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Moxy

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Moxy last won the day on January 22

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  1. Also the latest January Windows security update, is negative FPS'ing gaming with micro stutters on Nvida KB5074109
  2. ~S~ The internet "disabling/restarting" was a 80/20 shot for me! The firewall rule was a better option. Going forward, if I can hack out more of Meta through the firewall....lol? I also have virtual desktop, with a $40.00 router, works fine! Thanks
  3. ~S~ When you try to cable link, it runs on an endless loop... trying to connect to meta. Fix: Block the OculusDash.exe "outbound" firewall rule.
  4. Thanks all ....it was tough out there! ~S~ To all those that attended Thanks and Salutes! Everyone fought with honesty, honor and chivalry. And with the few "rule" changes in the beginning, and fun after- session debriefs...I think we turned it into a world of matching skills and tactical tournament play. In this session of "Europe in Flames" JG1 was made up into 1 side...1st blue than red. While SCG, SIA, J2TAF,J4, 1./jg42, 1./sg2, AB1,III/jg52, and Mercs were the opposing team first red than blue...we switch "side" at the half way point. A little tabulation of the stats pages for all 4 sessions, and an approximation of the EIF in-game "objectives" scoreboard reflect the team(s) tactics, applied by the respective teams. The in-game objectives scoreboard, defenders always 4 points up, showed JG1 team slugging it out on the Ground (tanks) against SCG's ground team, and eventually having relinquished points in the ground battles. While JG1 air power CAP'ing and fighting into "objective" based targets and trying not to tip the intel hand of excellent CAP flights, by SIA and companies. If my calculations are correct, by the in-game session scoreboards JG1's team was "bested" by 8 points total over 3 sessions, and a tie on session 4... Congratulations! Looking at the "stats pages" over the 4 sessions, it adds to the story of tactics, victories, and losses, but also the efforts of talent, and gumption, it took for a point or 2 on the in-game objectives map. Team Blue Team Red aircraft 5 34 ground 423 224 Hail! team RED (SCG, SIA, J2TAF,J4, 1./jg42, 1./sg2, AB1,III/jg52, and Mercs) See all in the skies, Thanks, and all the best JG1_Moxy
  5. Kool 4x the strength of old. Used to laugh when crashing, like it was possessed. Rip your arm off lol
  6. Yea looked it up. Kinda lol, from when I had a logitec 3d pro FFB, compared to today. Or the other, Microsoft Sidewinder? 1.5Nm compared to 12Nm of force or resistance today. I guess it can rip your arm off. lol
  7. Wow the last time I checked one was $550.00
  8. Welcome to the Europe in Flames on line war Your registration within this thread is essential, as it gives us an overall headcount and a clear idea as to whom to provide access. All participants pilots/tail gunners and tankers must register. Registration will stop 24 hours before each weeks mission start but we will make every attempt to include late registrations up to the server launch. We may be too overwhelmed though so don't count on just showing up at the last minute. We will not be accepting mass registrations by squadron commanders. All interested pilots are urged to register individually (we will accept registration by proxy but the person registering another pilot must fill out their "Certainty of attending" as noted below). After registering within this thread, please be patient. We will not post a complete list of team assignments until closer to the event start date. Please make sure to join EIF's Discord: https://discord.gg/4vPQyy4 Important! Please do not register for the campaign unless you are confident that you can attend most sessions. Your commitment is essential, as it helps us arrange for team balance. Please post the following information: Your In-Game Name: EIF Discord Name: [if applicable] Squadron affiliation: If you have a particular Squadron or person that you prefer to fly with: Your time zone: Will you primarily be?: Pilot / Aircraft Gunner / Tanker Your certainty of attending: Week A1 (Saturday, 1 November 2025) Yes / No / Uncertain Week A2 (Saturday, 8 November 2025) Yes / No / Uncertain Flip sides Week B1 (Saturday, 15 November 2025) Yes / No / Uncertain Week B2 (Saturday, 22 November 2025) Yes / No / Uncertain
  9. The Campaign Scenario: The Europe in Flames (EIF) Online War is a combined air and ground combat competition. It is a scenario-based campaign system that focuses on completing team objectives. It is a test of skill for the team and the individual players. Team objectives, by themselves, are not complex to complete. However, doing so while actively opposed by a determined opponent can make them very difficult. Thus, it’s important not to view EIF as merely a string of targets or assignments. Instead, those objectives create the authentic feeling of combat that EIF is known for. Code of Conduct: EIF aims to encourage and develop a tight-knit community of mature, like-minded people who wish to enjoy a challenging, rewarding, and fun combat environment within IL-2: Great Battles. EIF adheres to a code of conduct with several important guiding principles to accomplish this. These include an atmosphere of sportsmanship, respect, and fair play. Individuals, squadrons, and teams should always strive for the following: Respect the EIF rules and tournament coordinators. Respect your opponents and teammates. A commitment towards participation, including welcoming and helping new players. Avoiding a poor attitude, such as “win-at-all-costs.” Suppose a tournament participant feels that someone has violated the EIF rules or acted in a manner that is contrary to the spirit of EIF. In that case, they should contact their team commander after the session ends. The team commander will then reach out to the EIF tournament coordinators. Open-chat accusations or counter-accusations are not tolerated, and offending parties will be asked to leave the server immediately. Minor rule infractions caused by a momentary error or accident will result in only a warning. More severe rule infractions will result in more severe penalties: The first infraction by a player will result in a ban from the next session. The second infraction by a player will result in a ban from the rest of the Campaign. The third infraction by a player will result in a permanent ban from EIF. Paint schemes that show incorrect national markings are known as “capture skins” within the tournament context. “Capture skins” violates sportsmanship, respect, and fair play. Their use within EIF is prohibited and will incur penalties unless placed explicitly for a mission (e.g., the Steal Prototype mission). Killing an enemy pilot within their parachute (i.e., “chute killing”) is legal. While many individuals and squadrons view chute killing as dishonorable, attempting to eliminate enemy pilots within a competition is valid. It is up to individuals and participating squadrons to determine how they will choose to deal with this reality of virtual war. Pilots who decide to bailout of a stricken aircraft may not end the mission until they reach the ground. Server Setup and Session Information: The EiF server will always have the most up-to-date version of the IL-2: Great Battles game applied. If server-side modifications are used, details will be posted to all players well before the session. Players should ensure they are “patched up” before the server launch. The in-game “cockpit clock” is the primary time reference during each session. When the server launches (approximately 15 minutes before the scheduled session starts), the in-game clock will be 15 minutes before the top of the hour. Please note that this means that the EIF server will always launch approximately 15 minutes before the posted session start time. After the first 3 minutes, players are encouraged to spawn into their aircraft. Players may taxi and move around their spawn area during this time. However, they must stay on their ground base. To take off or leave before the official start of a session violates EIF’s code of conduct rules, and this action will incur either a warning or a severe penalty. Players will be alerted to the impending start of a session approximately 5 minutes before the top of the hour. Support vehicles at the airfields and ground bases will fire a red flare. Confirmation that a session has started is a green flare. A message will also be displayed, announcing the session’s start. When 30 minutes remain in a session, a warning message will be displayed. A similar message will show when 10 minutes remain. Tournament Overview: EIF is a passworded event. All players must be registered and assigned to a team. The EIF tournament structure is as follows: Each session (or mission night) is approximately three hours in length. Objectives completed during these sessions are tallied on the in-game map for both teams, and mission scores will be posted before the next session is run. These easy-to-use aids allow all participants to track the tournament and their team’s progress. Playing and Winning EIF: At the start of a campaign, the Blue Team and the Red Team are assigned to an in-game side (either the Allied Powers or the Axis Powers). The teams will play two sessions (or mission nights) on that in-game side. After every two weeks, the two teams will flip sides. The team operating as the Axis Powers will now operate as the Allied Powers. The team operating as the Allied Powers will now operate as the Axis Powers. This switch ensures that both teams are treated fairly within the event and that all players can operate all aircraft / vehicles. The winner of a session is determined by the team with the higher Victory Point total, as shown on the in-game map, at the end of the session. After four sessions, the Victory Point total is tallied to determine a winner for the Campaign. If both teams have the same number of Victory Points after four play sessions, the Campaign ends in a stalemate. General Aircraft Rules: (Note that the rules specified in this section applies to tanks and ground vehicles as well). We are using a specific group of aircraft for EIF. These aircraft are set for each phase of play and will not be changed. During each session, aircraft are limited in number. However, aircraft can be returned to service. To do this, De-spawning aircraft will be placed into an airbases inventory if that airfield contains that type of aircraft, and only if the "types" inventory has been depleted, including aircraft type currently in use. De-spawning, "not at Home Base" could result in lost aircraft. Mission specific aircraft De-spawning mission specific aircraft will return the plane into an aircraft's type inventory, but will no longer be available as a "mission specific aircraft" if the types, inventory has been depleted. It is possible, however, to refuel, repair, and rearm your aircraft at any aerodrome without hitting the refly button. A mission specific aircraft will retain it's status when successfully rearmed, refueled and / or repaired. If a pilot enters the game at the wrong aerodrome, is in the wrong aircraft type, or has the wrong load-out, he may hit refly without fear of losing his aircraft. Except for mission specific aircraft under most circumstances. Basic Tournament Rules: SRS / Teamspeak / Discord Rules: There are no SRS, Teamspeak or Discord rules for EIF. Squadrons and Teams may use Teamspeak, Discord, and any other voice-over-internet software as they see fit. However, all official event communication such as release of the password, rules or other questions, etc. will only be on the EiF Discord server and it is highly recommended to use this as your primary comms. Dead-is-Dead: rescinded for EiF 2025 EIF operates as a single-elimination “dead-is-dead” tournament for all pilots. Because of this, each participating player is given one virtual life as a pilot per session (mission night). However, a player may have an unlimited number of gunner or tanker lives. Bailout Out: Pilots may bail out and use their parachutes A bailed-out pilot may only “Finish Flight” in a parachute after reaching the ground. An accidental bailout while the aircraft is on the ground is considered a disconnect, and Disco rules should be followed. Re-fly Rules (after Pilot Death or Capture): rescinded for EiF 2025 If a player, acting as a pilot, dies or is captured during a mission night, that player will not be allowed to re-fly or re-enter the server as a pilot for the rest of the session. The aircraft the pilot died or was captured in will be considered lost and will be subtracted from their team’s available total. The pilot is marked as killed-in-action (KIA) or captured (prisoner-of-war - POW). Players who have had their pilot killed or captured must either leave the server or switch to the role of a gunner. There is no death kick on the EIF server to allow players to act as gunners in multi-seater aircraft or Tanking. Because there is no death kick on the EIF server, players are expected to respect their terminal events (death or capture), and not violate the tournament rules by re-flying again illegally. If a player hits re-fly after their pilot has been killed or captured and then does not immediately correct their mistake and exit, the player will be violating the spirit of the game and will be subject to severe penalties. Re-fly Rules (Friendly Territory): Landing at an active airfield will typically return your plane to service at that base, provided that the aircraft type is available there and it was not severely damaged. If a pilot has landed at a friendly aerodrome and de-spawns, that player may re-fly at the discretion of the team commander (CO) after a 5-minute timeout. This timeout starts when a player hits “Finish Flight” and goes to the map room. If a pilot rearms and refuels their aircraft without de-spawning, they may take off again as soon as the ground crew has readied their aircraft. They do not need to take the 5-minute timeout. Suppose a pilot crashes in friendly territory and survives the event. In that case, that pilot may switch to a new aircraft and take off again, provided that another aircraft is available at the discretion of the CO and after a 5-minute timeout. Re-fly Rules (when under attack): Pilots on the ground and under attack from strafing or bombing enemies may “Finish Flight” anytime. The grounded pilot does not have to sit through the attack. This allowance is not valid for a pilot who chooses to bailout a stricken aircraft. A bailed-out pilot may only “Finish Flight” in a parachute after reaching the ground. Re-fly Rules (Spawn Camping): Spawn camping is not in the spirit of the Europe In Flames tournament. Pilots who safely land their shot-down or disabled aircraft on top of a spawn point must “Finish Flight” and de-spawn as soon as possible. Sitting on the ground at a spawn point to act as a forward controller for friendly aircraft or position your rear gunner to shoot at enemy aircraft is unacceptable. In any other situation, pilots may sit in their shot-down or disabled aircraft as long as they wish. Bombing and Specialized Aircraft Rules: Within the IL-2 Sturmovik: Great Battles game, every aircraft that can carry a bomb and has it available in the mod list may use it on any target on the server. This rule is not just limited to attack aircraft; it includes fighter aircraft. This bombing rule departs from past events, where only designated bombers could attack specific targets. Additionally, some load-outs for all aircraft within the server will be locked. Most aircraft will be stock front-line types with conventional weapons and equipment. In other words, if the loadout screen allows loading a particular ordinance type, you can use it. However, some ordinance types may be locked, i.e. the 1800K bomb on the Stuka will be locked. Each team will have a small number of mission aircraft, however. Mission aircraft will carry unconventional or unique load outs that will allow them to carry out specific missions. These mission aircraft will be limited in number and thus very valuable to their respective teams. Teams must decide for themselves who gets the honor of piloting them. Mission aircraft, upon accomplishment of their mission are returned to inventory and may be used for any other task. Sectors and Landmarks: There will be two sectors on the EIF map: one controlled by the Axis and one controlled by the Allied Powers. Each sector may also contain the following: Supply Trains Supply Columns (Convoy) Factory Prison Rescue Encampment AAA battalion Active Airfields Tank Battalions (Tank and Vehicle spawn points) Bridges (Only bridges denoted by Icons on the map are repairable by Pioneer / engineer) Forward Operating Base (FOB) Server Crashes and Discos: If the EIF server crashes during a session, the affected session is scrubbed. It will not be counted and will then be re-flown at a later date. This situation will be the only time a session is canceled. Scheduled sessions should always be run, regardless of team numbers or the number of unintentional player disconnections (discos). Unintentional player disconnections (discos) due to technical issues are almost always out of the player’s control. Thus, no participating pilot will be penalized for game crashes/failures (like the 10019 error) or internet connectivity crashes/failures. If a pilot discos due to a technical issue, they should immediately check in with their team commander (CO) and ask for clarification on the rules. If the CO clears the pilot, they may re-enter the server and refly as if nothing happened. This rule holds even if the pilot is in enemy territory. However, while the pilot is now “okay,” the aircraft (or tank / vehicle in the case of tankers) they were flying is lost and is deducted from their team’s existing totals. Additionally, all pilots returning from a disco still need to take their 5-minute timeout (as if they landed). Discos caused by technical issues are monitored through the honor system. Any abuse of this rule, for either pilot or team gain, is a severe violation of the game’s spirit and EIF’s code of conduct. If a player intentionally discos to avoid death or capture and does not immediately correct their mistake by exiting the game, severe penalties will be leveled against them.
  10. EIF 2025 Teams (subject to change)
  11. EIF 2025 tournament and practice schedule Session#1 Sat Nov 1st Blue=Axis Red=Allied Session#2 Sat Nov 8th Blue=Axis Red=Allied (Switch sides) Session#3 Sat Nov 15th Blue=Allied Red=Axis Session#4 Sat Nov 22nd Blue=Allied Red=Axis General Mission time is at the top of the hour (check for your local time changes) Sever will launch 15 min prior, for entry and taxi. Mission "Take off or roll time" will be a the top of the Hour by the in Game Clock! A "Mission begin" in-game message will appear at the center top of screen Early take offs or Tank rolls beyond 100ft (move for spawns) are not permitted The server will be up 24/7 for "open" practice On Tuesdays and Thursday's at 9:00pm EST JG1 will host live action EIF practices for anything related to EIF If you join the server "you have the map" which can be self hosted
  12. EIF 2025 Battle area
  13. OBJECTIVES Objectives: Factory 25% per Point Encampment 25% per Point Prison rescue 4 Points Convoy 2 Point Train 2 Points City Objective Victor = one point gained, Loser = one point lost On-Map intel and scoreboard: EIF has real-time "percentage" destroyed intel for the factory and encampment which are displayed on-map next to the encampment/factory target icons. Also a real time scoreboard of Axis/Allied points gained and lost (tank captures) is displayed above the battle area of the in-game map. AAA battalion: "Objectives" have defensive AAA batteries, each battalion consisting of 3 batteries of 3 guns (20mm thru 88mm). Defensive Batteries are located in and around the objective's perimeter, out to a distance of approximately 5 KM. Guns destroyed do not re-spawn, and are not part of an objectives value. Suppressed guns (crew runs away) will have crews returned within 5 to 10 minutes. Airfields: Plane-sets are limited. Refuel and Rearm is available for all aircraft at any active airfield. Airfields also have destroy-able, Refuel and Rearm vehicles. The Refuel and Rearm vehicles, once destroyed, do not re-spawn. De-spawning aircraft will be placed back into an airbases inventory if that airfield contains that type of aircraft and only if the "types" inventory has been reduced, including type currently in use. De-spawning "not at Home Base" could result in lost aircraft. Trains: Trains have random start times and routes, and are not indicated on the map. Trains are also defended by on-board AAA. Note that only the locomotive counts for destruction of the Train. All train cars / AAA cars do not count toward Train destruction. Convoy: A convoy is made up of 10 cargo trucks and 2 AAA vehicles. Destroy 7 of the 10 cargo trucks for the points. AAA trucks do not count toward Convoy destruction. Active Supply columns are indicated on the map by an "as the crow flies" black line, designating its start and end points only. Supply columns are "on-road" , but choose their own roads to their destination. The convoy's start and destination points could change from week to week. The time it spawns is random and could be at any time within the mission. Factory: The Area target is organized randomly into 9 Sections of mission editor "object group's". Destroy 50% of a group, destroys that group. Destroy 50% of the "Group's" with-in a section, destroys that "Section". (indicated by a medium smoke) Each Section is 12% of the total. Counted at 25% intervals for points, and seen on the in-game map. (Sections can contain powder bags and/or ammo crate's which have increased explosive destruction power beyond the other Sections). A few "objects" may not be part of any Section. Sections are the same for Red and Blue, but their arrangement are different. Encampment: The Area target is organized randomly into 9 Sections of mission editor "object group's". Destroy 50% of a group, destroys that group. Destroy 50% of the "Group's" with-in a section, destroys that "Section". (indicated by a medium smoke) Each Section is 12% of the total. Counted at 25% intervals for points, and seen on the in-game map. (Sections can contain powder bags and/or ammo crate's which have increased explosive destruction power beyond the other Sections). A few "objects" may not be part of any Section. Sections are the same for Red and Blue, but their arrangement are different. Prison Rescue: Destroy the 2 "command buildings" and "gate house". The prisoner vehicle will spawn at the nearest airfield to the Prison compound and begin firing flares. Land the "Rescue Aircraft" at that airfield. Engine off is not required but being at a complete stop is. All players on the same side as the Prisoner Rescue aircraft will receive a "wait a few moments for prisoner to board", then a few minutes later a "prisoner on board" in-game message. Fly the prisoner to its Home airfield. Land the prisoner with in the airfield perimeter. Wait while stationary, to receive the in-game message of "prisoner rescued" (engine off not required). Gained points after the mission complete are visible on the in-game/on map score board. After Prison Rescue mission complete the Prison rescue icon on the map disappears. Ground Forces: Tank Battalions: Ground battles are fought between Divisions. Each Division is broken down into Battalions. Each coalition Division has four Battalions: One HQ Battalion and three regular Battalions Each Battalion (spawn point) also has a capture flag and defensive assets. (see defensive assets:) When an enemy vehicle enters with in the battalions capture zone, the spawn location is turned neutral, and no vehicles can spawn. If the enemy vehicles are expelled before the Battalion is captured, the spawn will return to friendly hands and will be usable. However, if the Battalion is captured, it shuts down the spawn location for the rest of the game session, or until the base is recaptured. Destroying the Fuel and Ammunition crates under 3 nets, in a battalion, can also neutralize the "Spawn" for a 20min period. The spawn will reset after the 20 mins. including the fuel and ammo, if no other action(s) takes place. Tanks do not have the RRR options at the Battalions, but can be able to rearm and refuel at FOBs (see the FOB section of the rules), Tankers have unlimited lives and can be multi-crewed. Note: captured battalions do not count for points. Only dual flagged "capture points" within the city will count for points. Defensive Assets: Battalions and Divisions have AI manned defensive assets (Static tanks/anti tank guns). Also there are "objects" with in the Battalions or Divisions that not considered as assets (fuel tanks, trucks, etc.) Defensive assets can be ether destroyed or their "crew" dislodged (Guns) in order to capture. An Asset with a dislodged crew at capture will return after 5 to 10 minutes and re-capture the base. Only destroyed assets are permanently destroyed and do not re-spawn in order to permanently perform a capture. Artillery Rules: Team commanders have access to artillery barrages, which consist of an artillery vehicle and two batteries of four BM13s. After the commander selects the artillery vehicle, an 8x8 grid is displayed on the in-game map. After choosing the artillery vehicle, the commander can bring up the firing grid by pressing LWIN 1. The commander selects the square to fire into by using the firing grid. This is indicated by a red “X” in the chosen square. The artillery guns will now begin firing into that square. Members of the firing team can also see the grid, so they can function as a forward observer, adjusting fire to where it is needed. After six barrages, the artillery guns will be out of ammunition. Note that each “X” is considered a barrage, even if it does not fire for five minutes. The artillery barrage will continue to fire into that location for five minutes. When the commander leaves the artillery vehicle, it will return to the spawn inventory, and there will be a five-minute delay before the artillery can be fired again. Five minutes before the mission starts, one side is chosen randomly to do a five-minute per-engagement artillery barrage. A commander can request to move his artillery fire locations to a different area between sessions. This request is placed with the tournament coordinator on Discord. Artillery Penalties: Each commander is allowed to spend up to 15 minutes in the artillery command vehicle. If a commander spends over 15 minutes in the artillery command vehicle, they’ll receive penalties. If the commander remains in the vehicle longer than 15 minutes, an ammo truck will appear and, after 15 seconds, will explode, destroying the vehicle. After this explosion, the artillery vehicle will be available again after a first-time penalty of 30 minutes. The second-time penalty is 60 minutes. A third penalty will result in losing the team’s artillery for the remainder of the session. Continued abuse of the artillery vehicle beyond the third penalty will result in a team losing artillery for the next session. Continued abuse beyond this will result in a team losing artillery privileges for the rest of the campaign. FOB vehicles: FOB, FOB ammo, and FOB fuel trucks are used to activate Forward Operating Bases. Once activated, the FOB provides additional Division Support Platoons (tanks) for the Division. To activate the FOB, FOB ammo, or FOB fuel trucks, drive the vehicle inside the yellow rings, as depicted in the image below. (To be absolutely certain of being within the activation zone, park within the revetment underneath the crane). Then end your mission. Once the FOB is activated, a new Spawn Point icon will appear on the map in the FOB location and tanks will be available to spawn there. Once the Fuel and Ammo FOB missions are completed there will be, respectively, a fuel and an ammo truck there which allows re-arm / re-fuel of any friendly vehicles at the FOB. The FOB will be captured by the enemy by the presence of any enemy vehicle within the AO of the FOB. Pioneer/Engineer: Pioneer/Engineer vehicles are typically used for bridge building and bridge repairs. However, they can also be utilized for other future special missions. Details regarding future special missions will be documented and sent to all teams later. To conduct a bridge building or repair, the vehicle must approach the bridge until it receives the “Bridge Construction Begins” or “Bridge under Repair” message. The vehicle must remain in the bridge area (within the yellow circles as depicted below) for at least 3 minutes. The build or repair area for a bridge is 50 to 100 meters larger than the span of the bridge to be built or repaired. This means that on multi-span bridges, the bridge repair/build truck will have to repair or build one span at a time, moving onto the newly completed section to begin the same sequence for the subsequent spans. City capture zones: There are 4 "City capture points". Each capture point contains 2 flags. Once both flags are captured, the objective will change hands. The victor gaining a point, while the losing team loses a point. Each capture point is also defended by a tank or AT gun. If this gun is suppressed and the flags are captured, then the crew returns they will be defenders for the current side. A city capture objective can be recaptured, so can change hands multiple times during the session.
  14. AIRCRAFT ALLIED Airfield: Novoye Selo 8 Mig 3s24 4 Yak-1s23 3 - I-16 S24 1 - U-2VS Airfield: Gzhatsk 4 Mig 3s24 3 - I-16 S24 4 - IL-2-41 Airfield: Zenino (Reserve Base) 2 - Yak-1 S23 3 - Lagg-3 S4 4 - IL-2-41 3 - Pe-2 S35 Airfield: Dugino 2 - I-153 2 - Pe-2 S35 3 - Yak-1 S23 1 - U-2VS 2 - LI-2 (Prison) AXIS: Airfield: Dvoevka 10 Bf 109 E7 2 Bf-109 F2 1 Bf 109 E4 2 - Bf-110 E2 Airfield: Znamenka 7 Bf 109 E7 1 BF 109 F2 4 - Ju-87 D3 Airfield: Bol'Shoe Vergovo 5 - Bf-109 E7 4 - Ju-87 D3 3 - He-111 H6 2 - Ju-52 (Prison) Airfield: Yuhnov (Reserve Base) 3 - Bf-109 F2 2 - Bf-109 E7 2 - Bf-110 E2 2 - Ju-88 A4 TANKS ALLIED: 1st Battalion 21st Tank Brigade T-34/76 STZ (1942) 27 T-34/76 UTZ (1943) 4 2nd Battalion 21st Tank Brigade T-34/76 STZ (1942) 27 T-34/76 UTZ (1943) 3 3rd Battalion 21st Tank Brigade T-34/76 STZ (1942) 18 T-34/76 UTZ (1943) 3 KV-1s ChTZ (1943) 10 21st Tank Brigade HQ T-34/76 STZ (1942) 6 T-34/76 UTZ (1943) 2 GAZ-MM 72-K: FOB 2 FOB Fuel 5 FOB Ammo 5 Engineer 6 AAA 12 FOB (Once activated) T-34/76 STZ (1942) 12 T-34/76 UTZ (1943) 2 AXIS: 1st Battalion 10th Panzer Div. Pz.Kpfw.III Ausf.L 34 Pz.Kpfw.III Ausf.M 34 Pz.Kpfw.IV Ausf.G 14 2nd Battalion 10th Panzer Div. Pz.Kpfw.III Ausf.L 32 Pz.Kpfw.III Ausf.M 16 StuG III Ausf.G 13 3rd Battalion 10th Panzer Div. Pz.Kpfw.III Ausf.L 34 Pz.Kpfw.III Ausf.M 17 Pz.Kpfw.III Ausf.G 12 10th Panzer Div. HQ Pz.Kpfw.III Ausf.L 11 Pz.Kpfw.III Ausf.M 7 Sd.Kfz.10/5: FOB 2 FOB Fuel 5 FOB Ammo 5 Pioneer 3 AAA 6 FOB (Once activated) Pz.Kpfw.III Ausf.L 12 Pz.Kpfw.III Ausf.M 2
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