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OBJECTIVES

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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.

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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.

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 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. 

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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.

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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.

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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.

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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.  

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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.

 

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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.

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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.

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  • Moxy changed the title to EIF 2025 OBJECTIVES
  • Klaiber changed the title to EIF 2025 Objectives
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