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Klaiber

FIF 2020 "Spring Campaign" Objectives

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FIF 2020 "Spring Campaign" Objectives:
 
FIF 2020 has a number of possible objectives, which are shared and/or divided up between the Central and Entente sides.

During a mission night, each team should have 17 objective types available to them, sometimes with multiple target opportunities within each of those objective types.  In order to confirm that they are in fact attacking an active target, pilots should verify a potential target against the in-game map.

Flak emplacements will make any attempt to bomb objectives extremely difficult.  Thus, bombing aircraft will need to be prepared to make several sorties to rearm and re-attack.  This will undoubtedly increase the bomber's chance of getting intercepted by the enemy.

Part of a team's strategy will be in prioritizing what objectives should be attempted within the two hour mission window available.
 
A complete description of how to complete each objective can be found below.

If there are any questions, please contact @Klaiber and @Butzzell.
 
. . .

GAScross.jpg

Primary Central Objectives:

  1. Destroy moving Entente Targets [three waterway barges / ships]
  2. Destroy moving Entente Targets [three vehicle convoys]
  3. Rescue Prisoner
  4. Destroy Entente Supply Depot
  5. Destroy Entente Factory
  6. Destroy Entente Bridge
  7. Destroy Entente Aerodrome [target oil drums]
  8. Artillery Correction / Arty Spotting
  9. Entente HQ recon
  10. Strategic recon [pre-selected by High Command]
  11. Wreath drop [to honor enemy ace]

Secondary Central Objectives:

  1. Destroy Entente HQ [HQ Recon secondary objective]
  2. Trench Attack [triggered by Entente forces]
  3. Front-line unit [Artillery Correction Secondary Objective]
  4. Entente HQ Recon secondary objective
  5. Destroy Reserve Unit [Prisoner Rescue secondary]
  6. Destroy Entente Tanks at Factory [Prisoner Rescue secondary]

 

. . .

RAFroundel.jpg?dl=0AMroundel.jpg?dl=0USAASroundel.jpg?dl=0

Primary Entente Objectives:

  1. Destroy stationary Central Targets [three waterway barges / ships]
  2. Destroy moving Central Targets [three vehicle convoys]
  3. Rescue Prisoner
  4. Destroy Central Supply Depot
  5. Destroy Central Factory
  6. Destroy Central Bridge
  7. Destroy Central Aerodrome [target oil drums]
  8. Artillery Correction / Arty Spotting
  9. Central HQ recon
  10. Central Trench Map
  11. Wreath drop [to honor enemy ace]

Secondary Entente Objectives:

  1. Destroy Central HQ [HQ Recon secondary objective]
  2. Central Trench Attack [Trench Map Secondary Objective]
  3. Front-line unit [Artillery Correction Secondary Objective]
  4. Central HQ Recon secondary objective
  5. Destroy Reserve Unit [Prisoner Rescue secondary]
  6. Destroy Central Tanks at Factory [Prisoner Rescue secondary]

 

 

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Destroying moving or stationary targets:

When asked to destroy a moving or stationary target, you may be hunting supply trains, supply columns or supply barges.

These targets may be able to be destroyed by strafing, but bombing is far more effective.

Moving targets will not appear on the in-game map.  They are targets of opportunity and must be hunted for.  Stationary targets will appear as icons on the in-game map.  Typically, there will be three targets of both types within enemy territory.

Regarding their locations at mission start:

  • Moving trains will be found on the rail systems within enemy territory.
  • Moving or stationary columns will be found either on or off the road systems within enemy territory.
  • Moving or stationary barges (ships) will be found on the riverine system within enemy territory.

Moving targets will never stop in towns, stations or docks.

All moving and stationary targets are protected by machine guns and/or flak.  They are very dangerous.

An example of stationary ship:

ship.jpg?dl=0

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Rescue Prisoner:

The rescue objective is a combination "bomb and land" scenario.

At mission start, a subtitle will display the location of the enemy's prison.  This is an icon target, that is usually an old castle or a WW1-era fortification.

Outside the castle will be a tent camp for prison guards and soldiers.  Within this tent camp is a AAA truck.

The AAA truck must be destroyed, and this can be done by any aircraft.

Destroying the AAA truck creates a diversion, which allows one of the more crafty prisoners held within the castle to escape, disguise himself as an enemy medic, and steal an ambulance.  The prisoner (disguised as a medic) will then drive the ambulance to a local airfield.  When no one is watching, he will then fire two flares into the air in order to signal that he is ready to be picked up.

While any aircraft can bomb the AAA truck, only a special "Rescue" plane can actually perform the prisoner pickup.

Landing at the enemy airfield to pick up the prisoner will not be seen as a capture by the game.

After you pick up the prisoner, he will tell you about a target he has heard about while in captivity.  This will start the Destroy Tanks at Factory secondary objective.  The rescue aircraft must now fly out to that general area and find the tanks.

The rescue plane must now land at one of the active friendly airfields.  He does not have to land at his base of origin.

The aircraft cannot crash.  The prisoner is very frail, and breaking the aircraft on landing will accidentally kill him.  If the aircraft is damaged enough, the objective will fail.

Once the rescue aircraft lands back at the friendly base, a Destroy Reserve Unit secondary objective will start.

It takes about 20 seconds after landing to get the success message.

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Destroy supply depot:

When asked to destroy a supply depot, you must destroy the large building found within the middle of the complex.

supply%20depot.jpg?dl=0

The large middle building will need to be destroyed with bombs.

There are at least three supply depots within enemy territory.

This complex will be guarded by machine guns and/or flak.

Water and watch towers are often found within supply depots.  Thus, they will be a hazard to any low flying aircraft that attempts to take out the target.

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Destroy factory:

When asked to attack a factory, you must make sure to bomb the large central building within the complex.

factory.jpg?dl=0

To verify the factory complex as a legitimate target, note the overall triangular arrangement of the buildings.

Factories are defended by machine guns and/or flak.

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Destroy bridge:

When asked to attack a bridge, you may find it spanning a river, road or railroad line.

It will be protected by machine guns and/or flak.

Unlike past campaigns, the bridge itself is the actual target.  

It cannot be destroyed through machine gun fire and must be bombed.

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Destroy aerodrome:

When asked to attack an aerodrome, you must destroy the small set of oil drums near the field.

Destroying the oil drums will deny the enemy of the aerodrome's use.

Be careful to not confuse the oil drums with the small buildings nearby.

The target aerodrome is protected by machine guns and/or flak.

It is important to note that the aerodrome target will never be an active airfield.

Active airfields are never a target, and are protected by extremely heavy anti-air defenses.

Aerodrome.jpg?dl=0

 

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Artillery correction / Artillery spotting:

Artillery correction requires creating a race track pattern from your friendly artillery to the intended enemy target. 

Aircraft attempting to complete this objective should be prepared to overfly both the friendly artillery and the enemy target multiple times in order to ensure that the enemy target is destroyed by the ensuing barrage.

A subtitle will announce target destruction to the attacking side.

To start the objective, an artillery spotting two-seater aircraft must pass over a friendly gun position or gunship. The two-seater must be within 500m horizontal and between 750m and 1200m in altitude.

The two-seater aircraft then proceeds to the target as ordered, and passes within 1500m to observe the target. While spotting, the field guns will fire at the target for approximately two minutes.

When told to make another pass, the two-seater aircraft must fly back to their field guns and start the race track pattern again.

The pattern is repeated until the target is dead.  It usually takes three round trips to complete this process.

The pattern may be stopped and restarted at any time. The damage to the target is cumulative. There are no resets.  A second aircraft will not start from the beginning.  They pick up where prior aircraft left off.

Subtitles indicate contact with the friendly artillery units, as well as the observation of the target.

Currently, there is one artillery target on the map for each team.  These targets are located on the front.

For maps that use large areas of water, gunships may be used as floating artillery units to bombard enemy coastal supply areas. If gunships are used, each team will have the possibility of a pair of gunships being active.  Note that gunships, unlike ground based artillery, may be sunk by the enemy, and should be protected.

For these water scenarios, the gunship icon identifies the spawn point of the ships. A subtitle at the beginning of the session will announce the time that the ships will spawn. The ships sail for about 30 minutes to reach their station. When they stop, they are ready to start the event.

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HQ Recon & Destroy HQ:

Because we do not have the Rise of Flight recon script within IL-2: Flying Circus, FIF is currently using a complex set of triggers to enable recon missions.  Make sure the aircraft you select matches the mission name.  Aircraft designated for reconnaissance will be labeled "HQ recon."

Within each combat area, there are three enemy headquarters (HQs).  These are hidden on the map and must be hunted for.

Only one HQ is active, and this is chosen randomly by the server.

Recon aircraft will have to locate and identify the active HQ in order to complete the photo recon objectives.

The only way to find the active enemy HQ is to fly directly over each potential target.

Potential enemy HQs are easy to spot.  They are "U" shaped chateaus with nearby servant buildings. 

The active target will have four vehicles present, one being a flak gun.

hq.jpg?dl=0

When the recon aircraft overflies the active enemy HQ, a subtitle will be displayed telling the pilot to make a second pass.

Because the target area around the enemy HQ has a radius of 2000m, the recon pilot must wait 10 seconds before turning back to make a second pass.

The recon aircraft's altitude must be between 2000m and 4000m. 

Recon aircraft must land at a friendly base in order for the photographs to be developed.  This friendly base does not have to be active.

A successful landing will result in a confirmation subtitle.  Be careful not to break the glass negatives during landing.

After landing the aircraft, the HQ complex will become an active target with an icon on the in-game map.  It can now be attacked and destroyed.

To attack and destroy the HQ complex, aircraft need to knock out the four protecting vehicles.  You do not need to bomb the building.

A secondary recon objective will then be announced within the game.

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Strategic reconnaissance (Strategic Recon):

Reconnaissance of a strategic target is very similar to the reconnaissance of an enemy HQ.  However, unlike the enemy HQ, the strategic target will have an icon placed on the in-game map.

The aircraft involved in reconnaissance over this target must be designated as a "strategic recon" aircraft.

Strategic targets are pre-selected by High Command.  In other words, the target is chosen randomly by the server at mission launch. The target can be a factory, a bridge, or an aerodrome. It may be an active bomber target, but just as easily can be inactive. Regardless, the specific target will be named at the beginning of the session.

As with other recon missions, to successfully photograph a strategic target, the recon aircraft must fly over it between 2000m and 4000m.  It requires a single pass from the strategic recon aircraft.

The strategic recon aircraft must land at a friendly base in order for the photographs to be developed.  This base does not have to be active.  Be careful not to break the glass negatives during landing.

The completion of this objective may trigger the Destroy Off-Road Convoy secondary objective.  If it does, the location of that new target will be announced and have an icon placed on the map.

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Wreath drop:

The wreath drop has two parts.

The enemy ace:

First, an enemy ace will randomly spawn over your friendly territory.  Their presence is triggered when an aircraft passes close to their hidden location.

When the ace appears, an in-game map icon will appear letting you know where they are.

Supremely confident, and deadly in the air, the enemy ace will be free-hunting without wingmen.

enemy%20ace.jpg?dl=0

The enemy ace will stay within this area, hoping someone will challenge them.  You can engage them at any time, with any aircraft you choose.  Overconfident, they'll wait.

You must shoot down the enemy ace.  Honor demands it.

The Hospital:

Once the enemy ace is dead, you'll want to honor their bravery by dropping a wreath in enemy territory.

The question is, where to drop it?  An enemy two-seater base?  No, too much flak.  An enemy hospital?  Yes!

There is at least one hospital deep within enemy territory.  It will only appear as icon on the in-game map when the enemy ace has been killed.

The wreath aircraft must overfly the enemy hospital below 300 meters.  While not as dangerous as an enemy airbase, enemy hospitals are still protected with anti-aircraft defenses.

The hospital building is easy to spot, with a tall bell tower and Gothic revival architecture.  The hospital will always be close to a village.

hospital.jpg?dl=0

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Trench Map and Trench Attack:

Trench mapping is accomplished by flying a two-seater aircraft designated as the "trench recon" along the front between the enemy line icon that defines the start and end point of the mission.

The aircraft must be above 2000m and below 4000m.  Note that the "front lines" could be a real trench network, a predesignated area of contention on the map, or even a riverine system.

Within IL-2: Flying Circus, this objective functions through the use of three complex triggers.  The objective must be done from one end to the other, though you can start at either end.

If successful, a trench map localizes a weak point in the enemy's defense.

The trench recon aircraft must then return to any friendly base.  It does not have to be active.

Upon landing, the Trench Attack secondary objective will be spawned for both the Central and Entente sides.

Note that this is a significant change from past FIF campaigns.

The Trench Attack point will now be in the middle of No Man's Land, within a broken city.  The broken city represents a weakness in the Central front-lines.

Because there are multiple broken cities throughout the map, all with tracer fire around them, attacking aircraft searching for the Trench Attack point will need to make sure that they are at the correct position.

Within the Trench Attack target area, there will be 7 Central machine-guns next to buildings, and 9 Entente machine-guns around the broken city in a semi-circle.

All machine-guns will have a circle of crates around them for easier spotting.  This is how you can identify that you are on the correct target.

Trench2.jpg?dl=0

The Entente side must destroy all 7 Central machine-gun posts.

The Central side must destroy all 9 Entente machine-gun posts.

There is no Trench Attack aircraft.  Any aircraft can attack the machine-gun posts.

The first team to complete their mission blocks the other team from completing their mission!

Success for your side will result in an objective point.  Failure for your side will result in no objective points.

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Secondary Objectives (Vehicles):

When asked to attack a Front-line unit, a Recon secondary objective or a Reserve unit, pilots should be looking for military camps.

These camps will be protected by either three vehicles and a flak gun, or four vehicles and a machine gun.

The aircraft must destroy vehicles and guns.  The tents and the buildings are not the target.

Additionally, pilots should not confuse secondary targets with moving train or a stationary ship.

Stationary objectives will be placed at a named location, and have a sector designation.

secondary.jpg?dl=0

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Destroy Tanks at Factory:
Unlike in past campaigns, Destroy Tanks at Factory is now a secondary of the Rescue Prisoner objective.

It is activated when the prisoner is picked up by the designated rescue aircraft.

The prisoner has overheard talk from his former guards about the enemy's plans.  He will tell you about this potential target's general location.

The rescue aircraft must now fly out to that general area and search for the tanks.

The potential target will be three enemy tanks located at a nearby factory. 

Tanks%20at%20a%20factory.jpg?dl=0

Once the tanks have been located by the rescue aircraft, an icon will be placed on the in-game map, allowing it to be attacked by any aircraft.

Once the rescue aircraft has successfully landed, an additional Reserve Unit target will spawn within enemy territory.  This can be attacked as soon as it becomes visible.

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