Cherkassy Pocket
An Ace High™ Scenario
Version 4

Please read “Dates and Times” and “Main Rules” sections.
Dates and Times
Click here for registration. Please register for the event if you can play at least 3 frames.
If you can’t play in at least 3 frames, you can still show up as a walkon (unregistered player) on game day.
Battles/Frames: Daylight Saving Time changes during the event.
- October 30 -- 3 pm US Eastern time (7 pm GMT)
- November 6 -- 3 pm US Eastern time (7 pm GMT)
- November 13 -- 3 pm US Eastern time (8 pm GMT)
- November 20 -- 3 pm US Eastern time (8 pm GMT)
IMPORTANT NOTE ON TIME: Daylight saving time will be changing during the event on different dates in different countries. Before every frame, check your local time compared to the start time of 3 pm local time in New York, USA. If you want to use GMT, those are listed above. Here is a time converter.
Please show up at or before the given time in Special Events 2 arena -- the arena will lock after that. End of frame will be nominally at 6:30 pm US Eastern time.
Setting
It is early 1944, and one of the largest battles of WWII is raging across the Eastern Front.
Gone are the Wehrmacht's quick early gains. The Red Army has grown gigantic and is taking back vast regions of land. Now, it is the Germans' turn for desperation. They are fighting for survival, to keep from being enveloped in the Cherkassy Pocket.
Bf 109's and FW 190's of the mighty Luftwaffe combat La-5's, Yak-9's, and Tu-2's of the surging VVS -- in air-to-air combat, bombing, ground attack, escort, and intercept.
Please join us for this glorious battle.
Main Rules
- If you need to get back into the locked arena, type ".p brooke let me in" into any text buffer, then try to get in even if arena says it is locked.
- Level bombers must take off with formations and not intentionally lose drones.
- Pilots get three lives.
- You use up a life if you die, crash, ditch (except as noted), bail, or exit your plane with anything other than a “landed successfully” message.
- At frame end, the logs are closed, and there are no further points awarded or subtracted. Pilots can fly right up to end log, after which they can land as they see fit.
- You can man a gun at any time (for bomber or ground gun), and deaths in guns don't count to your life total.
- Altitude:
- There is a downwind at 20k. (You can fly into the downwind if you wish, but staying in it will sap your speed.)
- Level bombers (Tu-2S’s) have a max altitude of 14k.
- Fighterbombers/jabos, when carrying bombs, have a max altitude of 18k.
Map Frames 1 and 2

Circles are available airfields for launch. Blast symbols are targets to be attacked.
Map Frames 3 and 4

Victory Conditions
If your side fails to do this within the frame, it will get no points at all for that frame:
- Level-bomber groups (Tu-2S) must Attempt at least three Bombing Missions.
- Jabo group must Attempt at least three Bombing Missions.
“Attempt” means to complete the Mission or either die trying or jettison ordnance because of enemy in icon range.
- One “Bombing Mission” is to launch with bombs and/or rockets, travel toward a Target, drop bombs and/or rockets on a Target, and land back at a base if still alive.
- Level-bomber groups (Tu-2S) must Attempt at least one Bombing Mission on the City of Cherkassy in 6.13.9 each Frame.
- Jabo group (FW 190F-8) must Attempt at least one Bombing Mission to v44 in frame1 and in frame 2; and must Attempt at least one Bombing Mission to a58 in frame 3 and in frame 4.
Frame points:
- +1 per kill.
- +3 per Destroyed Hangar by a Tu-2S pilot.
- +4 for a Successful Drop on Cherkassy (City Strat)
- +4 for a Successful Drop on Fuel Factory
- +2 per Destroyed Bunker by a pilot in a jabo group.
- For level-bomber pilots:
- Points are acquired by destroying Fighter, Bomber, and Vehicle Hangars at Target airfields. A maximum of two (2) Hangars will be scored per sortie. This is to say that a bomber pilot may only receive points for destroying 2 hangars per flight (Takeoff and Land/Die).
- “Successful Drop on Cherkassy” means to destroy one or more City
“Successful Drop on Fuel Factory” means to destroy one or more Fuel
- Factory objects.
- A bomber pilot will not receive points for a “Successful Drop on Cherkassy or Fuel Factory” AND a Destroyed Hangar in one sortie.
- Thus, max bombing points for a Tu-2S pilot in a Mission is 6.
- Points are acquired by destroying Bunkers (Radar, Ammo, Barracks, and Fuel) at Target fields. A maximum of two (2) Bunkers will be scored per sortie (Takeoff and Land/Die). Any Bunkers destroyed after a Jabo pilot has rearmed will not be scored.
- Thus, max ground-attack points for a Jabo pilot in a Mission is 4.
Winner of a frame is the side with the most points. Winner of the Scenario is the side that wins the most frames. If the 4 frames are shared, the side who accumulated the most total points will be deemed the victor.
Targets
Targets for each side are as follows in the boxes on the map:
- bunkers (ammo, fuel, barracks, radar)
- hangars (fighter, bomber, vehicle)
- City Buildings
Note on targets: Downtimes of hangars, bunkers are 30 minutes. City Buildings and Manned Guns (37mm, 88mm, and 17 lb. AT gun) will remain destroyed for the entire frame. Autoack ground guns (at fields, towns, and flak towers) will respawn in 4 minutes.
VVS Order of Battle
20 Fighters, 8 Bombers; 28 Total
# Slots | Group Name | Aircraft |
VVS | | |
8 | 513 IAP | Yak-9T |
6 | 5 GIAP | La-5FN |
6 | 41 GIAP | La-5FN |
8 | 511 ORAP | Tu-2S |
Luftwaffe Order of Battle
18 Fighters, 7 Jabos; 25 Total
# Slots | Group Name | Aircraft |
Luftwaffe | | |
10 | IV/ JG 51 | Bf 109G-6 |
8 | II/ JG 54 | FW 190A-5 |
7 | II/SG 77 | FW 190F-8 |
Moving Around Pilots
CO's may split groups up into separate flights and send them on separate missions as they see fit.
CO's may assign walkons as they see fit up to the limit of slots available. If there are more walkons than spots available, Luftwaffe can overfill Bf 109G-6’s, and allies can overfill Yak-9T’s.
CO's may move registered pilots to different aircraft if the registered pilots are willing. But if a registered pilot wants to keep the plane he is registered for, he must be allowed to stay in that plane.
Items of Note
Please get your people into the appropriate named squads. Useful squad dot commands that can be used from your text radio buffer:
- .sqdaccept [gameID] -- What you type to accept an invite into a squad.
- .sqdwithdraw -- What you type to withdraw from whatever squad you are in. Useful to do if you are having problems getting into a new squad. Withdraw, then get a new invite and accept.
- .sqddecline [gameID] -- Decline a squad join request.
- .sqdeject GameID -- Eject a player from the squad.
- .sqdinvite [gameID] -- Sends squad invite while in flight.
- .sqdname [SquadName] -- Rename squad, updates the roster. Can be useful to get someone into your sqaud if having trouble.
- .sr -- display squad members.
Settings
Disabled weapons
- Ordnance on FW 190A-5, Bf 109G-6, La-5FN.
Details
- Terrain: blkseaw
- Wind: 45 mph downwind at 20k.
- Clouds: Medium to heavy scattered clouds, perhaps some overcast.
- Radar and Sector Counters: No radar or sector counters below 1000 ft. Sector counters above 1000 ft.
- Ack: Auto ack will be turned way down, to 0.15.
- ArenaFlags = 275502
- BomberWarningRange = 21,120 (3 miles)
- CommunicationFlags = 3
- CountryChangeTime = (no changing of countries once started)
- ExitWhileMoving = 508
- FighterWarningRange = 21,120 (3 miles)
- FlightModeFlags = 5248
- FogLoFarMiles = 12.0
- FogLoNearMiles = 1.0
- FuelBurnRateMult = 1.0
- GroundAutoLethality[Armored] = 0.15
- GroundAutoLethality[Hard] = 0.15
- GroundAutoLethality[Soft] = 0.15
- RadarMode = 384 (counters above radar, range-based counters)
- RadarUpdateRate = 90
- SectorCounterAlt = 1000
- SectorCounterRange = 132,000 (25 miles)
- TowerBasedRadarRange = 132,000 (25 miles)
- StratFlags = 1
- Arm auto gun, down time = 600, hardness = 0.02 (gna, ship 5” autoack, flak tower puffy ack)
- Auto gun, down time = 4 (gng, ground autoack 30 mm, ship autoack 20 mm)
- Bmbr hgr, down time = 30, hardness = 1.0
- Bunk ammo, down time = 30
- Bunk barracks, down time = 30
- Bunk fuel, down time = 30
- Bunk radar, down time = 30
- Ftr hgr, down time = 30, hardness = 1.0
- Gun bat, down time = 600 (bat)
- Gun bat armor, down time = 600 (baa)
- Gun bat soft, down time = 600 (bas, manned ack ground and ship)
- Hard auto gun, down time = 4 (gnh, autoack ship, flak tower normal ack)
- Veh hgr, downtime = 30, hardness = 1.0
CM Items
MOTD
Welcome to the Scenario "Cherkassy Pocket"!
To play, please show up by 3 pm Eastern on Saturday.
If you are not registered, you are welcome to play,
but please stay in country Rook until you are assigned
to a side.
Pilots get three lives.
You use up a life if you die, crash, ditch, bail, or exit
your plane with anything other than a "landed successfully".
If you need back into the locked arena, type ".p brooke
let me in" into any text buffer. Then try to come in
even if the arena says it's locked.
Credits
Scenario design: perdweeb and Scenario CM Team
Game-day CM: Brooke
Allied CO: TBD
Axis CO: TBD
Change Log
v0.1, 8/26/2021
-- First draft.
V0.4, 9/23/2021
--
v2b, 9/28/2021
-- Allied CO is tbd.
-- Allies can overfill Yak9.
-- Put in dates.
-- MOTD fixed.
-- Target requirements for jabos.
-- Added setting.
v3, 10/9/2021
-- Changed two allied group names.
v4, 10/15/2021
-- Upped 190F-8’s by one, and upped Tu-2’s by two.