Welcome to Coconut's servers
Coconut Dynamic Campaign Expert and Coconut Dynamic Campaign Normal
Expert has GPS off and no external cams
Normal has icons ON, external cams and complex engine management (so it's not really "normal", really a mix between normal and expert)
Maximum number of players is 16, which I might increase if there is a need and the server can take it.
Sweden, on a 100Mbs line.
Each server runs a dynamic campaign where the actions in one mission affect the next mission. The server keeps track of ground forces, ammunition supplies, plane availability at each airfield.
The map is divided in regions, and the goal is to conquer all regions that contain factories. These regions are labelled in UPPER CASE on the map.
Conquering a region is done by ground troops, which are controlled by an AI. As a player, you cannot steer ground troops directly, but you can protect them and destroy the enemy's defending forces.
At first you may wonder what to do after joining the server. Some advice to get you started follows.
If you like to fly fighters:
Take bombs, fly to the nearest enemy region, look for groups of dugouts near cities, drop your bomb(s) on the dugouts or barracks nearby (long grey houses). You may be intercepted by patrolling AIs. If so, you may jettison your bombs and engage them. Destroying them will keep them out of play for one hour.
Alternatively, you can look for convoys and trains and strafe them. Arrows on the map show all convoys planned for the mission.
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Arrows with a truck, tank or train icon are currently active. The arrows do not show the exact path, they only show the start and destination of the convoy. Follow roads/rails nearby and you should find a convoy. Trucks and trains are easy to attack. Tank convoys contain heavy tanks, medium tanks and armored cars. You probably can't do much about the tanks, but the armored cars can typically be destroyed with canon rounds.
Attacking dugouts depletes ammo storage for a region, thus disabling part of its anti-air defenses. Destroying trucks and trains slows down repairs to said dugouts and replenishment of ammos.
An undefended airfield with planes is a valuable target. Go strafe parked planes. Damaged planes are removed from the following missions, restricting the enemy's options.
If you like to fly attackers:
Same as above for the ground targets, but you can do more damage. You can also attack tanks, depending on your loadout.
You can also drop bombs on hangars and fuel tanks on undefended airfields. Hangars contain bombs, and destroying them prevents the enemy from using bombers from these airfields.
Parked tanks can be easy targets, as they aren't moving. Some regions on the map have numbers between parentheses beside their names. These numbers denote the number of tanks in these regions. If no column is planned to move from a region, the tanks in that region are parked somewhere. Each park is enclosed by watch towers and have fuel tanks nearby, Find them and bomb the tanks.
Destroy tanks and trucks in a ground battle and you will weaken the enemy's forces (up to 50% damage).
If you like to fly bombers:
Same as above for ground targets. You can also do level bombing runs on defended targets, such as airfields and factories. Destroying factories slows down production of ammo, repairs and tanks.
If you like to fly transporters (Ju52):
Select an airfield with its bomb stocks full (the amount of bombs at an airfield is indicated beside the airfield's name). Pick a Ju52 with the Cargo load out, take off and fly to an airfield with few bombs. Land there, bring the plane to a stop. Unload your cargo. Take off again and bring back the plane to where you started. That last point is optional, but not doing so will typically result in transferring the plane to a forward airfield, where it will be useless and exposed to enemy strafing attacks.
You can also pick paratroopers and drop them behind your troops on battlefield. This will provide a bonus to the attacking force (up to 50%). You need to drop the paratroopers within 2.5 km of the rear of the battlefield, on your side. The exact position is not marked on the map, it's typically 1.5 to 2.5 km behind the ground battle symbol on the map. Look for your artillery trucks, they are also located on the rear of your side, where you should drop your troops.
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A word about ferrying planes:
Normally, rear airfields tend to be well provided with all types of planes, whereas forward airfields are sparsely equipped. It is not uncommon that a front airfield is empty. It is therefore advisable to take off from a rear airfield, and after running your mission, land at a forward airfield. In the next mission, that plane will be available at that airfield.
It is considered bad manners to repeatedly take off from front airfields and lose your plane.
On the subject of losing planes: Don't be over-ambitious in your sorties. Crashing your plane on a truck or a anti-air canon is not going to impress the brass. This is a costly exchange that serves the interest of the enemy. A mission when you bring back your plane whole without firing a round can be useful to your team. Indeed, flying over enemy territory will reveal positions of ammo caches and air patrols. You can also ferry planes from rear bases to forward bases, or on the contrary evacuate airfields that are about to be conquered.
Not all planes are equally capable and valuable. Consider using a less popular p40 or a bf109e7 for a risky ground attack mission, and leave that shiny new yak or bf109f4 to the aces who can clean up the skies.
AIs on the map
AIs are used for fighter patrols and ground attacks. Each airfield can be home to one patrol, and to a number of attacks towards a target. For these AIs flights to take place, the airfield must have enough planes of the same model. At least 2 fighters for a patrol, at least 2 attackers for a ground attack, at least 3 attackers or bombers for an airfield attack. AIs that are killed are not counted in plane losses.
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AIs are also used for ferrying planes from airfields with lots of planes to airfields with few planes. Better stay out of their way, especially during taxiing. You may also run into them when flying into enemy territory. They fly alone, unescorted and should therefore be easy targets.
Weather and night missions
Weather is variable. This includes overcast with rain or snow. No AIs fly in these conditions.
The campaign is real time, but skips night time. You may still encounter night time in the first and last missions of the day, especially during winter time. A night time mission with bad weather will test your navigation skills on the expert servers. Beacons are enabled on the rear airfields, they can be of great help in these conditions.
The storage capacity of a region depends on the number of undamaged dugouts. Storage level depends on arrival of train/truck convoys. Each region uses ammo for its defensive needs, and also stores ammo to be sent forward to other regions via convoys. For this reason, storage capacity is typically exceeds what is needed to defend the region. There are colored bars on the map indicating the ammo status of each region. The length of the bar shows the storage capacity in relative terms (i.e. how much of the original capacity is still undamaged). The color of the bar shows whether the region's defenses are fully supported or not. Green means full defense, red means undefended.
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On the screenshot above, you can see that Zlety is undamaged and fully defended. Buzinovka is heavily damaged and poorly defended.
For more info on the campaign system, see http://coconutside.eu/en/info/
Edited by coconut, 19 September 2017 - 17:11.