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2023 Bloody April XIII Edition - Spring Offensives 1918 "Kaiserschlacht" Campaign


2023 Bloody April XIII Edition - Spring Offensives 1918 "Kaiserschlacht" Campaign Registration  

90 members have voted

  1. 1. Confirm your participation and side preference for this campaign below.

    • Entente Only
    • Entente Preferred
    • No Preference - put me where you need me
    • Central Preferred
    • Central Only

This poll is closed to new votes

  • Please sign in or register to vote in this poll.
  • Poll closed on 05/22/23 at 04:59 PM

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JGr2/J5_Baeumer
Posted (edited)

To automatically get notified of updates, follow/subscribe to this thread using the follow button above to the right on this page.

 

 

 

 

FINAL REPORT

 

Central and Entente battled fiercely during the final hours of the campaign, dropping balloons and completing reconnaissance of enemy positions, resulting in a stalemate for the final day's battles.    Thanks to @J5_Matthias-Sch27b for being the mind largely behind this years campaign, outlining a varied campaign that creatively took us across several different maps and a spectrum of mission objectives while once again pushing the boundaries of the game (we had Zepplins and underground small gauge pulley powered munitions supply lines, among other things!).  Thank you to @J99_Sizzlorr for his collaboration and work with Matt on the mission builds without whose efforts this years' campaign could not have been produced.  The community is so fortunate to have such talented mission builders willing to give so much to it!

This year there was unprecedented opportunity for input from Entente in the design and structure of the campaign, most notably by @=IRFC=Gascan who has become a trusted and valued partner in our efforts to bring the community together, fostering esprit de Corps amongst our respective coalitions of players but most importantly helping us carry forward the spirit of sportsmanship and camaraderie which is at the center of our events the past 13 years!

Finally, and most importantly are you, the players (96 of you) who made this one of the most well attended campaigns of recent memory and who made it so challenging and enjoyable for each other and all of us who worked to present this event.

We look forward to the release of more 1917 planes over the coming year and the prospect of hosting a 'proper' 1917 Bloody April campaign for the first time in Flying Circus!!!


Congratulations to Entente !! 

Final result are below.  Everyone is also invited to drill into their pilot parser stats and click on the awards tab to view their campaign awards won.  The data and awards are campaign specific and not combined with or affect Flugpark stats.  


http://stats.jasta5.org:8002/en/?tour=2


finalresults.thumb.png.2c23b7d797d4c098712c382fc347c389.png



BAXIII.thumb.PNG.8cf36ed83fa9fa318f4d2f755a5841d1.PNG

 

NOTAM 5/17/23

All pilots should be checked in and signed up to allow flight assignmemts to be made for this coming Saturdays missions!   There are two missions of 1.5 hours each.

 

Current results.  During last weekend, an Entente recon plane finally made it home after some delays which prevented it from scoring, but is reflected in the results below. 

 

Central still has mathematical chance to outscore Entente and a better probability of forcing a draw for the campaign.

 

 

 

 

5/8/23

 

Failure of Entente to complete some of their patrol routes, opened the door and allowed a successful night bombing by two Gothas of an ammunition factory in Britain.  Further south a large number of Gothas in two flights were reportedly shot down during the night.

 

 

4/29/23

German Zepplin (L-74) spotted crashed west of Monschau.
British bomb three targets including prime fishing grounds of the Rhine near Koln!!

 

4/22/23

Mission 1 - Central wins - 1pt.
Mission 2 - Entente wins - 1pt. (central 1 objective; entente 3 objectives.  Mission was ended manually to save time so does not show win icon in parser.
Mission 3 - Draw - 0 pt.  (central and entente complete 3 objectives each)

Week 1 concludes in a draw!

 

Campaign Tour Parser - http://stats.jasta5.org:8002/en/missions/?tour=2


4/20/23 


Part 4.1 – Airfield Anti-Aircraft Defenses

 

By 1918 harassing raids against aerodromes have increasingly become a regularly employed strategy – particularly by the British.  While there are no missions in this campaign to directly attack airfields there’s always been a fascination among certain elements of the community with the idea of catching the opponent on the ground when they’re defenseless so of course, it has to be dealt with.
 

image.png.82acf78cb2d841584a9f9b5b7f5fb26b.png

 

 

Similar to the airfield shown above, all airfields hosting a squadron in the campaign have a dedicated anti-aircraft element consisting of 2 flak guns and 2 machine guns.  These crews are extremely well drilled and zealously focused on the defense of their base instead of providing wider area coverage and fire support to other AAA batteries.  They’ll patiently hold fire until a direct incursion into the airspace around the field is imminent.  Pilots who wish to use airfields as navigational markers but approach no closer than 3 kilometers (horizontal distance) can expect nothing more hostile than a watchful eye.  However, pilots choosing to press into closer airspace through either decision or accident beware!

 

Part 4.2 – Frontline Anti-Aircraft Defenses

Building on some of our earlier sections, flying low over the trenches in 1918 is much more likely to earn you a bullet than a friendly wave.  In the campaign, on average, every kilometer of front line is covered by a hostile anti-aircraft machine gun.  As mentioned before, these gunners have received some specific AA training prior to deployment and specialized sights have been developed and are being issued by this period to improve aiming so they are a mix of low and normal AI level.  They’re also a stand in for the thousands of infantry in the trenches who we can’t put in that would also be taking poorly aimed potshots at aerial combatants.

These defenders are interested in pilots making runs right over and through their trench lines but not much more.  Their range is similarly limited to the immediate local area where they are deployed and they’ll never shoot at anything over an altitude of 1500m.  While coverage and strength of defense obviously varies, there are no gaps.  Expect to take damage if you try to just press through.

 

Part 4.3 – Sector Anti-Aircraft Defenses

Depending on the map, there may be some number of centralized AAA batteries for each side to provide defensive support on their side of the map.  We’ll be working in some national/doctrinal flavor for how these are positioned during the campaign, but a dedicated “sector” battery always consists of four guns positioned to provide good multi-gun coverage for roughly 10km square area of the map (shown below in red), and then less intense harassing additional long-range coverage for approximately an additional 3km area (shown below in yellow) around the center defensive area.  Guns contain a mix of normal and low AI crews.

 

 

Sector batteries can be attacked and guns can be permanently eliminated.  There is no direct strategic points benefit to doing so, only the tactical benefits of removing a prickly thorn which might be impeding other air operations. 

 

image.png.8c3d0dd939ad6404c544802caa2e73e2.png

 

 

Part 5 – Going “Out of Bounds”

 

In the campaign, the marked yellow line on the map represents the in-bounds edge for each campaign map.  In some cases the yellow line may intersect the true edge of the map (as above), in which case the edge of the map is the in-bounds edge.  We understand the mud can cause confusion with respect to the edge of intended play so it’s specifically visually marked with a rock lined causeway as shown in the picture below taken from a height of ~1500 meters.

image.png.7598a26b8f68929bcf27ac55ef3a3f5d.png


image.png.8e41e18a49ad645dc872b8f0fc70c428.png

 

 

NOTAM 4/19/23  Part 2


Scoring:

Team points are scored as follows:

 

image.png.cb0cecb5747b455e5c7f56a72f03f7ca.png
Missions have objectives the specifics of which are provided to commanders weekly; see the overall planning map for an idea of mission types per week.  Completing mission objectives scores victory points for a team.   

Campaign Victory:
The winning team for the campaign is the team that has outscored their opponent by at least 20% (rounded UP to the nearest whole number) at the end of the campaign.  This is to show that the team outscoring their opponent subdued the opponent sufficiently enough to truly be victorious.  There is no tie breaker. 

examples: 
Team A scores 18 points and Team B scores 16 points by the end of the campaign.  The campaign is a tie because Team A needed more than 19 points to outscore Team B by 20% or more (16x1.2=19.2).

 

Team A scores 9 points and Team B scores 11 points by the end of the campaign.  The campaign is won by Team B because they outscored Team A by slightly more than 20% (9x1.2=10.8)

 

A parser will record individual performances but only planes will have point values of 1 point each simply for player convenience, but those scores do not affect the win/loss for a mission.

http://stats.jasta5.org:8002/


IMPORTANT – Not reading the following wlll likely result in your not getting to fly!  Read This!


Getting to the Server -
Password is distributed via Flugpark discord.  All lower case.

If this is your first campaign, its important to understand its not a free for all.  You fly and achieve certain objectives (offensive or defensive in nature).  Once you clear the enemy you generally need to continue your mission.  Don't sick around like a live server.  Some missions only lasts one hour before the next one starts. 

There will be ten minute intermissions  between missions on days when there are multiple missions flown.

1.  Meet on Flugpark Discord 30 minutes before start of the mission.  You cannot be late.  If you miss the start of the mission you will miss the entire mission.

2.  Click Multiplayer and then click COOPerative box when clicking into the game.    Do not click Dogfight server menu like you are used to doing! 

3. After selecting Multiplayer on the game menu, click the COOP server menu

 

Any slots that are not filled by players will automatically become filled by AI.


4.  Choose a flight at the field assigned to you.  Recommend not selecting slot #1 as that person will lead the flight and need to use in game commands for any AI that fly with you if you don't have the flight full of players.  If slot #1 is not filled it will become filled by an AI leader who will lead you along the planned mission flight path.   AI may fly significantly slower.

5. Outfit your plane with available options.  If there is no refueling possible in the mission, fuel is locked to allow for flight times.
 

6.  Select the "Ready" button when you are outfitted plane read mission instructions and are ready. 

The designated flight captain for each team should be the last two players to  select the ready button.  A countdown timer begins that cannot be stopped.  Once the countdown ends, nobody else can join the mission.  This is the most important thing to pay attention to in order not to screw things up for you and your team. Its important for one player to understand this and be determined not to select "ready" until they see everyone else has selected the ready button.
 

7.  Once you selected a flight and the mission begins, open the map immediately and identify your field and your plane.  You need to be flexible.
 

If preferred, turn off your instruments by pressing the letter "i" key, or if your HUD display is in the way of your flights instructions.  Use in cockpit instruments.


NOTAM 4/19/23

Below are assignments for mercenary, late and pilots not indicating a side preference during 'registration' via the poll on this thread. All other pilots fly on the side you indicated a preference for in the poll.

All pilots must join Flugpark Discord EARLY/NOW  to get plugged into appropriate Entente and Central communication channels for player assignments etc:  Then do a shout out on either Entente or Central

Central pilots click this link and then post your desire to fly and Central staff will provide you next steps.
https://discord.gg/YV3NT9dFFY

Entente pilots click this link and then post your intent to fly and Entente staff will provide you next steps.
https://discord.gg/5V9wwMpM6Y




Central:

J5 Winkelmann

Ste1n0v

JG1 Wilcke
J2 Trupobaw
BBAS Tiki Joe

 

 

Entente:

GenMarkof007
SCG Faerber
BigglesOf266
SCG FeuerFliegen
Tailmage





Below is information regarding the upcoming Kaiserschlacht Spring Offensives Campaign.  This is the 13th edition of the annual campaign, which is part of the Jasta 5’s Bloody April series first begun in 2010!  
All of the basic design aspects of the campaign have been reviewed and approved by unit representatives from both Entente and Central coalitions.  If you have concerns, direct those up the chain within squads so it can reach the correct personnel involved.  Thank you to the representatives from both coalitions who provided their expert advice and recommendations to help make this a successful community building campaign!

Each year, we have challenged ourselves to do new things and try new things and push boundaries of what is possible.  This year, with the growth of the Flying Circus community, it has been possible for us to return to the highly realistic and exciting dead-is-dead format of yesteryear, except that killed pilots are able to populate back seats on ground attack/bombers.  You will see several other new things this year that we hope are pleasant surprises.

Event Discord – All players must use this discord during campaign missions.  Link - https://discord.gg/sStewGJXPQ  This is where the server password is also distributed minutes before the start.

NOTE:  there are two night missions included in this campaign (see table below).  To help players prepare for that, look for the Flugpark Bloody April Night Mission server to download and practice night flying.  Many are finding it quite challenging and engaging!

The following table contains a schedule of actual play dates and times (convert to your own timezone) as well as other details such as plane sets and settings. 

 

Number:

 

1

2

3

4A

4B

5A

5B

Actual Date:

 

22-Apr

29-Apr

6-May

13-May

13-May

20-May

20-May

Actual Time GMT/UTC

 

1700 GMT

1700 GMT

1700 GMT

1700 GMT

1830 GMT

1700 GMT

1830 GMT

Players:

 

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

Map:

 

Verdun

Rhineland

English Channel

Arras Spring

Arras Spring

Arras Spring

Arras Spring

 

 

Pre-Kaiserschlacht Stalemate

The "Extended" AirWar

The "Extended" AirWar

Kaiserschlacht Planning

Kaiserschlacht Attack!

Kaiserschlacht-Regroup

Kaiserschlacht Counterattack

Planeset Timeframe:

 

early 1918

early 1918

1918

early 1918

early 1918

early 1918

early 1918

Historical Time:

 

1200

2200

2200

500

1800

500

1800

Mission Duration

 

1 hour x 3

3 hours

3 hours

1.5 hours

1.5 hours

1.5 hours

1.5 hours

Central Objectives:

 

Stop Tank Assault
Attack Field Artillery Position
Attack Infantry Strongpoint

Defense Centric

Industrial Complex 1
Industrial Complex 2
Industrial Complex 3

Recon
Balloon Cluster Bust (3)

Arty Spot
Ground Attack MG Strongpoint
Ground Attack Bunkers

Recon
Balloon Cluster Bust (3)

Backend Logistics - Convoy
Backend Logistics - Train
Backend Logistic - Fuel Depot
Backend Logistic - Ammo Depot

Entente Objectives:

 

Stop Tank Assault
Attack Field Artillery Position
Attack Infantry Strongpoint

Industrial Complex 1
Industrial Complex 2
Industrial Complex 3

Defense Centric

Recon
Balloon Cluster Bust (3)

Backend Logistics - Convoy
Backend Logistics - Train
Backend Logistic - Fuel Depot
Backend Logistic - Ammo Depot

Recon
Balloon Cluster Bust (3)

Arty Spot
Ground Attack MG Strongpoint
Ground Attack Bunkers

Approved Central Planeset:

 

Alb D5 - 9
Fokker D7 - 9
Pfalz 3a - 9
Halb Cl.II - 4
Halb. Cl.II 200hp - 5

Alb D5 - 10
Pfalz 3a - 10
Fokker Dr1(limited) - 5

Gotha - 12
Fokker D.VII - 6

Alb D5 - 5
Fokker D7 - 11
Fokker DR1 - 9
Pfalz 3a - 5
Recon DWF C.V - 1

Alb D5 - 6
Fokker D7 - 6
Fokker Dr1 - 8
Pfalz 3a - 6
Halb Cl.II - 6
Halb. Cl.II 200hp - 3

Alb D5 - 5
Fokker D7 - 11
Fokker DR1 - 9
Pfalz 3a - 5
Recon DWF C.V - 1

Alb D5 - 6
Fokker D7 - 8
Fokker Dr1 - 6
Pfalz 3a - 6
DFW C.V - 9

Approved Entente Planeset:

 

N28 - 9
Spad 7 late - 9
Spad XIII - 9
Breguet - 9

HP Opro-400 - 12
Sopwith Camel - 6

(HomeDef) Sopwith Camels - 10
(HomeDef) Bristol F2B2s - 10
Sopwith Dolphins - 5

SE5a - 13
Sopwith Camel - 9
Sopwith Dolphin - 12
Recon Bristol F2B2 - 1

SE5a - 12
Sopwith Camel - 9
Sopwith Dolphin - 5
Airco DH4s - 9

SE5a - 13
Sopwith Camel - 9
Sopwith Dolphin - 12
Recon Bristol F2B2 - 1

SE5a - 8
Sopwith Camel - 6
Sopwith Dolphin - 6
Bristol F2B3(role limited) - 6
Bristol F2B2 - 9

 

 


This is the beginning of a series of posts where we’ll be sharing information with players regarding elements of this years Bloody April XIII Spring Offensives 1918 campaign”.  The hope is that this will minimize campaign day confusion regarding things like rules, target identification, defenses, and requirements for elimination – in addition to giving a closer look into some of the methodologies behind the campaign construction.

 

Our first topic of discussion:  Infantry Strongpoints

 

strongpoints.thumb.jpg.5043054608e6b2f1a9dde78f3c47b0a4.jpg

The native trench systems of Flying Circus were a wonderful eye candy improvement over Rise of Flight, which itself was a massive upgrade from Red Baron.  One of the unfortunate limitations is still that we can’t actually place real trenches or drop infantry “in” to trenches, but despite this there are options we have to bring the target to life.  Active Infantry Strongpoint targets are displayed by an Attack Trenches icon on the map.

The picture above represents what all infantry strongpoint targets will look like.  They have a massive 3 lines deep barbed wire fence 300 meters in front of the position.  In the center is a zig-zagged extension forward of an OP / forward MG position.  You’ll also see sandbags places along the actual trench which act as parapets which are manned for defense or fire support as needed.  Behind you’ll see 3 additional extensions with entrances to tunnels and or secondary positions with various uses like storage, quarters for troops, and secondary fire positions behind the main trench line.

Of additional note you will see 14 sections of the trench/parapets are a darker color brown, circled in red.  These are all possible places that infantry MAY be defending the position but not all will be manned.  The defense at full strength consists of 7 sections of infantry – four 4-man rifle elements, 2 ground MG teams, and 1 AAA MG team.  The MGs have to be destroyed completely for the teams to be “killed”.  On the other hand, the infantry teams once taking 50% casualties (2 of 4) will run for cover to save themselves and are considered “killed” at that point.  When all seven infantry elements are “killed”, the strongpoint has been effectively suppressed and the objective is completed and 1 victory point will be awarded.  Pilots can validate the completion when a friendly infantry company appears from the edge of the wire in front of the strongpoint, their commander fires a green flare, and then the company surges forward to storm the trenches.  The friendly infantry are eye candy and have no actual effect on the awarding of victory points.  The map icon also disappears once to objective is completed.

The infantry in masse were of course not trained to shoot aircraft, but that didn’t stop them from trying to make up for lack of skill with a panic induced volume of fire.  However, by 1918, changes to infantry unit organizational structures found AAA MG companies being embedded at the division or regiment level as support elements and placed into the trenches.  These troops did receive some specialized training and equipment and therefore the AAA MG will have a “normal” AI setting while all other troops stay at “low”.

 

Our second topic of discussion:  Field Artillery Positions

 

artillery.thumb.jpg.b862ab0709a38bf6ed23047cb1dbcd17.jpg

Field Artillery Positions are embedded into the secondary trench structure, placed adjacent to vertical support trenches that allow ammunition and supplies to be fed forward from the rear areas.  The large number of bunkers for the gun crews and ammunition stores, and the detailed barbed wire in front of gun emplacements will help keep these positions visually distinct from the clutter of other bunkers and emplacements along the front.  Active Field Artillery Position targets are displayed by an Attack Artillery icon on the map.

Field Artillery Positions consist of six guns placed in above ground positions shown with red circles above.  The remaining two revetments will contain AAA MGs.  The AAA MGs do not count towards the elimination of the Field Artillery.  The field guns MUST be destroyed for a “kill” to occur, it’s not enough to drive the crews away.  Destroying all six guns resulting in objective completion and the awarding of victory point.  Confirmation of destruction of the battery can be made when the map icon for the target disappears.

 

Our third topic of discussion:  Tank Attacks

 

In World War 1, the tank’s slow speed, dubious reliability, and immensely noisy machinery for the most part limited their ability to obtain strategic surprise and decisive tactical success – a pattern that continued from the time the initial “surprise this is what a tank looks like!” had worn off through the time they continued to be used only in small groups with limited support.  In the event, you’ll know from the map where the enemy tanks were first confirmed spotted (Attack Tanks icon) and also where they were moving to attack (Defend Trench Line Icon).  Draw a line between those two positions, and it shouldn’t be difficult to find them on the battlefield.

During the event, a tank company consists of six tanks spread out across a fairly wide front.  So wide in fact that the picture below doesn’t have all six tanks in it.  You’ll also see the tanks in the picture are French Schneider CA1s which don’t generally get a lot of love or recognition – another reason to feature them specifically in this instructional.  Hint, hint.

tanks.thumb.jpg.852a98e9922d2f4ab2dc4e2ac70b640e.jpg

Six tanks attack together accompanied by 3 infantry teams.  The infantry only provide light harassing AAA fire and serve no other function.  This assault group will slowly work it’s way across the front in roughly 25 minutes, probably cross over an infantry trench or two in the way and open fire on a series of heavy fortifications in an attempt to reduce them to rubble.  Their target will look like this picture below (red bracketed area).

 

tanktargets.thumb.jpg.f3288f1ba464e1ac6a13805a3a1277a4.jpg

The heavy fortifications are all eye candy.  You don’t have to worry about “saving the defenders” within a set time other than by the mission end.  If you fail to take out all the tanks then the fortification clearly got destroyed, objective failed, and no victory point is awarded.  When the tanks are all smoking heaps of scrap, both the defend icon for the heavy fortification and the attack tank icons come off the map as verification that the objective was completed.



Discord Server Link
https://discord.gg/sStewGJXPQ

Central pilots https://discord.gg/YV3NT9dFFY
Entente pilots https://discord.gg/5V9wwMpM6Y

 

Please insure that each pilots participating from your unit registers in the poll on this forum thread.

 

Haluters Skin Downloader

Select the April 1918 Entente and Central skin packs in order to fly and view  historical planes from the period and geographical locations.
HSD.PNG.e36e2749eab697faa7fac1227d4b2e0f.PNG

 

 

 

Edited by J5_Baeumer
NOTAM Updates - See original post
  • Like 11
  • Thanks 1
JGr2/J5_Hotlead
Posted

Well this looks amazing! IMHO, returning to dead-is-dead is a great move. Can’t wait to fly and will be encouraging everyone I can to join in the fun! ?

  • Like 3
=IRFC=Tunes
Posted

and the crowd goes wild

  • Like 3
=LD=Bulldog*
Posted

Looking forwards! Woof!

  • Like 1
Posted

Looks great, I am very keen for this! I only have FC1, but it looks like there is something I can fly for each mission, so its all good!

Posted

Lets try out the verdun map! In.

  • Like 1
=IRFC=Cuban_Apache27
Posted

Night missions, dead is dead?? It's all too good to be true, huzzah!

 

  • Like 4
J2_Trupobaw
Posted

Jurgen, find my flying pants!

Images show WW1 fighter ace the Red Baron with his loyal Great Dane Moritz  | Daily Mail Online

  • Haha 1
JGr2/J46_Hawkeye
Posted

So, the first week is 3 separate missions, each of 1 hour duration (?)  If so, are those missions starting immediately  after the previous mission, or will there be some short interval between them (say, maybe 30 minutes or so).  One hour is a very short time to accomplish objectives from a standing start, and if the missions begin immediately, I foresee some of that time being wasted on just getting reorganized for the next round.....?‍♂️

JGr2/J5_Baeumer
Posted

there will be brief intermissions structured.  Coalition commands will have information sufficient to conduct advance assignments.

  • Thanks 1
=IRFC=Gecko
Posted

Looking forward to it. 

 

Texan_Wargamer
Posted

Excited this will be my first one! 

GenMarkof007
Posted

S!  Any news on the (2) teams and where we can find each team pilots list?

thanks,
GenMarkof ;)

JGr2/J5_Baeumer
Posted

Its being worked on this evening.  Given the pattern of sign ups, pilots will be able to fly according to their stated preference.  Those willing to fly either side will be getting assigned.  Please stay tuned.

 

  • Like 1
JGr2/J5_Baeumer
Posted

NOTAM - See original post for important information.

JGr2/J5_Baeumer
Posted

NOTAM - Part 2 for today.  Extensive information provided.

JGr2/J34b_Matthias
Posted (edited)

Info moving - post here collapsed.

Edited by J5_Matthias-Sch27b
Info migration
JGr2/J5_Baeumer
Posted

NOTAM - Extensive important information posted in original post at top.

1PL-Husar-1Esk
Posted
On 4/10/2023 at 10:21 PM, J5_Baeumer said:

. Outfit your plane with available options.  If there is no refueling possible in the mission, fuel is locked to allow for flight times.

Do rearming be still available?  Since entente aircrafts in general have less ammo, in particular Spad7 with one gun has 350 bullets vs all central aircrafts 1000 , imho this should be an option to give entete scauts some chances in competition vs centrals. In dogfighting mode you can finish and respawn, but i coop you can't if you want stay in the game. Rearm is essential in COOP and it was done ferly quickly in reality contrary to aircraft repairs.

JGr2/J5_Baeumer
Posted (edited)

In some missions but not in all.  If you look carefully at the chart and the mission types you will notice that the campaign begins this weekend with 3 one hour missions back to back (with a brief 10 min break in-between each).  This week, there are no forward resupply points.  Pick your shots well.  Fortunately you have more than just Spad 7's available and it has other advantages over Central planes. 

Edited by J5_Baeumer
Posted

Is it too late to join tomorrow's mission?    A late schedule change has me available....

JGr2/J5_Baeumer
Posted

See you are in the flow.  Welcome.

 

JGr2/J46_Sturm
Posted
On 4/18/2023 at 3:25 PM, mrgunnar177 said:

Excited this will be my first one! 

I hope you have a FANTASTIC! experience

Posted
On 4/10/2023 at 10:21 PM, J5_Baeumer said:

To automatically get notified of updates, follow/subscribe to this thread using the follow button above to the right on this page.

 

Please indicate your intent to fly during the campaign via the poll attached to this thread.

 

Central pilots click this link and then post your desire to fly and Central staff will provide you next steps.
https://discord.gg/YV3NT9dFFY

Entente pilots click this link and then post your intent to fly and Entente staff will provide you next steps.
https://discord.gg/5V9wwMpM6Y



NOTAM 4/20/23 


Part 4.1 – Airfield Anti-Aircraft Defenses

 

 

 

By 1918 harassing raids against aerodromes have increasingly become a regularly employed strategy – particularly by the British.  While there are no missions in this campaign to directly attack airfields there’s always been a fascination among certain elements of the community with the idea of catching the opponent on the ground when they’re defenseless so of course, it has to be dealt with.
 

 

 

image.png.82acf78cb2d841584a9f9b5b7f5fb26b.png

 

 

 

 

Similar to the airfield shown above, all airfields hosting a squadron in the campaign have a dedicated anti-aircraft element consisting of 2 flak guns and 2 machine guns.  These crews are extremely well drilled and zealously focused on the defense of their base instead of providing wider area coverage and fire support to other AAA batteries.  They’ll patiently hold fire until a direct incursion into the airspace around the field is imminent.  Pilots who wish to use airfields as navigational markers but approach no closer than 3 kilometers (horizontal distance) can expect nothing more hostile than a watchful eye.  However, pilots choosing to press into closer airspace through either decision or accident beware!

 

 

 

Part 4.2 – Frontline Anti-Aircraft Defenses

 

Building on some of our earlier sections, flying low over the trenches in 1918 is much more likely to earn you a bullet than a friendly wave.  In the campaign, on average, every kilometer of front line is covered by a hostile anti-aircraft machine gun.  As mentioned before, these gunners have received some specific AA training prior to deployment and specialized sights have been developed and are being issued by this period to improve aiming so they are a mix of low and normal AI level.  They’re also a stand in for the thousands of infantry in the trenches who we can’t put in that would also be taking poorly aimed potshots at aerial combatants.

 

These defenders are interested in pilots making runs right over and through their trench lines but not much more.  Their range is similarly limited to the immediate local area where they are deployed and they’ll never shoot at anything over an altitude of 1500m.  While coverage and strength of defense obviously varies, there are no gaps.  Expect to take damage if you try to just press through.

 

 

 

Part 4.3 – Sector Anti-Aircraft Defenses

 

Depending on the map, there may be some number of centralized AAA batteries for each side to provide defensive support on their side of the map.  We’ll be working in some national/doctrinal flavor for how these are positioned during the campaign, but a dedicated “sector” battery always consists of four guns positioned to provide good multi-gun coverage for roughly 10km square area of the map (shown below in red), and then less intense harassing additional long-range coverage for approximately an additional 3km area (shown below in yellow) around the center defensive area.  Guns contain a mix of normal and low AI crews.

 

 

 

 

 

Sector batteries can be attacked and guns can be permanently eliminated.  There is no direct strategic points benefit to doing so, only the tactical benefits of removing a prickly thorn which might be impeding other air operations. 

 

image.png.8c3d0dd939ad6404c544802caa2e73e2.png

 

 

 

Part 5 – Going “Out of Bounds”

 

 

 

In the campaign, the marked yellow line on the map represents the in-bounds edge for each campaign map.  In some cases the yellow line may intersect the true edge of the map (as above), in which case the edge of the map is the in-bounds edge.  We understand the mud can cause confusion with respect to the edge of intended play so it’s specifically visually marked with a rock lined causeway as shown in the picture below taken from a height of ~1500 meters.

 

image.png.7598a26b8f68929bcf27ac55ef3a3f5d.png


image.png.8e41e18a49ad645dc872b8f0fc70c428.png

 

 

NOTAM 4/19/23  Part 2


Scoring:

Team points are scored as follows:

 

image.png.cb0cecb5747b455e5c7f56a72f03f7ca.png
Missions have objectives the specifics of which are provided to commanders weekly; see the overall planning map for an idea of mission types per week.  Completing mission objectives scores victory points for a team.   

Campaign Victory:
The winning team for the campaign is the team that has outscored their opponent by at least 20% (rounded UP to the nearest whole number) at the end of the campaign.  This is to show that the team outscoring their opponent subdued the opponent sufficiently enough to truly be victorious.  There is no tie breaker. 

examples: 
Team A scores 18 points and Team B scores 16 points by the end of the campaign.  The campaign is a tie because Team A needed more than 19 points to outscore Team B by 20% or more (16x1.2=19.2).

 

Team A scores 9 points and Team B scores 11 points by the end of the campaign.  The campaign is won by Team B because they outscored Team A by slightly more than 20% (9x1.2=10.8)

 

A parser will record individual performances but only planes will have point values of 1 point each simply for player convenience, but those scores do not affect the win/loss for a mission.

http://stats.jasta5.org:8002/


IMPORTANT – Not reading the following wlll likely result in your not getting to fly!  Read This!


Getting to the Server -
Password is distributed via Flugpark discord.  All lower case.

If this is your first campaign, its important to understand its not a free for all.  You fly and achieve certain objectives (offensive or defensive in nature).  Once you clear the enemy you generally need to continue your mission.  Don't sick around like a live server.  Some missions only lasts one hour before the next one starts. 

There will be ten minute intermissions  between missions on days when there are multiple missions flown.

1.  Meet on Flugpark Discord 30 minutes before start of the mission.  You cannot be late.  If you miss the start of the mission you will miss the entire mission.

2.  Click Multiplayer and then click COOPerative box when clicking into the game.    Do not click Dogfight server menu like you are used to doing! 

3. After selecting Multiplayer on the game menu, click the COOP server menu

 

Any slots that are not filled by players will automatically become filled by AI.


4.  Choose a flight at the field assigned to you.  Recommend not selecting slot #1 as that person will lead the flight and need to use in game commands for any AI that fly with you if you don't have the flight full of players.  If slot #1 is not filled it will become filled by an AI leader who will lead you along the planned mission flight path.   AI may fly significantly slower.

5. Outfit your plane with available options.  If there is no refueling possible in the mission, fuel is locked to allow for flight times.
 

6.  Select the "Ready" button when you are outfitted plane read mission instructions and are ready. 

The designated flight captain for each team should be the last two players to  select the ready button.  A countdown timer begins that cannot be stopped.  Once the countdown ends, nobody else can join the mission.  This is the most important thing to pay attention to in order not to screw things up for you and your team. Its important for one player to understand this and be determined not to select "ready" until they see everyone else has selected the ready button.
 

7.  Once you selected a flight and the mission begins, open the map immediately and identify your field and your plane.  You need to be flexible.
 

If preferred, turn off your instruments by pressing the letter "i" key, or if your HUD display is in the way of your flights instructions.  Use in cockpit instruments.


NOTAM 4/19/23

Below are assignments for mercenary, late and pilots not indicating a side preference during 'registration' via the poll on this thread. All other pilots fly on the side you indicated a preference for in the poll.

All pilots must join Flugpark Discord EARLY/NOW  to get plugged into appropriate Entente and Central communication channels for player assignments etc:  Then do a shout out on either Entente or Central

Central pilots click this link and then post your desire to fly and Central staff will provide you next steps.
https://discord.gg/YV3NT9dFFY

Entente pilots click this link and then post your intent to fly and Entente staff will provide you next steps.
https://discord.gg/5V9wwMpM6Y




Central:

J5 Winkelmann

Ste1n0v

JG1 Wilcke
J2 Trupobaw
BBAS Tiki Joe

 

 

Entente:

GenMarkof007
SCG Faerber
BigglesOf266
SCG FeuerFliegen
Tailmage





Below is information regarding the upcoming Kaiserschlacht Spring Offensives Campaign.  This is the 13th edition of the annual campaign, which is part of the Jasta 5’s Bloody April series first begun in 2010!  
All of the basic design aspects of the campaign have been reviewed and approved by unit representatives from both Entente and Central coalitions.  If you have concerns, direct those up the chain within squads so it can reach the correct personnel involved.  Thank you to the representatives from both coalitions who provided their expert advice and recommendations to help make this a successful community building campaign!

Each year, we have challenged ourselves to do new things and try new things and push boundaries of what is possible.  This year, with the growth of the Flying Circus community, it has been possible for us to return to the highly realistic and exciting dead-is-dead format of yesteryear, except that killed pilots are able to populate back seats on ground attack/bombers.  You will see several other new things this year that we hope are pleasant surprises.

Event Discord – All players must use this discord during campaign missions.  Link - https://discord.gg/sStewGJXPQ  This is where the server password is also distributed minutes before the start.

NOTE:  there are two night missions included in this campaign (see table below).  To help players prepare for that, look for the Flugpark Bloody April Night Mission server to download and practice night flying.  Many are finding it quite challenging and engaging!

The following table contains a schedule of actual play dates and times (convert to your own timezone) as well as other details such as plane sets and settings. 

 

Number:

 

1

2

3

4A

4B

5A

5B

Actual Date:

 

22-Apr

29-Apr

6-May

13-May

13-May

20-May

20-May

Actual Time GMT/UTC

 

1700 GMT

1700 GMT

1700 GMT

1700 GMT

1830 GMT

1700 GMT

1830 GMT

Players:

 

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

71 - 35/35

Map:

 

Verdun

Rhineland

English Channel

Arras Spring

Arras Spring

Arras Spring

Arras Spring

 

 

Pre-Kaiserschlacht Stalemate

The "Extended" AirWar

The "Extended" AirWar

Kaiserschlacht Planning

Kaiserschlacht Attack!

Kaiserschlacht-Regroup

Kaiserschlacht Counterattack

Planeset Timeframe:

 

early 1918

early 1918

1918

early 1918

early 1918

early 1918

early 1918

Historical Time:

 

1200

2200

2200

500

1800

500

1800

Mission Duration

 

1 hour x 3

3 hours

3 hours

1.5 hours

1.5 hours

1.5 hours

1.5 hours

Central Objectives:

 

Stop Tank Assault
Attack Field Artillery Position
Attack Infantry Strongpoint

Defense Centric

Industrial Complex 1
Industrial Complex 2
Industrial Complex 3

Recon
Balloon Cluster Bust (3)

Arty Spot
Ground Attack MG Strongpoint
Ground Attack Bunkers

Recon
Balloon Cluster Bust (3)

Backend Logistics - Convoy
Backend Logistics - Train
Backend Logistic - Fuel Depot
Backend Logistic - Ammo Depot

Entente Objectives:

 

Stop Tank Assault
Attack Field Artillery Position
Attack Infantry Strongpoint

Industrial Complex 1
Industrial Complex 2
Industrial Complex 3

Defense Centric

Recon
Balloon Cluster Bust (3)

Backend Logistics - Convoy
Backend Logistics - Train
Backend Logistic - Fuel Depot
Backend Logistic - Ammo Depot

Recon
Balloon Cluster Bust (3)

Arty Spot
Ground Attack MG Strongpoint
Ground Attack Bunkers

Approved Central Planeset:

 

Alb D5 - 9
Fokker D7 - 9
Pfalz 3a - 9
Halb Cl.II - 4
Halb. Cl.II 200hp - 5

Alb D5 - 10
Pfalz 3a - 10
Fokker Dr1(limited) - 5

Gotha - 12
Fokker D.VII - 6

Alb D5 - 5
Fokker D7 - 11
Fokker DR1 - 9
Pfalz 3a - 5
Recon DWF C.V - 1

Alb D5 - 6
Fokker D7 - 6
Fokker Dr1 - 8
Pfalz 3a - 6
Halb Cl.II - 6
Halb. Cl.II 200hp - 3

Alb D5 - 5
Fokker D7 - 11
Fokker DR1 - 9
Pfalz 3a - 5
Recon DWF C.V - 1

Alb D5 - 6
Fokker D7 - 8
Fokker Dr1 - 6
Pfalz 3a - 6
DFW C.V - 9

Approved Entente Planeset:

 

N28 - 9
Spad 7 late - 9
Spad XIII - 9
Breguet - 9

HP Opro-400 - 12
Sopwith Camel - 6

(HomeDef) Sopwith Camels - 10
(HomeDef) Bristol F2B2s - 10
Sopwith Dolphins - 5

SE5a - 13
Sopwith Camel - 9
Sopwith Dolphin - 12
Recon Bristol F2B2 - 1

SE5a - 12
Sopwith Camel - 9
Sopwith Dolphin - 5
Airco DH4s - 9

SE5a - 13
Sopwith Camel - 9
Sopwith Dolphin - 12
Recon Bristol F2B2 - 1

SE5a - 8
Sopwith Camel - 6
Sopwith Dolphin - 6
Bristol F2B3(role limited) - 6
Bristol F2B2 - 9

 

 


This is the beginning of a series of posts where we’ll be sharing information with players regarding elements of this years Bloody April XIII Spring Offensives 1918 campaign”.  The hope is that this will minimize campaign day confusion regarding things like rules, target identification, defenses, and requirements for elimination – in addition to giving a closer look into some of the methodologies behind the campaign construction.

 

Our first topic of discussion:  Infantry Strongpoints

 

strongpoints.thumb.jpg.5043054608e6b2f1a9dde78f3c47b0a4.jpg

The native trench systems of Flying Circus were a wonderful eye candy improvement over Rise of Flight, which itself was a massive upgrade from Red Baron.  One of the unfortunate limitations is still that we can’t actually place real trenches or drop infantry “in” to trenches, but despite this there are options we have to bring the target to life.  Active Infantry Strongpoint targets are displayed by an Attack Trenches icon on the map.

The picture above represents what all infantry strongpoint targets will look like.  They have a massive 3 lines deep barbed wire fence 300 meters in front of the position.  In the center is a zig-zagged extension forward of an OP / forward MG position.  You’ll also see sandbags places along the actual trench which act as parapets which are manned for defense or fire support as needed.  Behind you’ll see 3 additional extensions with entrances to tunnels and or secondary positions with various uses like storage, quarters for troops, and secondary fire positions behind the main trench line.

Of additional note you will see 14 sections of the trench/parapets are a darker color brown, circled in red.  These are all possible places that infantry MAY be defending the position but not all will be manned.  The defense at full strength consists of 7 sections of infantry – four 4-man rifle elements, 2 ground MG teams, and 1 AAA MG team.  The MGs have to be destroyed completely for the teams to be “killed”.  On the other hand, the infantry teams once taking 50% casualties (2 of 4) will run for cover to save themselves and are considered “killed” at that point.  When all seven infantry elements are “killed”, the strongpoint has been effectively suppressed and the objective is completed and 1 victory point will be awarded.  Pilots can validate the completion when a friendly infantry company appears from the edge of the wire in front of the strongpoint, their commander fires a green flare, and then the company surges forward to storm the trenches.  The friendly infantry are eye candy and have no actual effect on the awarding of victory points.  The map icon also disappears once to objective is completed.

The infantry in masse were of course not trained to shoot aircraft, but that didn’t stop them from trying to make up for lack of skill with a panic induced volume of fire.  However, by 1918, changes to infantry unit organizational structures found AAA MG companies being embedded at the division or regiment level as support elements and placed into the trenches.  These troops did receive some specialized training and equipment and therefore the AAA MG will have a “normal” AI setting while all other troops stay at “low”.

 

Our second topic of discussion:  Field Artillery Positions

 

artillery.thumb.jpg.b862ab0709a38bf6ed23047cb1dbcd17.jpg

Field Artillery Positions are embedded into the secondary trench structure, placed adjacent to vertical support trenches that allow ammunition and supplies to be fed forward from the rear areas.  The large number of bunkers for the gun crews and ammunition stores, and the detailed barbed wire in front of gun emplacements will help keep these positions visually distinct from the clutter of other bunkers and emplacements along the front.  Active Field Artillery Position targets are displayed by an Attack Artillery icon on the map.

Field Artillery Positions consist of six guns placed in above ground positions shown with red circles above.  The remaining two revetments will contain AAA MGs.  The AAA MGs do not count towards the elimination of the Field Artillery.  The field guns MUST be destroyed for a “kill” to occur, it’s not enough to drive the crews away.  Destroying all six guns resulting in objective completion and the awarding of victory point.  Confirmation of destruction of the battery can be made when the map icon for the target disappears.

 

Our third topic of discussion:  Tank Attacks

 

In World War 1, the tank’s slow speed, dubious reliability, and immensely noisy machinery for the most part limited their ability to obtain strategic surprise and decisive tactical success – a pattern that continued from the time the initial “surprise this is what a tank looks like!” had worn off through the time they continued to be used only in small groups with limited support.  In the event, you’ll know from the map where the enemy tanks were first confirmed spotted (Attack Tanks icon) and also where they were moving to attack (Defend Trench Line Icon).  Draw a line between those two positions, and it shouldn’t be difficult to find them on the battlefield.

During the event, a tank company consists of six tanks spread out across a fairly wide front.  So wide in fact that the picture below doesn’t have all six tanks in it.  You’ll also see the tanks in the picture are French Schneider CA1s which don’t generally get a lot of love or recognition – another reason to feature them specifically in this instructional.  Hint, hint.

tanks.thumb.jpg.852a98e9922d2f4ab2dc4e2ac70b640e.jpg

Six tanks attack together accompanied by 3 infantry teams.  The infantry only provide light harassing AAA fire and serve no other function.  This assault group will slowly work it’s way across the front in roughly 25 minutes, probably cross over an infantry trench or two in the way and open fire on a series of heavy fortifications in an attempt to reduce them to rubble.  Their target will look like this picture below (red bracketed area).

 

tanktargets.thumb.jpg.f3288f1ba464e1ac6a13805a3a1277a4.jpg

The heavy fortifications are all eye candy.  You don’t have to worry about “saving the defenders” within a set time other than by the mission end.  If you fail to take out all the tanks then the fortification clearly got destroyed, objective failed, and no victory point is awarded.  When the tanks are all smoking heaps of scrap, both the defend icon for the heavy fortification and the attack tank icons come off the map as verification that the objective was completed.



Discord Server Link
https://discord.gg/sStewGJXPQ

Central pilots https://discord.gg/YV3NT9dFFY
Entente pilots https://discord.gg/5V9wwMpM6Y

 

Please insure that each pilots participating from your unit registers in the poll on this forum thread.

 

Haluters Skin Downloader

Select the April 1918 Entente and Central skin packs in order to fly and view  historical planes from the period and geographical locations.
HSD.PNG.e36e2749eab697faa7fac1227d4b2e0f.PNG

 

 

 

I cannot find skins for the Schusta-14 flight! 

 

Are they not available?

 

Winkelmann.

Posted

Don't seem to be, I just did a search on HSD :(

JGr2/J5_Baeumer
Posted (edited)

NOTAM - Week 1 results and link to parser updated to original post on this thread.  Be sure to check out your individual award pages on parser!

Edited by J5_Baeumer
  • Like 1
1PL-Husar-1Esk
Posted
On 4/20/2023 at 7:42 PM, J5_Baeumer said:

In some missions but not in all.  If you look carefully at the chart and the mission types you will notice that the campaign begins this weekend with 3 one hour missions back to back (with a brief 10 min break in-between each).  This week, there are no forward resupply points.  Pick your shots well.  Fortunately you have more than just Spad 7's available and it has other advantages over Central planes. 

Thanks, after the first day and that particular one hour coop segments,   my worries about ammo were not meet. You were know what you are doing.  

11 hours ago, J5_Baeumer said:

NOTAM - Week 1 results and link to parser updated to original post on this thread.  Be sure to check out your individual award pages on parser!

Does gunners also be able to get awards on parser ?

  • Like 1
JG4_Moltke1871
Posted

Had a lot of fun last evening.

Salute to the Breguet group over our Tanks ??

  • Upvote 1
JGr2/J46_Hawkeye
Posted

For the NOTAM 4/22/23, with regard to Mission 2, is it not true that Entente won 3 objectives instead of 2 as posted? 

  • Thanks 1
JGr2/J5_Baeumer
Posted
7 hours ago, =IRFC=Hawkeye said:

Entente won 3 objectives

It is not false.  Correction made. Thank you.

  • Thanks 1
JGr2/J5_Baeumer
Posted

Week two results and results to date posted in Original Post above!

Posted

That was a very cool night mission last night guys, thanks so much for putting that together! Even though we had a pretty uneventful mission, and I was only a gunner, it was still very enjoyable.  We dont get many night missions so its a real treat to fly one! 

 

 

  • Like 1
JGr2/J5_Baeumer
Posted

See NOTAM update and current results in Original Post above.

  • Like 1
JGr2/J46_Hawkeye
Posted

Is there any target information for weeks 4/5, similar to week 1 ? Not too clear on what "back end logistics" entails....

1PL-Husar-1Esk
Posted

How results looks like after last Saturday?

JGr2/J5_Baeumer
Posted

NOTAM update and current results in Original Post above.

  • Thanks 1
JGr2/J5_Baeumer
Posted

Final report and results in Original Post of thread.  Congratulations to all participants!

JGr2/J5_Hotlead
Posted

Congrats on the victory, Entente! Well-flown work indeed. And thank you to Wolff for doing an excellent job herding us Central cats. Prosit! ?

  • Like 1
=IRFC=Tunes
Posted (edited)

On behalf of the Entente team, I want to thank Jasta 5, J5_Matthias, and J5_Baeumer for organizing a remarkable tournament. Bloody April 13 was highly competitive, creative, and, most importantly, extremely fun.

To our Central opponents. You all put up an amazing fight for five long weeks, and this really pushed us as a team. J2_Seya's incredible recon success yesterday despite 13 of our aircraft orbiting near his aerodrome was a testament to your team's resilience and J5_Wolff's leadership. Well done, and we salute you all.

Edited by =IRFC=Artun
  • Like 2

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