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Posts posted by Butzzell

  1. S! All


    Just a reminder.


    We only have two active air basses on each side. People that spawn in first will need to move  a few plane lengths forward to let others spawn in. Other wise you could loose planes if people try to spawn and there is no room in the lineup.



    The Gotha and S-22 are air start. Please do not spawn in until someone on coms lets you know the flare has fired.

  2. S! All


    This Sundays'  TnS will be a variation of




    TNS SUNDAY.jpg





              The cities on the map have armies all around. Not wishing to offend either side they have raised both flags. This will not help them. Your job is to go into the city and tear down that enemy flag to conquer  liberate the city. The map sis the same one used in the ammo area description above with one minor difference. The flags are not at the spawn locations. The flags are in the center of town. A white marker in the city designates the flag location. A  Red and Blue line is placed to show where the capture zones come together. Spawn points are protected by AT guns that can not be destroyed.


    Actual start time is 2:00 pm. Server will come up at 1:45 pm Eastern North American time. This is to let people spawn in, check loadout, and discuss tactics with team mates. Planes may taxi into position on runway. Tanks may pull forward a couple of lengths to be sure others have room to spawn. A flare will mark start time.



  3. S! All 


    Dry Run is this Saturday at 2:00 pm Eastern North American time. Server comes up 15 minutes earlier so people can load in. This will not be Dead is Dead. We want people to experience and explore as much as possible.


    If you are going to do special 2 seater missions, please review the requirements for the mission. You must have a plane with the proper name. Arty spot has altitude restrictions - above 750 m and below 1250 meters. If you do photo recon, be sure you have the photo load out and you see the camera icon when you spawn in.

  4. S!

    We'll be running Tank'N Spank again tonight (Wednesday, 13 January) during North American times - 9PM EST / 2AM UTC.


    To check out your stats after a mission, head here: http://stats.jg1.org:8000/en/


    And to join us on comms, feel free to sign up to our event Discord: https://discord.gg/QZyWYEp



    Brief update as TnS evolves.


    We had a lot of server overload messages on last Sunday. One third of targets have been removed. There are now only two tank battle areas.  Door nocker anti tank guns out in the fields have been removed. A couple of anti tank guns at the flag have also been removed. Live entities have been brought down from 245 to about 160. This should get rid of the overload. (famous last words)


    We have been trying to get the heavy tanks in without having them overpower everything.  In the past, the heavys were limited to two of each with a one hour respawn. That is still the case but.... we are going to tie the availability to spawn heavy tanks to a new target, the ammo dump. This is the supplier of ammo for the heavy tanks. Destroy the ammo dump and Heavy tanks will not be available at the spawn point. It is a vert dangerous target for airplanes. The target has only two AAA guns. The target is very small and will be a low altitude bomber target.


    The supply depot no longer repairs the HQ. If the HQ is destroyed, it stays destroyed. The supply depot repairs the Ammo Dump. Destroy the Ammo dump and the supply depot sends out a repair convoy. If the Ammo dump is repaired, heavy tanks will be available. If the convoy is destroyed, the supply depot sends out another after 30 minutes.


    If the supply depot is destroyed, it can not send out a convoy. The supply depot repairs 30 minutes after being destroyed. If the ammo depot is in a destroyed condition, the supply depot sends out a repair convoy.


    This sounds bit complex but just takes a bit of play to see how it works.  


    If the ammo dump creates too much attention to a single attack area and we end up with a quake spot, it will be re-evaluated.


    Please note the re-fuel airfields on the map. No planes are available here but planes can land and re-fuel and re-arm.  You can take these out by bombing the oil drums.


    The map for tonight is the Rhineland map  summer.




  5. S! All


    We will be doing TnS Sunday, 10 January a 2:15 Eastern North American time and will run for 3 hours and 15 minutes. The extra 15 minutes is so people can log in and form up. A green flare will mark the official start.


    This will be the Stalingrad winter map.


    Please remember:


    Any tank can change a flag.

    You need a Commander tank to capture a flag.

    The HQ for a captured flag must be in the destroyed condition to capture a base and turn it to friendly.

    If you destroy the HQ, the Supply Depot sends out a repair convoy to the HQ. The convoy takes 30 minutes to arrive at the HQ.

    IF you destroy the supply depot before destroying the HQ, the supply depot can not send out a repair convoy.

    The HQ and supply depot are best bombed from high altitude. Flak down low is very dangerous.


    Blue is friendly. Red is enemy. Make sure you do not have Russians always red selected.  This is in settings/flight interface  color.


    tns  S w 2.jpg

  6. S! All

    The war continues!

    For this FiF we will stay with RoF.

    This FiF will be on the Tarnopol map and have a full 16 objectives. It will use the very early plane set. Yes, the S-16, S-22and Russian N-17 will be included.  The order of secondary objectives has changed from the last FiF.  

    Because the map is covered in trees and mountains, there is a special consideration for the Entente. For the General Capture mission, you do not need to land to capture the General. You just fly over him and you will get the capture message. A few seconds later you will get  the area to search message that leads to the secondary objective "Tanks at a Factory".

    There are only 2 bases for each team. If you have a lot of players at a base, please have the first ten players pull forward a couple plane lengths so others can spawn in. Otherwise you might loose planes as people try to spawn in but the spawn in slots are full.

    New feature: In the past there has been only one Front Line Recon area. You will now see two areas on the map. They are both active. You can do either one to complete the mission. You do not need to do both. This will help create a little more fog of war. The enemy will not know which one you are doing. If you get interrupted on one you can go do the other one instead. Or you can do both at the same time and the one that gets back first completes the mission.

    The practice mission is running on the JG1 Server. Mission start time is 11:00 am and runs for two hours. If you get on and there is not enough time to do a mission, you can kill the balloon at the two seater base to restart the mission. Each team has an Air start base  in enemy territory. This is to save time while practicing. It is highly recommended that if you are going to do the special 2 seater missions that you practice them a few times. 

    There will be a dry run 23 January at the usual time-  2:pm Eastern North American. Remember the server comes up 15 minutes early so people can get in and make sure they have the proper load out.

    Hostilities begin on 30, January.

    At this point, the teams remain the same. People that have registered are still registered. We will be looking at the number pf players and new sign-ups to make sure the teams stay balanced.

    We are still in the process of finalizing a few things and will post more details as they become available.

    For info please visit the JG1 forums. There you will find a registration section and a tournament info section. The info section will have maps, plane sets and objectives. Please review the objectives as there are more than last time and the order of secondary objectives have changed.


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