Recon Page
FYI
Attacking
Airfields
Supply System
How to
Design an Event or Room
Maps
Classic
Islands
Classic II
Guadalcanal
Western Desert
Germany
Kursk
Mountains
English Channel
North Cape Map
The following maps are from 3.8
As many Fighter Ace pilots can attest, attacking airfields is a dangerous
proposition. Anti-aircraft fire from the airfield and surrounding scenes can be
murderously effective, particularly at low-level.
This is not without precedent. Historically, more fighter pilots have been
lost attacking ground targets than to enemy aircraft, from the first days of air
combat to the present. But where there is an effective defense, there is always
an effective offensive tactic to circumvent that defense.
The preferred method of attack is with a level-bomber above 20,000 feet.
High-level flak is the only anti-aircraft that can reach those altitudes and
with considerably less accuracy than at any other altitude. Most importantly, a
high-level bomber traveling at 200 mph or faster will drop its bombs before it
gets within range of the flak defenses and with a swift turn can avoid ever
getting into range.

But high-altitude attacks are not always possible or practical. For those who
like to get up close and personal, a tactic is needed to overcome the flak
defenses if an airfield is to be suppressed or if close support is needed to
kill tanks or troops within the airfield perimeter.
The primary key to effective airfield suppression is teamwork, but almost
important is a detailed reconnaissance of the target airfield. It is crucial to
know the exact locations of all the AA emplacements; they are your primary
targets. The "map" articles in the Fighter Ace newsletters should help with this
latter task.
At least two members of the suppression team should be assigned to
suppressing the AA guns. They should travel ahead of the attacking group and
should be the best shots in the group. The best planes for this task are those
that mount a moderate number of guns (2x 20mm or 4x .50 cal) and, depending on
the skill of the pilots, those with nose mounted guns. An ample ammunition
supply is also crucial if the AA is to be suppressed for any length of time.
The AA suppression team should decide on their targets ahead of time so that
there is no ambiguity when the battle gets hot. Pilots should split up ahead of
the target so as to approach it in a "pincers" fashion, hitting each side
simultaneously.
The ideal approach is on the deck, below 50 feet, in a direct line toward the
target AA emplacement. Use the recon info to plot a path that will keep your
plane as far from other AA emplacements as possible.

The first AA that should be hit are the low-level AA towers. They are the
largest threat to the AA suppression team because of their faster traverse
ability and can be taken out with just a couple of hits. Most airfields have 6-8
of these towers. For quickest and best results, the AA suppression team should
be composed of one pilot for every two low-level AA towers.
After the AA towers are down, the next priority is the medium-level AA guns
as these will be the second biggest threat to the AA suppression team and the
following attackers. But a close eye should be kept on the low-level AA towers.
They will normally repair in about 5-10 minutes and will therefore need to be
suppressed at least twice for an attack of any duration.
Once the low-level AA is suppressed it is reasonably safe for the following
attackers to approach, but it is always best to ensure complete destruction of
both the low and medium-level flak if safety of the attackers is of paramount
concern.
With a little practice, a good strike team can get the timing down to a
matter of seconds and can hit an airfield, drop troops and take it without
getting touched by the defensive anti-aircraft fire.
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The Fighter Ace 3.8 Supply
System Some of the most exciting changes in the latest version are those that affect the supply system. The new supply system is easier to understand and, more importantly, is a critical factor in a team's ability to launch air operations from any given airbase.
The supply system in Fighter Ace is driven by the production of basic materials: metal, fuel and ammunition. Fuel and ammo are used either directly at airfields, to supply air operations, or at factories in combination with metal, to produce plane and tank units. In previous versions of the game these basic materials and units were transported between scenes by an invisible system of links that could not be interrupted in any way. The only way to halt air operations at an airbase was to fly direct Combat Air Patrol (CAP) over the field or to take out all the fuel and ammo buildings and factories within scores of miles and even then it was only half successful because planes could still launch with 50% fuel and ammo loads. What was a dedicated mud mover to do? Fighter Ace 3.8 contains two features that may have gone unnoticed in the long list of changes, which will completely transform the way Territorial Conquest is played. The first of these changes is that trains can now automatically pick up supplies at scenes that have them and drop them off at scenes that need them. This allows us to eliminate the invisible supply links, making all supply transfers both visible and destructible. The second important change is that we now have the ability to vary the amount of fuel and ammo a player gets when spawning at an airbase. While 50% may be appropriate in some circumstances, the default will usually be 10% for daily ops, which means that planes would be lucky to take off or unable to effectively use their guns. Now you no longer need to CAP a base to keep planes from launching, all you need do is destroy its fuel and ammo supplies, while preventing any trains or transport planes from reaching the base with replacement supplies. Supplies are stored in buildings ranging in type from large, easily identifiable fuel tanks to small, camouflaged ammo storage bunkers. Destroying these buildings not only destroys the supplies, but also their capacity to receive supplies, which is restored as the building repairs. The role of the
transport pilot now takes on an added significance in defensive operations
in that they can provide the critical fuel and ammo supplies needed to keep
fighters in the air and fighting to defend an airbase. Transport pilots need
to ensure that the supplies being carried can be accepted by the destination
scene. The necessary information can be seen on the map screen when the
mouse is placed over the scene. Please note that map information updates
every 30-60 seconds, so pilots should plan accordingly. The following
screenshot shows the amount of supplies that are currently available at a
given scene. The following
screenshot shows the supply capacity, or the amount of supplies that
currently can be stored, at a given scene. Note that the number of supplies
currently stored can be no more than the supply capacity of the scene. If the offensive team wants to inhibit air operations from a given airbase, their key targets are the fuel and ammo storage buildings on the airbase itself and the supply trains and transport planes that will invariably arrive to replenish the supplies. The defensive team must of course try to prevent this not only by protecting the airbase itself, but also by providing CAP over critical trains and close escort for air supply missions. Trains generally circle around each country's map area, going from scene to scene, picking up excess supplies and dropping them off where needed. To help teams coordinate defense of their own trains, the AI now sends out messages to the friendly chat buffer detailing when and where trains are picking up and dropping off supplies. While they don't get any messages, attackers will discover that finding trains is relatively easily as they must travel a predictable course at a predictable speed. However, trains are no longer defenseless targets, expect them to have at least five defensive AA cars with murderously effective low-level AA. Rockets and bombs are the preferred method of attack now and sustained hose downs with machine-gun or small cannon fire will be punished accordingly. The addition of trains as viable targets means that you can no longer expect relatively peaceful skies in your own rear areas. Enemy fighter-bombers will now be roaming the countryside, looking for trains in an effort to halt the transfer of supplies between your bases. It thus becomes imperative to provide defensive CAP for trains. Of course, if the enemy isn't taking advantage of this opportunity to tie your forces down on the defensive, you can turn the tables on them and use most of your defensive forces to augment your offense. However, don't get complacent and forgo defense altogether, because the moment you do is the moment the enemy will strike and that will invariably be at the worst possible moment. Fighter Ace is
now a multi-dimensional game where the best defense is truly a good defense.
While huge numbers will invariably win the day, the ability of teams to
coordinate the necessary fighter CAPs and air supply missions will often be
the difference between gaining an efficient victory or suffering a loss due
to insufficient strength. Supply is now the lever that the well-organized
teams can use to gain the winning edge!
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Classic/Mediterrain
Map The subject of this month's Map Revealed article is the old standby of Fighter Ace 3.x - the Mediterrain map occasionally used in the Classic room setup. Although there are newer maps with more airfields, the classic Mediterrain map is still one of the most popular in the game and thus a fitting choice for this month's article. The Mediterrain map is designed to include all five countries configured in the classic "pie" arrangement. Each country's "slice" includes three airfields, two Support Factories, six Tank Factories and a single Village. The three airfields are arranged in a line, forming a sort of spoke coming out of the central hub formed by each country's Front Airfield, with the various factories dispersed throughout the "slice". The arrangement of factories is unique for each "slice", but a Support Factory is always situated near the Bomber Airfield and a pair of Tank Factories are situated close behind the Front Airfield. Each country has a rail network that snakes around the various scenes, coming within supply distance of all but a few of them. The primary exception to this is the Front Airfield and its two supporting Tank Factories. These lie outside the normal supply range and, while the Tank Factories are self-supporting, the Front Airfields must be supplied entirely by the air if they are to operate beyond the limits of their initial supply load. A note about air supply is in order here. Air supply needs to be an integral strategy of each country's combined efforts. Vulnerable airfields outside the normal supply system, such as the Front Airfields on the Mediterrain map, need to be the recipients of a continuous stream of supplies long before they run low. If you wait until the airfield is out of supplies to start flying cargo, it is too late. Front Airfield Each Front Airfield is very well protected with
four High-Altitude Flak guns, eight Medium-Altitude AA guns and six
Low-Altitude AA Towers. A radar dish provides coverage out to a radius of 50
km. The following table shows the location and take-off headings for each of
the Front Airfields:
The buildings on the Front Airfield are grouped into six distinctive areas as shown in the following recon photo: The Assembly Area is well protected with a single
High-Altitude Flak gun (3.1% of total scene strength), two Medium-Altitude
AA guns (1.6% each) and a single Low-Altitude AA tower (1.0%). The Hangar
(10.4%) uses Metal to produce planes and is capable of storing 6,000
aircraft units, while the 4-cylinder Fuel Tanks (3.1%) store 3,000 kg of
fuel supplies. The Quarters Area consists of five Tents (1.0% each), two Quarters buildings (2.6% each), a small House (2.6%), an HQ Tent (1.0%), a single Flak gun (3.1%) and a Low-Altitude AA tower (1.0%). The Headquarters Area is dominated by the
Headquarters building (10.9%) in the center and flanked by a 4-cylinder set
of Fuel Tanks (3.1%) and a House (2.6%). The Fuel Tanks are capable of
storing 3,000 kg of fuel and the area is well-protected with a single Flak
gun (3.1%), a Medium-Altitude AA gun (1.6%) and a Low-Altitude AA tower
(1.0%). The Fuel Dump is where most of the base's fuel
supplies are stored and is thus a high-priority target. A 4-cylinder set of
Fuel Tanks (3.1%) stores 3,000 kg of fuel, while the pair of 2-cylinder Fuel
Tanks (3.1% each) store only 1,500 kg each. The covered Fuel Storage (1.0%)
stores 3,000 kg of fuel and the area is protected with a single
Medium-Altitude AA gun (1.6%) and a Low-Altitude AA Tower (1.0%). The Field Hospital and Radar Area consists of the
Field Hospital (1.0%), a Workshop (2.6%), a HQ Tent (1.0%), an Ammo Storage
unit (1.0%) and a Radar dish (5.2%). The Workshop stores 3,000 kg of Metal
and the Ammo Storage unit holds 10,000 kg of ammunition and ordnance (bombs,
rockets, torpedoes). The area is protected with a High-Altitude Flak gun
(3.1%), a Medium-Altitude AA gun (1.6%) and a Low-Altitude AA Tower (1.0%). Finally, the Ammo and AA area is a clustered target
set consisting of another Ammo Storage unit (1.0%), capable of storing
10,000 kg of ammunition and ordnance, a Medium-Altitude AA gun (1.6%) and a
Low-Altitude AA Tower (1.0%). Airfield The medium-sized Airfield unit is located midway between the Front Airfield and the Bomber Airfield in the rear of each "slice". Airfields are considerably less well-protected than Front Airfields, with only two High-Altitude Flak guns, five Medium-Altitude AA guns and six Low-Altitude AA Towers. A single Radar dish provides radar coverage out to a range of 50 km. The following table shows the locations and take-off headings of each Airfield:
Each Airfield has six separate concentrations of targets, as the following recon photo reveals: Similar to the area of the same name on the Front
Airfield, the Assembly Area contains the Hangar (11.3%), a 4-cylinder set of
Fuel Tanks (3.4%), a Flak gun (3.4%), a Medium AA gun (1.7%) and a
Low-Altitude AA Tower (1.1%). The Hangar uses Metal and can produce and can
store 6,000 Plane units. The Quarters Area contains three Workshops (2.8%
each), each capable of storing 3,000 kg of Metal. A 2-cylinder set of Fuel
Tanks (3.4%) can store 1,500 kg of fuel, while the Fuel Storage unit (1.1%)
can store 3,000 kg of fuel. A Quarters building (2.8%) and a House (2.8%)
are non-storage targets, while the area is protected by a Medium AA gun
(1.7%) and a Low AA Tower (1.1%). The Headquarters Area contains the Headquarters
building (11.9%), a 4-cylinder set of Fuel Tanks (3.4%), a House (2.8%), a
Medium AA gun (1.7%) and a Low AA Tower (1.1%). The Fuel Tanks are capable
of storing 3,000 kg of fuel. The Fuel Dump is the primary target and is
protected by a Medium AA gun (1.7%) and a Low AA Tower (1.1%). It contains a
Fuel Storage unit (1.1%) and a 4-cylinder set of Fuel Tanks (3.4%), each
capable of storing 3,000 kg of fuel. The pair of 2-cylinder Fuel Tanks
(3.4%) are each capable of storing 1,500 kg of fuel. The Field Hospital and Radar Area is primarily
composed of the Radar dish (5.6%), the Field Hospital tent (1.1%), an Ammo
Storage unit (1.1%) capable of storing 10,000 kg of ammunition and ordnance,
a HQ Tent (1.1%) and a Workshop (2.8%) capable of storing 3,000 kg of Metal.
The area is protected by a Flak gun (3.4%), a Medium AA gun (1.7%) and a Low
AA Tower (1.1%). Finally, the Ammo and AA Area contains a tight
cluster of three targets: an Ammo Storage unit (1.1%) capable of storing
10,000 kg of ammo and ordnance, a Medium AA gun (1.7%) and a Low AA Tower
(1.1%). Bomber Airfield The third airfield scene, the Bomber Airfield is located at the rear of each team's "slice" of the map. Protected by three High-Altitude Flak guns, four Medium-Altitude AA guns and eight Low-Altitude AA Towers, each scene contains a Radar dish with a range radius of 50 km. The following table shows the locations and take-off headings of each Bomber Airfield:
As with the other airfields, the Bomber Airfield
consists of six separate target areas, as shown in the following recon
photo: The Assembly Area is where players spawn and is
centered around the large Hangar building (10.9%), which use Metal to
produce and store up to 6,000 Plane units. An Ammo Storage unit (1.1%) is
capable of storing 10,000 kg of ammunition and ordnance, while the House
(1.6%) and CO's House (2.7%) provide no benefit other than their damage
value. The area is protected with a single Flak gun (3.2%), a Medium AA gun
(1.6%) and two Low AA Towers (1.1% each). The Fuel Dump's primary targets are the Fuel
Storage unit (1.1%) and the 2-cylinder Fuel Tanks (3.2%), capable of storing
3,000 kg and 1,500 kg of fuel respectively. Three Workshops (2.6% each) are
capable of storing 3,000 kg of Metal each, while the House (1.6%) and
Quarters (2.6%) buildings provide additional damage capacity. The area is
protected with a single Medium AA gun (1.6%) and Low AA Tower (1.1%). The Tents Area is primarily composed of the five
normal Tents (1.1% each) and the single HQ Tent (1.1%). A Fuel Storage unit
(1.1%) in one corner has a capacity of 3,000 kg while the Ammo Storage unit
(1.1%) in the opposite corner has a capacity of 10,000 kg. The area is
protected with a single Medium AA gun (1.6%) and a single Low AA Tower
(1.1%). The Headquarters Area contains the usual
Headquarters building (11.1%), a House (2.6%) and a 4-cylinder set of Fuel
Tanks (3.2%), with a capacity of 3,000 kg of fuel. Unlike the other
airfields, the Radar dish (5.3%) is located in the Headquarters Area, which
is protected by a single Flak gun (3.2%) and two Low AA Towers (1.1% each). The Field Hospital Area contains three Field
Hospital Tents (1.1% each), a HQ Tent (1.1%) and a 2-cylinder set of Fuel
Tanks (3.2%), with a capacity of 1,500 kg of fuel. The area is protected
with a single Medium AA gun (1.6%) and a pair of Low AA Towers (1.1% each). Finally, the AA area consists of a House (2.6%), a
Flak gun (3.2%) and a single Low AA Tower (1.1%). Support Factories Each country's "slice" of the map contains two Support Factories, one of each type. One of the Support Factories is located near the Bomber Airfield, while the other is located near the central Airfield. Support Factories are designed to provide the fuel, ammunition and metal resources needed by air operations. Support Factories are poorly protected, each possessing only a single High-Altitude Flak gun and a single Medium-Altitude AA gun. The following table shows the locations of each type of Support Factory:
The Type 1 Support Factory consists of three factories producing raw materiels: an Ammo Factory (15.5%), a Fuel Factory (23.3%) and a Metal Factory (7.8%). In addition to producing resources, each factory can store an amount of its resource type: 45,000 kg of Ammo, 30,000 kg of Fuel and 5,000 kg of Metal. The Support Factory scene also contains storage units for each type of resource. Ammo is stored in three separate buildings worth 7.8% of the scene's damage capacity each. The difference between them is in their armor and storage capacities: an Ammo Bunker with 18,000 kg capacity, a Hardened Ammo Bunker with 5,000 kg capacity and a Large Ammo Bunker with 8,000 kg capacity. Additional metal is stored in the large Metal
Storage unit (15.5%) in the center of the scene, which can store 5,000 kg of
metal, while additional fuel is stored in the Fuel Tanks (7.8%), which have
a capacity of 3,000 lbs. The scene is protected with a single Flak gun
(4.7%) and a single Medium AA gun (2.3%). The Type 2 Support Factory has the same mix of buildings as the Type 1 Support Factory, with the addition of six tents situated near the AA guns. Because of the additional targets the damage percentages of each building type are changed slightly, as indicated in the following table:
Tank Factories The Tank Factories are the most numerous scene type on the map, with each country possessing six of either type. Tank Factories are poorly protected with just two or three defensive guns. The following table details the locations of each type of Tank Factory:
The Type 1 Tank Factory consists of a Tank Factory building (17.2%), a Metal Factory (8.6%), an Ammo Factory (17.2%) and a Fuel Factory (25.9%). Each factory building can store an amount of its resources or units: Tank Factory with 250 units capacity, Metal Factory with 5,000 kg capacity, Ammo Factory with 45,000 kg capacity and Fuel Factory with 30,000 kg capacity. Two Fuel Tanks have a storage capacity of 3,000 kg
each and damage percentage of 5.2% and 4.3% respectively, as seen from
left-to-right on the recon photo. The Rail Yard (17.2%) also serves as a
metal storage unit with a capacity of 2,500 kg. The scene is lightly
protected with just a single Low AA Tower (1.7%) and a Medium AA gun (2.6%). The Type 2 Tank Factory contains many of the same building types but is quite different from the Type 1 Tank Factory. The Tank Factory (13.1%), Metal Factory (6.5%), Ammo Factory (13.1%), Fuel Factory (1936%) and Rail Yard (13.1%) buildings have the same storage capacity as those on the Type 1 Tank Factory scene type. An Ammo Storage building (6.5%) is capable of
storing 18,000 kg of ammunition and ordnance while the twp Fuel Tank types
are capable of storing 3,000 kg of fuel each. The lone tank type has a
damage capacity of 3.9% while the trio of tanks and the House have a
capacity of 3.3% each. A pair of small Tents (2.0% each) are situated near
each set of Fuel Tanks and will likely be destroyed by secondary explosions.
The scene is protected with a single Flak gun (3.9%), a Medium AA gun (2.0%)
and Low AA Tower (1.3%). Village The Village scenes types have no production or storage capacity, but are protected by a single Low-Altitude AA Tower. The scenes are identical except that one type has four Houses, while the other has five. The Type 1 Village has four Houses (15.6% each), a
Church (31.3%) and a single Low AA Tower (6.3%). All countries except GB
have the Type 1 Village. The Type 2 Village has five Houses (13.5% each), a
Church (27.0%) and a single Low AA Tower (5.4%). GB is the only country with
the Type 2 Village. Railway Routing Now that trains have a significant strategic value to the game it is important to know how they route around the various scenes for each country's "slice" of the map. The following tables show the progression of scenes, starting with each country's Bomber Airfield and moving counter-clockwise along the rail line.
As mentioned previously, each country has some scenes that lie outside the rail net and thus must be supplied by air. As can be seen from the above lists, the number of scenes is not entirely consistent. The GE, JP and US "slices" have a Tank Factory 1, a Tank Factory 2 and the Front Airfield outside the supply net, the SU and GB slices differ slightly, as the following tables indicate:
While the differences are slight, they can be used
to handicap the weakest and strongest teams by giving them the slight
advantage or disadvantage.
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| Recon Report - Two Islands II
The Fighter Ace recon team returns this month with an analysis of the Two Islands II map. Superficially a very simple map with only two teams and four total airfields, there exist some subtle details that are not readily apparent from a cursory examination. The map is composed primarily of two kidney-shaped islands separated by an expanse of ocean. The northeastern island defaults to US ownership, while the southwestern one defaults to JP ownership.
Each island contains fourteen scenes: two airfields, two ports, two support factories, three tank factories and five villages. The scenes on each island are situated such that they comprise two self-supporting defensive areas with the centrally located tank factory to provide support to each defensive area. Because this centrally located tank factory is designed to support each defensive area it naturally follows that, when captured, it can serve as an assault center for launching offensive tanks at either defensive area. With possession of this factory an enemy force can launch a two-pronged attack using land-based tanks combined with an invasion fleet. Therefore defense of this tank factory can prove crucial to defense of the entire island. The central component of each defensive area is the airfield, of which there are two types. The northernmost airfield for each team is a normal Airfield type while the southern fields are larger Bomber Airfields, with longer runways. However, despite their nomenclature and size differences, both fields adequately support launching heavy bombers with full bomb loads. The Airfield scene is located at 47,BN for the US team and 73,AY for the JP team. The US Airfield is oriented to a take-off heading of 220 degrees while the JP one takes off at a heading of 000. The Airfield is equipped with a radar dish that has a range radius of 25 km. Airfields are very well protected with two High Altitude Flak guns, five Medium Altitude AA guns and six Low Altitude AA towers.
The following table details the relative value and number of each building type on the Airfield, sorted to show the most valuable targets first. Explosive buildings are indicated with an asterisk (*):
While most of the buildings can be destroyed by gunfire, the HQ, Hangar and Radar types are large enough to warrant the use of ordnance. Because of the number of targets that must be destroyed to get a trigger, it is easy to get too many and over-trigger the scene, so care must be taken to keep track of target damage status. Note also must be taken of the incredible repair rate of the Headquarters building, so while being the largest target in terms of value, it may also be the one to leave alone. Note that taking off from the US Airfield in a heavily laden bomber can be a daunting task at higher difficulty levels due to the hill at the end of the runway. This is not a problem with the JP Airfield, which has a drop-off at the end, allowing a heavily laden plane a bit extra altitude after take-off. The Bomber Airfield is located at 63,CI for the US team and at 86,BJ for the JP team. The US field is oriented to a heading of 350 while the JP field is oriented to 000, the same as the JP Airfield. The Bomber Airfield is very similar to the Airfield and contains the same 25 km range radius Radar unit. The Bomber Airfield is even better protected than the Airfield, sporting three Flak guns, four Medium AA guns and eight Low Altitude AA towers.
The following table shows the number and relative value of each building on the Bomber Airfield, sorted to show the most valuable first. Explosive buildings are indicated with an asterisk (*):
Each country has a Port situated near each of the two airfields (US - 52,BN and 59CC; JP - 70,BE and 82,BJ). While at first glance the Port seems like a daunting and confusing target, it is really quite simple and the sheer number of buildings makes it unlikely the Port will be over-triggered. Ports are defended almost as well as Airfields, with two High Altitude Flak guns, four Medium Altitude AA guns and six Low Altitude AA towers.
The following table shows the number and values of the buildings on the Port scene, with the established sort and explosive indicators:
The four Factory building types will need large bombs so the Port needs more than fighter-bomber or two to get a trigger. However a combined attack by one or two level bombers and a pair of fighters should get an easy trigger without an over-trigger. Each country's airfield is also equipped with a nearby Support Factory. There are two types of Support Factories however. The most distinctive visible difference between the two types is that Type 1 Support Factory has the Flak gun situated at the center of the scene while the Type 2 Support Factory has the Flak gun situated at the corner opposite the Fuel Factory. The Support Factories are poorly defended with only a single Flak, a single Medium AA and two AA towers.
The following table shows the buildings on the Type 1 Support Factory (US - 47,BQ; JP - 76,AX)
The three Factories and the Metal Storage will require large bombs to take out, but the other buildings can be destroyed with gunfire. The Type 2 Support Factory (US - 61,CK; JP - 93,BH) has the same building set with the addition of tents for use by the defensive gunners, as the following table shows:
As with the Support Factories, there are two types of Tank Factories. Visually the Tank Factories are easier to distinguish from a distance than are the Support Factories. The Type 1 Tank Factory has the Fuel Factory, Tank Factory and Rail Yard in perfect alignment, while the Type 2 Tank Factory has the Rail Yard off to one side. Additionally, the Type 1 Tank Factory only has two Fuel Tanks while the Type 2 Tank Factory has four Fuel Tanks, with three in a single cluster. Tank Factories are even more poorly protected than Support Factories, with only a single Medium AA and a single Low AA.
The Type 1 Tank Factory (US - 52,BL and 48,CE; JP - 89,BB and 82,BK) is detailed in the following table:
The four Factories will need large bombs, while the other targets can be taken out with large gunfire. Note that the value for the four biggest targets is such that taking out all four will cause an over-trigger. If the Fuel Factory is ignored however, taking out the other three Factories and the Rail Yard will get the trigger without fear of an over-trigger. The Type 2 Tank Factory (US: 60,CC; JP - 69,BE) differs with the addition of an Ammo Bunker as well as some Tents and a House and is detailed in the following table:
As can be seen from a glance at the values, the addition of the extra buildings makes it much easier to get a trigger without an over-trigger. Take out the top four targets and you've got the trigger. Finally, each team has five Village scenes. But as with the Factories, there are two types of Village scene. Fortunately the difference is minor, with one type having 4 houses and a church and the other having five houses and a church. The Village scenes add nothing to the normal TC game other than cheap points and an easy capture, but they alternate victory conditions can increase their importance beyond their lack of production. Each village is protected by a single Low AA tower.
The Type 1 Village has three examples on the US island (35,BG, 51,BW and 65,CC) and the JP island has four (67,AK, 76,AT, 82,BC and 88,BA). The following table details this scene type:
The Type 2 Village has two examples on the US island (47,BD and 55,CE) and the JP island has one (97,BP). The following table details this scene:
The only gameplay difference between the two is the math of what constitutes an over-trigger or not. While the Two Islands II map is pretty straightforward, pilots should pay attention to the details of each scene type and configure their attack plans accordingly. Over-triggering can be a danger on some scenes if overly large bombs take out more targets than was intended. Most scenes on the map will benefit from a combined arms approach utilizing a combination of high altitude precision level bombing with low-level precision strafing. |
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| Classic II Map Reconnaissance
Fighter Ace Headquarters staff has just completed a thorough photographic reconnaissance of the installations in the new Classic II map. This briefing is intended to familiarize pilots with the layout and composition of each scene type on the new map. This is not a mission plan but is instead a reference guide to help individual pilots and/or squads to create their own combat missions. Each country starts the game with an initial complement of sixteen scenes:
Scenes of the same type are laid out in identical fashion though the orientation of each varies from location to location. While US scenes will be discussed here, they are accurate representations of the equivalent scenes owned by other countries. The backbone of the US defense system is a series of three airfield and factory complexes. Each complex is designed as a stand-alone defensive and support system and all assault plans will need to consider the complex as a whole. Over-Triggering any of the scenes in a complex will cause an instant reaction from defensive tanks, so care must be taken to strike only those buildings that will deliver the desired damage level. The first line of US defense is the Front Airfield at 68,AX and the two Tank Factories at 64,AV and 67,AS. Capturing the Front Airfield without first capturing either or both of the Tank Factories will prove very difficult if not impossible because of the ability of the two Tank Factories to produce and store tanks at an incredible rate. Further, capture of these two Tank Factories will be essential for producing the offensive tanks necessary to capturing the next complex in the backbone. The landing strip on the Front Airfield is oriented to 070 degrees and is shorter than normal airfields, making it difficult for heavily loaded bombers to launch from the base. The Radar unit on the field has a radius of 10km. Care should be taken when attacking the Fuel Tanks and Ammo Storage buildings as they are explosive and can damage a trailing aircraft. Four High Altitude Flak guns, eight Medium Altitude AA guns and six AA towers provide the field with ample high and low level defensive capabilities. FRONT AIRFIELD
The following table shows the relative value of each building on the Front Airfield as it relates to the scene's overall damage value, in descending order from most valuable to least:
Tank Factories are relatively small targets with only a few high-value buildings to aim for. With only a single High Altitude Flak gun, three Medium Altitude AA guns and a single AA Tower, Tank Factories are unable to defend themselves adequately and thus require active defensive efforts from fighter CAP to survive enemy attacks. The following table shows the relative value of each building on a Tank Factory site:
TANK FACTORY
The Tank Factory has four building types that are explosive (Fuel Factory, Ammo Factory and both Fuel Tank types) so care must be taken when conducting team attacks at low altitude. Additionally, any potential collateral damage to nearby buildings must be factored into the equation when calculating potential scene damage. Care must be taken to avoid over-triggering the scene from collateral damage. The next complex along the US backbone is centered around the Airfield at 65,AL and the Radar site at 64,AH. These sites are supported by two Tank Factories at 59,AP and 62,AG and a single Support Factory at 62,AN. The Airfield is oriented to a heading of 180 and the radar has a range radius of 10km. The Airfield is adequately protected with two High Altitude Flak guns, five Medium Altitude AA guns and five AA Towers. The following table shows the relative value of the buildings it contains:
AIRFIELD
Note that the relative values of some buildings are different than the buildings of the same name on the Front Airfield. This is due to the difference in the number of buildings on each scene rather than any difference in the strength of each building. The Radar site is a new installation type whose sole purpose is to provide long-range radar coverage for the entire country, with a range radius of 40km. The Radar site operates using two Big Radars that are both small targets and have considerable armor protection. Taking these out will require precision strikes with large bombs. The two radar dishes provide a level of redundancy that makes it unlikely for a lone pilot to blind a country on a whim. Further, the site is protected with a single High Altitude Flak gun, three Medium Altitude AA guns and 3 AA Towers. Instead a concerted team effort will be required to penetrate the airspace and deliver the precision strikes simultaneously. RADAR
The following table shows the relative values of the buildings on a Radar site:
As can be seen from the number of buildings and their relative values, extreme care must be taken to prevent over-triggering when attacking Radar sites. The two Big Radars and the Flak gun by themselves are not going to make a 60% trigger. But wiping out all the defensive guns and the two radars will cause more than enough damage to trigger a defensive reaction at 70%. The Support Factory is designed primarily to provide fuel and ammunition needs for the surrounding airfields and, to a lesser extent, the surrounding Tank Factories. It also provides additional metal resources needed to build tanks and aircraft. With the large complement of ammunition and fuel production and storage, most of the buildings in Support Factories are explosive. Only the generic Storage, Metal Factory, Hard Ammo Bunker and defensive guns are not explosive. The site is poorly protected with only a single Flak gun and a single Medium AA gun to provide direct defense. With all that fuel and ammo production, defensive gunner at the Support Factory cannot be a popular job. That being said, effective defense of the Support Factory relies solely on Fighter CAP. SUPPORT FACTORY
The following table shows the relative values of the buildings at each Support Factory site:
Despite the extreme explosiveness of the site, experienced aircrew will have no trouble getting a trigger without over-triggering the scene as most of the buildings are well armored and thus relatively safe from secondary explosions. Sitting on the left and right wings of the central Airfield complex are a pair of Fighter Airfield complexes to provide flank defense. Each site is composed of a single Fighter Airfield and a single Tank Factory. While lacking the redundant tank support of the Front Airfield, each Fighter Airfield complex is situated close enough to the central Airfield complex that they can receive relatively timely tank defense. The Northern complex has the Fighter Airfield at 49,AJ, with an airstrip orientation of 070 degrees, and the Tank Factory at 50,AG. The Southern complex has the Fighter Airfield at 70,AA, with an airstrip orientation of 110 degrees, and the Tank Factory at 69,X. Each airfield has a small radar dish with a range radius of 10km and is well protected with four High Altitude Flak guns, eight Medium Altitude AA guns and six AA Towers for Low Altitude defense. As with the Front Airfield, the Fighter Airfield employs a shorter airstrip and thus may not be suitable for launching heavily loaded bombers. FIGHTER FIELD
The relative value of the buildings at each Fighter Airfield is shown in the following table:
The key complex in the US defense is at the base of the backbone and is centered on the Walsh Industrial Complex at 61,O and the two airstrips at neighboring Walsh Field at 61,Q & 62,Q. Supporting these two massive scenes are a single Fighter Airfield at 61,T and a single Support Factory at 60,O. Given the individual difficulty of each Walsh scene and their proximity to each other and the supporting scenes, capturing the "Back Bomber Base" complex will be no simple matter and will prove impossible against a well-organized defense. Walsh Field is a huge airfield complex featuring two, long airstrips, which are long enough to support the largest bombers with the heaviest bomb and fuel loads. The field is well protected with four High Altitude Flak guns, seven Medium Altitude AA guns and ten AA Towers. A small radar dish provides local coverage with a range radius of 10km. BACK BOMBER BASE
Over-triggering this scene is extremely unlikely to be a problem of any sort as can be seen by the relative values of the buildings in the following table:
The Walsh Industrial Complex is a huge factory complex that provides the bulk of the US's production capabilities. The complex is adequately defended with four High Altitude Flak guns, five Medium AA guns and six AA Towers. But its best defense is its sheer size and the number of buildings that must be hit to get a trigger. Additionally it has its own small radar with a range radius of 10km. WALSH INDUSTRIAL COMPLEX
The following table shows the relative values of the buildings at the scene:
After reading through this intelligence and seeing the recon photos it will be apparent that teamwork will be a key element toward success on the Classic II map. While cracking the wings will be relatively easy for small teams, the central and rear complexes will require coordinated efforts by large numbers of bombers and heavy fighter-bombers with close escort by a large number of fighters to ensure mission success against coordinated defenses. Each team must provide active defense for the three backbone complexes. While they are not easy to capture, they are much easier to take against spotty and uncoordinated fighter defense. A Fighter CAP should be maintained over the central complex if any defense is to be offered against the coordinated attacks the enemy is sure to mount. The Back Bomber Base complex, with the two large "named" scenes, is pretty much self-defensible against uncoordinated attacks. However, since the enemy knows they will need a coordinated attack a coordinated defense will be necessary to defeat it. While this defense does not need to be continuous, a continuous watch on enemy activity must be maintained if coordinated strikes are to be detected in time to mount a coordinated defense. A key to this necessary vigilance is defense of the Radar site and its two Big Radar dishes. If these are destroyed, the US is limited to small, short-range radars at each airfield. While it should be relatively simple to prevent capture of the Radar site, its destruction is another matter and another reason for mounting a continuous Fighter CAP over the central complex. Fighter Ace Headquarters Staff hopes that this intelligence will provide squads with the information they need to make detailed strike and conquest plans. Lone Wolf pilots should look to squads for inclusion in their strike plans. Most squads will welcome additional strike or escort planes, but the Lone Wolf can always be part of the necessary Fighter CAP with little or no direction. |
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Note: Click any image for a full-size version that can be saved for later reference.
The Guadalcanal map pits the JP and US teams against each other
in a battle for control of the Solomon Islands chain. Each team starts
with a Bomber Airfield, three Airfields, two Front Line Airfields and two
Tank Factories. With scnes on various islands, there are no rail networks,
so supply relies upon internal link ranges and air transport. The
following picture details the type, location and runway orientation of
each scene on the map. Each Bomber Airfield
is protected with three high-altitude flak guns, four medium-altitude AA
guns and eight low-altitude AA towers. A radar dish provides coverage out
to a radius of 50 km. The following picture shows the overall layout and
the locations of all key target buildings.
The first area contains the
Hangar, which is worth 10.9% of the scene's damage potential and produces
Plane units from Metal. A Flak gun (3.3%), a Medium AA gun (1.6%) and two
Low AA towers (1.1%) protect this section of the field. The Ammo storage
building (1.1%) stores 10,000 kg of ammunition and ordnance. The CO's
House (2.7%) and a Little House (1.1%) round out the targets in this
section. The second section contains three Workshops (2.7% each), each of
which can store 3,000 kg of Metal resources. The Fuel Storage dump (1.1%)
can store 3,000 kg, while the 2-cylinder Fuel Tanks (3.3%) can store 1,500
kg of fuel. The area is protected with a single Low AA tower (1.1%) and a
medium AA gun (1.6%). A Quarters (2.7%) and another Little House (1.6%)
complete the area's target list. The third area features
another Fuel Storage dump (1.1%) and another Ammo Storage building (1.1%),
with 3,000 and 10,000 kg capacities respectively. A Medium AA gun (1.6%)
and a Low AA tower (1.1%) protect the area, which also contains a
Headquarters Tent (1.1%) and five Tents (1.1% each). The fourth area contains the
Headquarters building (11.4%), which repairs extremely fast and thus
should be one of the last buildings hit when trying for a trigger. In
contrast to the Headquarters, the Radar dish (5.4%) repairs very slowly.
The area is protected with a single Flak gun (3.3%) and a Low AA tower
(1.1%). The 4-cylinder Fuel Tanks (3.3%) can store 3,000 kg of fuel and
the Brick House (2.7%) completes the target list. The fifth area has a
2-cylinder Fuel Tank (3.3%, 1500 kg), a Headquarters tent (1.1%) and three
Field Hospital tents (1.1% each). It is protected with a single Medium AA
gun (1.6%) and a Low AA tower (1.1%). The sixth area is situated at the end of the airfield and is
composed of a House (2.7%), a Flak gun (3.3%) and a Low AA tower (1.1%). The Airfield
scenes are protected with two high-altitude flak guns, four
medium-altitude AA guns and six low-altitude AA towers. The radar dish
provides coverage out to a range of 50 km. The following picture shows the
type and location of all the key targets on the Airfield scene. The first area features the Hangar (12.2%), which uses Metal to
create Plane units. The 4-cylinder Fuel Tanks (3.7%) cam store 3,000 kg of
fuel. The area is well protected with a Flak gun (3.7%), a Medium AA gun
(1.8%) and a Low AA tower (1.2%). The second section contains only low-value, soft-targets. A
Headquarters Tent (1.2%), five Tents (1.2% each), two Quarters (3.0% each)
and a House (3.0%) are protected by a single Low AA tower (1.2%). The third area contains the Headquarters building (12.8%), a
Brick House (3.9%) and the 4-cylinder Fuel Tanks (3.7%), which can store
3,000 kg of fuel. The area is barely protected with only a single Low AA
tower (1.2%). The fourth target area
straddles the runway and presents an abundance of juicy targets. The Fuel
Storage dump (1.2%, 3000 kg), the 4-cylinder Fuel Tanks (3.7%, 3000 kg)
and the 2-cylinder Fuel Tanks (3.7%, 1500 kg each) are on the Hangar side
of the airstrip. The Ammo Storage building (1.2%, 10000 kg), the Radar
dish (6.1%) and the Workshop (3.0%, 3000 kg metal) are the primary
targets. A Field Hospital (1.2%) and a Headquarters Tent (1.2%) can
contribute slightly to the scene's damage level and should be calculated
into the equation when dropping large bombs in the area. The area is well
protected with a single Flak gun (3.7%), two Medium AA guns (1.8% each)
and two Low AA towers (1.2% each). The fifth area is located at the end of the runway and features
an Ammo Storage building (1.2%), a Medium AA gun (1.8%) and a Low AA tower
(1.2%). The Front Line Airfield
is a short dirt/grass area bounded on two sides by service buildings. It
lacks a radar unit and is protected with only two high-altitude flak guns,
three medium-altitude AA guns and three low-altitude AA towers. The side of the field
opposite the Hangar contains the majority of the scene's targets, all
lined up in a neat row so that a precise bomb run with a well-placed
string of bombs will hit each target in a single pass. The primary targets
are the 4-cylinder Fuel Tanks (4.6%, 3000 kg each), the 2-cylinder Fuel
Tanks (4.6%, 1500 kg), the Ammo Storage buildings (1.5%, 10000 kg each),
the Workshop (3.8%, 3000 kg metal) and the Headquarters (16.0%). Any
successful bomb run will be hard pressed to miss the Quarters (3.8%), the
CO's House (3.8%) and the Little House (2.3%). This side of the airfield
is protected with a single Flak gun (4.6%), a Medium AA gun (2.3%) and two
Low AA towers (1.5% each). The Hangar (15.3%), makes
Plane units from metal) is the only significant target on its side of the
field. Lesser targets include a Headquarters Tent (1.5%), two Tents (1.5%
each), a Field Hospital tent (1.5%) and a House 3.8%). This side of the
field is protected by a single Flak gun (4.6%), a Medium AA gun (2.3%) and
two Low AA towers (1.5% each). Each Tank Factory
is responsible for producing the fuel, ammo and metal raw materials needed
to allow teams to launch aircraft and seaborne tank assaults. They are
thus primary targets and should be guarded well. The major producers on the scene are the Tank Factory building
(17.4%, uses metal to create tank units), the Metal Factory (8.7%), the
Fuel Factory (26.1%, explosive) and the Ammo Factory (17.4%). The
Workshops (4.3%, 3000 kg metal each) and the two Fuel Tanks (4.3% hex,
5.2% oct, 3000 kg each) are secondary targets. The scene is protected by a
single Flak gun (5.2%), two Medium AA guns (2.6% each) and a Low AA tower
(1.7%). Individual team strategies
will vary, but the radar dishes are prime targets when striking any
permanent airfield. Protecting the Tank Factories is a key to both defense
and offense, while taking the enemy's factories can provide you the quick
road to victory. The US team's lone airfield at 118,CJ can be a key to the
US defense. Left alone it is of little value in the game, but if the JP
team captures it, it can serve as a launching point into the US rear area,
which can spell their doom.
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Note: Click any image for a full-size version that can be saved for later reference.
The Western Desert map is unique in that all the factory scenes
are huge cities with dozens of small buildings spread out over a large
area. The sheer number of buildings makes it difficult to attain the high
levels of scene damage normally required for triggers and captures in TC
games. The map is divided into quarters with each sectgion containing nine city-airfield pairs. The northeastern corner of the map is GB territory, with SU in the southeast, US in the southwest and GE in the northwest. While the map has four countries, it is primarily intended for two country battles with the map either being divided in two or the additional territory starting each game as neutral, capturable territory. At first glance, each country has the same distribution of scenes, but a closer look will reveal some subtle differences, as shown in the following table:
* = Explosive
The sheer number of LTBs (Little Tan Buildings) may
seem intimidating, but each one can be destroyed with about a dozen RCMG
rounds (Rifle Caliber Machine Guns; .30"/7.62mm class). A string of
strategically placed large bombs should be able to demolish a large
percentage of the LTBs.
* = explosive ** = all except Cairo
The Bomber Airfields each have a radar dish with a detection radius of 50 km and are protected by three high-altitude Flak guns, four medium-altitude AA guns and eight low-altitude AA towers.
* = explosive
The
Airfield scenes also have a radar dish with a 50 km detection
radius and are protected by two high-altitude Flak guns, five
medium-altitude AA guns and six low-altitude AA towers.
* = explosive
Finally, the Front Line
Airfields lack any radar coverage and are protected with two
high-altitude Flak guns, three medium-altitude AA guns and four
low-altitude AA towers.
* = explosive
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Note: Click any image for a full-size version that can be saved for later reference.
Germany is a versatile
map that provides both a solid ground-based TC game and a substantial
portion of ocean for naval operations. All five teams are represented with
scenes arranged in a "pie" configuration. Each team has a Bomber Airfield, an Airfield and two Front Line
Airfields. These are augmented by two Farms, a Support Factory and two
different types of Tank Factories. Each team, except US, has four
Anti-Aircraft scenes, which guard rail bridges over the various rivers
that snake through the map. The Rail Network services
all the scenes except the five Bomber Airfields. This can be a crucial
consideration when the supply system is set to rely on rail and air supply
alone. The Bomber Airfield is
the most complex scene type the largest number of buildings. It is
well-protected with 8 Low AA, 4 Medium AA and 3 Flak guns. It has a radar
with a range radius of 50 km.
* = explosive
The Airfield has a
shorter runway strip and fewer buildings than the Bomber Airfield. It is
also well protect with 6 Low AA, 5 Medium AA and 2 Flak guns. The Radar
Dish provides coverage to a range of 50 km.
* = explosive
The Front Line Airfield
lacks the radar coverage and air defenses of the other two airfields.
* = explosive
The Support Factory is
inadequately defended with only a single Medium AA and Flak gun for
defense.
* = explosive
* = explosive
The Tank Factory 2 scene
has several more buildings but no better protection with only a single Low
AA, Medium AA and Flak gun.
* = explosive
The Farm is insignificant in game terms. Each Farm building represents 32.1% of the total scene value, while the Haystacks are worth 0.1% each. The Anti-Aircraft scenes guard the approaches to bridges
crossing the various rivers. There are two types of AA scenes.
Anti-Aircraft 1:
Anti-Aircraft 2:
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Note: Click any image for a full-size version that can be saved for later reference.
The Kursk map is one of the less popular maps because of its large size, long load times and unusual configuration for a 5-team map. However, these initial impressions are hiding a map that is really very simple and that contains some elements that make gameplay much more interesting. The map is composed of a series of flat, rolling hills separated by shallow, river valleys. The base altitude of the ground level in the valleys is under 200 feet, while on top of the hills it is over 1200 feet above sea level. This provides the opportunity for a radar altitude setting of about 1300 feet to provide generous, radar-free "highways" in the valleys, while allowing for careful, radar-free flight between valleys. The following screenshot shows the locations of all the
rivers, and thus of all the major
valleys on the map: The rail systems are separate for each country and most countries have several unconnected systems. With a normal train supply radius the border airfields of several countries are out of the system, but a larger supply radius can allow all scenes to be covered. The following screenshot shows the
railroad routes and connections: GE occupies the northwest section of the map, US is in the
northeast, GB is southeast, JP is southwest and SU is in the middle. While
each team has two Bomber Airfields and six Airfields, the distribution of
other scenes is unique for each country.
Substations are always situated on rail lines and serve as
supply depots for nearby factory and airfield scenes. There are two types
of Substation, the first of which (Substation
1) provides only supply storage capabilities:
* = explosive
The Substation 2 sene
type adds the ability to produce ammo in the Hardened Ammo Bunkers:
* = explosive
Each country has two Fuel
Factories, which both produce and store metal, ammo and fuel. Care
should be taken several of the buildings are explosive.
* = explosive
* = explosive, ** = plane producer
* = explosive, ** = tank producer
* = explosive
* = explosive, ** = plane producer
The Airfields are well
protected with six Low AA, five Medium AA and three Flak guns:
* = explosive, ** = plane producer
Strategically, SU's central position puts them at an automatic disadvantage, despite the increase in the number of producer scenes they have. GE als has a weak position, starting with 3 production scenes fewer than the other corner countries. These differences can be used to handicap the stronger and weaker teams. The majority of the time this map will be used for Axis vs Allies, two-team setups. However it could prove interesting in a 5-team setup where the central portion is occupied by a team with a significant aircraft qualitative difference to offset the positional disadvantage. |
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Note: Click any image for a full-size version that can be saved for later reference.
The Mountains map is one of the smallest maps in the game in
terms of physical distance between scenes. Traveling diagonally from the
JP BBB in the NW corner to the GB BBB in the SW corner takes only about 10
minutes in a typical fighter. The map is also unique in that altitude is a factor. The center
of the map is the lowest elevation, while the altitude increases the
further you get from the center. Finally, the map utilizes only three
scene types (Bomber Airfield, Grass Airfield and Tank Factory), which
makes target planning much simpler. The map is configured as a 5-team map with US in the middle and
the other four teams surrounding. Each team has a single Bomber Airfield,
four Grass Airfields and four Tank Factories. Following is the map layout: The following tables show the locations, runway orientations and
altitudes of each airfield on the map. Also shown are the locations of
each tank factory scene:
The Bomber Airfield has
68 buildings, trees and groves with a combined damage capacity of 18,830
pts. It is well protected with 3 High, 4 Medium and 8 Low AA gun
emplacements and has a radar dish with a 50 km range radius.
The Grass Airfield has 31
buildings, trees and groves with a combined damage capacity of 12,976 pts.
It is only moderately-well protected with 2 High, 3 Medium and 4 Low AA
gun emplacements and it has a radar dish with a range radius of 50 km.
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Note: The images in this
section are can be over 1024x768 in size. To view them at full-size,
right-click the image and save it to disk or open it in a separate browser
window. Used in each of the last two events, the English Channel map is one of only two maps in the game that feature large "city" scenes (the other being the Western Desert map). As such, it is useful for battles involving large, difficult to capture cities and for the many air battles that took place on the Channel Coast between 1940 and 1944.
The map is not without its problems, however. The current tank AI (as of version 3.8) has difficulty capturing some AA scenes and are unable to use ships to get across the channel, so paratroopers are the prefered method of accomplishing these tasks. The city scenes are also somewhat problematic. Most of the buildings lack a "damaged" state and there are so many buildings that it requires a tremendous team effort with good planning and operational control to get normal level triggers. However, these negatives can be mitigated somewhat through
better room settings and the positives of the room outweigh the negatives,
making it a good map for Historical Rooms and Events. Hopefully, this
guide will also make it easier to plan attacks in general and specifically
attacks against the three cities. The map is configured at default with US and GB on the island
and JP, GE and SU on the continent, as shown in the following graphic:
Each team starts with the same number of airfields, factories
and ports, each section has a slightly different number of AA scenes and
the three cities are necessarily also distributed unevenly. The following
table shows the exact distribution of each type of scene for each section
of the map:
The following screenshots show the locations, types and runway
orientations of the scenes in each country section:
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![]() The rail system is also important to know for supply purposes. It is shown in the following graphic:
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![]() The only production facility on the scene is the Hangar, which
creates Plane units out of Metal, Fuel and Ammo. The following table
displays the important data about each building type on each Bomber
Airfield:
* = Explosive building type
# = Number of buildings of this type on the scene Dmg = Amount of damage the building takes to destroy % = Percentage of the scene's total damage level that each building represents Repair = Minutes to fully repair with 100% repair rate in config Stores = Type of resource the building type stores Cap = Amount in kg that can be stored by each building Each section has two Airfields.
The following graphics show the identities of each building on each
Airfield:
As with the Bomber Airfield, the only producer on the Airfield
is the Hangar, which makes Plane units out of Metal, Fuel and Ammo
supplies. The following table shows the important information about each
building type on each Airfield scene:
* = Explosive building type | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||