely stop the movement of columns if there are bridges in all their routes.
As a result of the mission, one or more localities may be completely surrounded. When this happens, each locality that falls into the "cauldron" will be assigned 1.5 survivability points. If, at the time of generating the next mission, one or more localities continue to be completely surrounded, the generator will deduct one survivability point from one of them (which has the least survivability points at this time). If a locality still has 0 or less survivability points as a result of a write-off operation, the locality automatically comes under the control of the opposite party. And so on until the complete elimination of the "cauldron".
If the generator can plot the direction of attack so that the encircled localities can be unlocked as a result of the attack, it will do so without fail (with manual control, you can ignore this rule and set a different direction of attack).
In the future, we will supply the "cauldron" so that it is possible to replenish the vitality points in the "cauldrons".
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