Finnish Virtual Pilots Association's IL-2 BoS/BoM server is open. Server is visible in the MP menu with a name:
"Finnish VirtualPilots - Dynamic War".
Server is running a, two years in the making, mission with moving land battles and capturable airfields.
Basic idea (tl;dr version):
1) Shoot / bomb enemy defensive lines. -> Own tanks launch an attack.
2) Ensure own tanks reach enemy lines. -> Combat moves to next zone.
3) Repeat until combat reaches enemy airfield. -> Airfield capturing enabled (for the airfield that was reached).
4) Shoot / bomb enemy airfield until it's "closed".
5) Conquer said airfield with paratroopers (land "paras" plane on the closed field and finish flight).
6) Repeat until whole map is conquered. -> Victory! -> Map is reset.
Conquest / capturing:
The map has several airfields, which in the start are 50% german, 50% russian. Between airfields there are combat zones (aka Tank Bases). Choose a side and start attacking enemy tank bases (consisting of tanks, AAA, artillery, dugout, fuel and ammo). When 50% of the enemy line is destroyed, own tanks launch an attack from own defensive lines. Ensure that the own tanks survive by finishing off the enemy defensive line and keep them safe from air attack. When own tanks reach the enemy defensive lines, the battle is won and the combat moves to the direction of the enemy. When enough successive combat zones have been won, an enemy airfield is reached. When this happens, airfield can now be captured.
Attack the enemy airfield by destroying the ground targets (AAA, hangars, radar, static airplanes, fuel tanks, ammo dumps, vehicles etc.) there. Pro-tip: destroy the radar first to even out the defender advantage! When 80% or more of the airfield objects are destroyed, the field is "closed". When a field is closed, no one can takeoff from there. When a ground object is destroyed, an individual respawn timer starts. When it runs out, the ground object is respawned again. If a field is closed, and then enough objects respawn to bring it below the 80% limit, the field opens for use again.
When a field is closed, the attacking side can bring in paratroopers with a transport plane to capture the field. For this, you can use He-111, Ju-52 and Pe-2 (named "germanparas" and "russianparas" respectively). The capturing is done by landing and finishing the flight on the airfield (without major damage). Alternatively, Ju-52 can be used to drop paratroopers on the field. 10 out of 12 must land alive on the airfield. It can take up to 40s for the capture message to appear after this. Clarification: The adjacent combat zone must be won, and the airfield closed before the airfield can be captured. The airfield CAN be closed before the combat zone is won, and the other way round, but they BOTH have to be done for the capture to work.
Depots are linked to the adjacent tank battles and a captured when the tank battle is won. Factories are linked to the adjacent airfield and are captured with the airfield.
Conversely, while the airfield is closed, the defending side can bring in a "repair" plane (combat pioneers and equipment) which will reduce the respawn time of many of the field objects by a fair amount, possibly opening the field right away. Also here, Ju-52 can be used to drop repair canisters for the same effect.
When the field is captured and after enough ground objects respawn, the field opens, and is now in use for the attacking side. The process is fully dynamic, and the field can be recaptured by the opposite side after next mission reload (if they win a combat zone next to the airfield...).
The mission has a new supply and repair system. In addition to factories, we now have smaller depots. Factory objects have a static respawn time of 48h. Depot objects respawn time depends on the distance to the nearest factory. For all other objects the respawn time depends on the distance to the nearest friendly depot or factory, which ever is closer. Take this into account when attacking tank bases or airfields. It might be near impossible if you don't take out the nearby depot first!
As with older version, in this version the airfields are still supplied with fresh planes by the factories. But now the interval that they are supplied depends on the distance to the nearest factory. So, as the battle moves further away from the friendly factories, the plane supply will also get more scarce.
Pilots can bring supply to the fields as necessary with supply planes, aptly named "supply". Supply planes are available at rear fields, plus airstart.
When all the airfields but one on the map are captured by one party, it is considered as victory, and the map is reset to original setting. The last field doesn't need to be captured, as it would be hellish for the defending side to be forced to take off from a field that is under attack, with no alternative fields available.
(NEW) Personal plane hangars:
Each player has an individual hangar for both sides, for every airfield. So, for example, a german pilot can have 3 planes on one german airfield, 2 on another etc. He of course has 0 planes on russian airfields. So, after capturing a new airfield, everyone has to either wait for the factory supply to reach the airfield (1 airplane per supply run, supply interval depending on the distance to the factory), ferry planes one by one, or bring in supply transport planes which will give EVERYONE on your side one airplane on the field, plus an extra one for the pilot who brought the supply. If you take a plane on the runway from an airfield where you don't have planes available, you will get a warning message in the chat. If you proceed to take off with that plane, you will be kicked from the server. The number of planes available is not type dependent, so if you have planes available, you can choose any type. Maximum hangar capacity is 5 planes.
See the chat commands section for the new "<planes" command used to check plane availability.
The new version is absolutely Huuuge! (with certain US president's voice)
- 30 airfields
- 109 tank battles
- 10 factories
- 16 depots
Because of this, we cannot have them all in the mission every time. In the old version, the size of the mission cause big problems, including lag and eventual crash of the server. So, we pick out only those which are currently contested / in conflict. And maximum of 5 are randomly picked from those conflicts to keep the mission size down. For every one of those 5 conflicts the nearest airfields (from both sides) are taken into the mission, then depots, then factories (max 2 per side). If it happens that tank base has it's tanks rolling, or the airfield is enabled for capture (as described earlier), and we hit the mission time limit, then they are automatically taken to the next mission.
Normally mission goes in ~6h cycles (from approximately dawn -> mid day and afternoon -> dusk) reloading in between. Reloading doesn't reset the map situation, but is saved, so the war can wage infinitely in theory. The season changes after every 2 missions (summer -> summer -> autumn -> autumn -> winter -> winter and so on...). The weather is randomized for every mission, meaning cloud types and heights, wind strength and direction, and precipitation all change for every mission.
As the mission objects are not taken into the mission by default, when you successfully win a tank battle, the next one isn't instantly available to take on. Instead, the next battles come available in the next mission rotation. So when you win a battle, go to the next available. When they run out, even if there is mission time left, the mission will rotate to give you new battles.
Because of the scale, and alternative attack routes you can take, this enables motti (aka encirclement) tactics. If you are able to encircle enemy into a motti(or pocket), the respawn times of objects will be infinite -> destroying and capturing targets becomes very easy.
Map situation visualization:
In-game, the situation is visualized by both a border line, and series of colored(blue/red/black) lines between airfields, factories and depots. Blue is German, red is Allied and black is no-mans-land. The colored lines represent all the possible routes, through which the battle can progress. For example, let's say there is a tank battle (represented by the opposing tank bases) on the border. You can see black lines extending to two directions from the battle. Where the line color changes (usually there is also an angle in the line as well) there is the next step along the route. That step can be another tank battle or an airfield. If you can see the black line extending from a tank battle to an adjacent airfield, then that airfield becomes capturable if the opposing team wins the tank battle. If there is a segment of colored line between the tank battle and the airfield, then there is still more battles between them.
Our server is also linked with the il2missionplanner.com. The map situation visualization is available here:
-This is a total war server, so basically no rules, so any dirty trick you can imagine, if it helps to defeat the enemy, it's ok ... Attacking airfields basically demands for vulching, etc.
- No teamkilling, this includes ground targets. There's now an automatic system in place to detect this, and players will be punished if they TK. If you are a victim of a false positive, give us an email. There might still be bugs in the system.
- Gentleman rules are of course appreciated (no chute shooting etc.). No insulting other players.
Server settings currently:
- full real
- no icons
- no payload restrictions
You can find the airfields intel photos below. They help you locate and identify the airfield objects needed to close the field. Now also contains the tank base photos.
For voice comms you can use the dedicated channel on the official BoS Teamspeak server, details here:
Chat commands (hint: write them to own team, so enemy won't get a clue of your actions):
<tl - tells the remaining current mission time
<field alias - for example: if Chistovitsi field's alias happens to be "f1" the command would be "<field f1". This tells you the field status (open/closed), how many ground objects are alive, and the percentage destroyed. This command also works for combat zones (use combat zone number, next to tanks bases in the map, for example "Tank base - 1606" -> "<field 1606").
<plane (alias) - Without airfield alias, the "<planes" command will list the plane amount for every airfield (that is currently in the mission). If you have spawned an airplane to the airfield, then the system knows your side, and will only list the airfields on that side, otherwise (if you've just entered the server for example) it will list the airfields on both sides. The command can be used also with an airfield alias, for example "<planes f13", which would only tell the situation on airfield f13. Recommended for less chat clutter
This house of cards…I mean robust system is no doubt flawless, but in the extremely rare case that something odd might happen, please contact us in address "gameserver(at)virtualpilots(dot)fi"
Welcome to the server!
Edited by LLv34_Untamo, Yesterday, 10:34.