Velikiye Luki
An Aces High™ Scenario
Version 10

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:
- October 14
- October 21
- October 28
- November 4
Please show up at 7 pm US Eastern time in Special Events 2 arena. (For how that translates to your time, here is a time converter.) End of frame will be nominally at 10:30 pm US Eastern time.
Introduction
It is December, 1942, and war rages along the entire frozen 1500-mile-long Eastern Front. Among the many battles is the town of Velikiye Luki, an important railroad junction for the north. As the Germans dug in for winter, the Soviets attacked with everything they had. It came to be known as “the Little Stalingrad of the North.”
Join us for the Battle of Velikiye Luki. Luftwaffe vs. Soviet VVS fighting for air dominance and attacking enemy ground forces at Velikiye Luki and along enemy lines of supply and reinforcement.
FW 190A-5’s, Bf 109G-2’s, Ju 88’s vs. La-5FN’s, Yak-9T’s, P-39D’s
Join us for glorious battle!
Main Rules
- Level bombers must take off with formations and not intentionally lose drones.
- Pilots get 3 lives in primary plane.
- After you run out of your 3 lives in primary plane, you get unlimited lives in a secondary plane, listed under Order of Battle below.
- 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.
- 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 have max altitude of 15k.
- Fighterbombers/jabos, when carrying bombs, have max altitude of 17k.
Map

- There is ground fighting in and immediately around Velikiye Luki, with both air forces doing ground support and attacking enemy forces and equipment there. To allow for this, a190 and the adjacent city will be Rook.
- Axis launch fields are a189, a198, a199.
- Axis targets are a190 field and town, city near a190, a86 field and town, and a195 (note, labelled as v195 in map above, but in terrain it is a195, a small airfield).
- Allied launch fields are a195, a87, a79.
- Note that a195 in the actual terrain is labelled as v195 in the map above. a195 is the correct designation -- it is a small airfield.
- Allied targets are a190 field and town, city near a190, a194 field and town, and a189 field and town.
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 and Fighter-bomber groups:
- must Attempt at least three Bombing Missions.
- must Attempt at least one Bombing Mission to Velikiye Luki (a190 or city near a190).
- must Attempt at least one Bombing Mission to something other than Velikiye Luki.
- “Attempt” means to complete the Mission or either die trying or jettison ordnance because of enemy in icon range.
- One “Bombing Mission” is launch with bombs, travel toward a Target, drop bombs on a Target, and land back at a base if still alive.
- “Targets” are given in maps.
- Must NOT purposefully bail, ditch, or crash out of primary aircraft in order to get more quickly into secondary aircraft.
Frame points:
- +1 per kill of other than Il-2 or Ju 87.
- +0 per kill of Il-2 or Ju 87 (keeping them from getting points is the reward).
- Bomber pilots in a Mission:
- +3 if you destroy one hangar or one bunker.
- +2 if you destroy one or more city buildings.
- +4 if you destroy multiple hangars, multiple bunkers, some combination of hangars and bunkers, or some combination of city buildings, hangars, and bunkers.
- However, each level-bomber pilot can get a max of +4 in a Mission.
- Examples of Missions and their scores:
- Destroy one hangar or one bunker = +3
- Destroy two hangars, two bunkers, or a hangar and a bunker = +4
- Destroy some city buildings = +2
- Destroy some city buildings plus a hangar or a bunker = +4
- Fighter-bomber pilots (and Il-2 and Ju 87 pilots) in a Mission:
- +1 for destroying one or more Bunkers or Hangars.
- +0.6 for destroying one or more Town or City Buildings.
- +0.3 for destroying one or more ground guns.
- However, each fighter-bomber (and Il-2 and Ju 87) pilot can get a max of +1.3 in a Mission.
- Examples of Missions and their scores:
- Destroy one or more hangars, or one or more bunkers, or a hangar and a bunker = +1
- Destroy some city buildings, or some town buildings, or some city and town buildings = +0.6
- Destroy one or more guns = +0.3
- Destroy a bunker (+1), and destroy some town buildings (+0.6) = +1.6 -> +1.3 as that is the max.
- Destroy a city building (+0.6), and destroy a ground gun (+0.3) = +0.9
- Destroy a hangar (+1), and destroy a gun (+0.3) = +1.3
- “Hangars” are Bomber Hangars, Fighter Hangars, and Vehicle Hangars.
- “Bunkers” are Ammo Bunkers, Fuel Tanks, Barracks, and Radar.
Winner of a frame is the side with most points. Winner of the Scenario is the side that wins the most frames.
Allied Order of Battle
18 fighters, 10 fighter-bombers; 28 total pilots.
# Slots | Group Name | Aircraft |
VVS | | |
6 | 21 IAP | La-5FN |
4 | 32 GIAP | La-5FN |
4 | 66 GIAP | Yak-9T |
4 | 653 IAP | Yak-9T |
10 | 28 GIAP | P-39D fighter-bomber |
- If you run out of your 3 lives in primary plane, you get unlimited lives in Il-2.
- 653 IAP can use the 66 GIAP skin.
Axis Order of Battle
18 fighters, 4 bomber formations; 22 total pilots.
# Slots | Group Name | Aircraft |
Luftwaffe | | |
6 | 1./JG 51 | FW 190A-5 |
4 | 2./JG 51 | FW 190A-5 |
4 | 9./JG 54 | Bf 109G-2 |
4 | 7./JG 54 | Bf 109G-2 |
4 | 1./KG 1 | Ju 88 |
If you run out of your 3 lives in primary plane, you get unlimited lives in Ju 87D-3.
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, axis can overfill anything except FW 190’s; and allies can overfill anything except La-5’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.
Settings
Details
- Terrain. russiaw
- Wind. 45 mph downwind at 20k.
- Clouds. Medium scattered clouds.
- 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.
- Disable weapons: P-39D, no 37 mm cannon.
- ArenaFlags = 275502
- BomberWarningRange = 21,120 (4 miles)
- CommunicationFlags = 3
- CountryChangeTime = (no changing of countries once started)
- ExitWhileMoving = 508
- FighterWarningRange = 21,120 (4 miles)
- FlightModeFlags = 5248
- FogLoFarMiles = 12.0
- FogLoNearMiles = 1.0
- FuelBurnRateMult = 1.0
- GroundAutoLethality[Armored] = 0.1
- GroundAutoLethality[Hard] = 0.1
- GroundAutoLethality[Soft] = 0.1
- RadarMode = 384 (counters above radar, range-based counters)
- RadarUpdateRate = 90
- SectorCounterAlt = 1000
- SectorCounterRange = 158,400 (30 miles)
- TowerBasedRadarRange = 158,400 (30 miles)
- StratFlags = 1
- Arm auto gun, down time = 800, hardness = 0.02 (gna, ship 5” autoack, flak tower puffy ack)
- Auto gun, down time = 1 (gng, ground autoack 30 mm, ship autoack 20 mm, puffy from f-bases)
- Bmbr hgr, down time = 5, hardness = 0.4
- Bunk ammo, down time = 5, hardness = 0.25
- Bunk barracks, down time = 5, hardness = 0.25
- Bunk fuel, down time = 5, hardness = 0.25
- Bunk radar, down time = 5, hardness = 0.25
- Fact bar, down time = 5, hardness = 0.25
- Fact fuel, down time = 5, hardness = 0.25
- Ftr hgr, down time = 5, hardness = 0.4
- Gun bat, down time = 800 (bat)
- Gun bat armor, down time = 800 (baa)
- Gun bat soft, down time = 800 (bas, manned ack ground and ship)
- Hard auto gun, down time = 1 (gnh, autoack ship, flak tower normal ack)
- Veh hgr, downtime = 5, hardness = 0.4
- Town, downtime = 5, hardness = 0.25
- City, downtime = 5, hardness = 0.4
Do “.det f190gna 1” and “.det f189gna 1” for all the puffy ack at a190 city and at troop and AAA factory in sector 7,8.
CM Items
MOTD
Welcome to the Scenario "Velikiye Luki"!
To play, please show up by 7 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 in primary planes and unlimited
lives in secondary plane thereafter.
You use up a life if you die, crash, ditch, bail, or exit
your plane with anything other than a "landed successfully".
References
Credits
Scenario design: Scenario CM Team
Game-day CM: Brooke
Allied CO: []
Allied CM’s: Brooke, Swareiam
Axis CO: []
Axis CM’s: Perdue3, Spikes
Change Log
v1, 4/8/2023
-- First draft.
v2, 4/10/2023
-- Fixed introduction listing G-6’s (should be G-2’s).
v3, 4/10/2023
-- Took out stat of total aircraft.
-- Changed “Field Buildings” label to “Hangars/Bunkers”.
-- Put in Perd’s system for secondary aircraft.
-- Downwind at 20k instead of 24k.
-- Reduced max alt of bombers and jabos by 1k.
-- Implemented scoring system with some lesser targets and 2nd targets.
-- Changed axis air base from a188 to a198.
-- Changed building hardnesses to 400 lbs (as allied attacker will have 1x 500 lb bomb).
-- Changed allied attack plane from P-39Q to [tbd].
-- Put in artwork.
v4, 4/11/2023
-- Working on map.
v5, 4/17/2023
-- New map.
-- Allied attack planes set to P-39D, 20 mm only (to be a P-400).
-- Put in warning to allies about v195 strip.
-- Set Show-Up Time to 7 pm Eastern.
-- Set downtime for normal autoack to short (instead of all frame).
-- .det the puffy ack for a190 city and strats in 7.8.
-- Corrected motd for secondary plane.
-- Dates put as Oct 14 to Nov 4.
v6, 4/24/2023
-- Put in group names.
v7, 5/8/2023
-- Put in requirement about not purposefully bail, ditch, etc. out of primary planes.
v8, 9/7/2023
-- Added examples to scoring system to make it more clear.
v9, 10/14/2023
-- Corrected that v195 is now a195 (a small airfield) in the actual terrain.
-- Made scoring description more clear.
v10, 10/16/2023
-- Corrected scoring rules for bombers, as there are no towns at a couple of the axis target fields.