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Tempest Blueflash Curated Campaign FAQ

Last update to FAQ: May 22nd

Discord: https://discord.gg/BJb6xakYbW

YOU WILL BE BANNED FOR USING JHMCS!

(do not equip it, we can see you!)

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Server Basics

Server Name: Tempest Blue Flash SARH Campaign PVP/PVEServer Location: North Carolina, USAIP: 76.253.187.61:10309SRS: 76.253.187.61:5003���Radio Frequencies REDFOR:1) 254.00 - Human GCI (Common Side Chat)2) 126.00 - AWACS South3) 128.00 - AWACS West4) 130 -5) 132 -Helicopter Common: 30.00FM���Radio Frequencies BLUFOR:1) 254 - Human GCI (Common Side Chat)2) 253 - AWACS North3) 255 - AWACS East4) 257 -5) 259 -Helicopter Common: 30.00FM���Tacview

Tacview has been disabled to save frames for the server

Read the mission briefing for critical information. For more in-depth info, read this document.��Discord: https://discord.gg/BJb6xakYbW

Tacview has been disabled to maintain server performance

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Server Rules

  1. Do not be a jerk or malicious.
  2. Do not try to break the spirit of the server
  3. No racism/sexism/xenophobia/etc.
  4. Do not jam comms
  5. Do not re-slot to avoid death.
  6. Don’t waste the time of the staff
  7. Do not bomb airfield support structures that disable arming of enemy airfields
  8. Do not intentionally change the coalition of airfields
  9. JHMCS is banned on F16 and F18 DO NOT use it

The server staff are adults with full time jobs and lives. If you break the rules repeatedly you will be permanently banned, we do not have time for it.Discord and Server moderators have been appointed and we have coverage in every major time zone.

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Main Pillar #1 - Fun

Fun: The first and most important pillar is to ensure that the server remains accessible and fun for players to enjoy. Restrictive mechanics like lives, side locking and fuel refueling will never be part of the server. Mechanics that take away fun or frustrate users are avoided. ��Example of Pillar Use: Due to this pillar being a fundamental truth in the server, EWR bot will be used on the server in order to normalize data across sides.

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Main Pillar #2 - Competitive Campaign

Competitive Campaign:The second pillar is to lean into and encourage a competitive environment. A dynamic campaign where one side eventually wins is the main focus of the campaign. To avoid an airquake scenario, players and mechanics encourage participation in the campaign. Players should feel that their efforts are part of a larger effort.

��

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Main Pillar #3 - Balance/Parity and Asymmetry

Balance/Parity and Asymmetry: Balance/Parity will be achieved while still allowing for asymmetrical fights. The plane sets will be sourced from historical availability to allow for asymmetrical fights but tweaked to ensure that there is parity between sides. Most of this tweaking comes into the availability of what weapons are and are not restricted.��The priority is, Parity/Balance > Asymmetry > Historical Accuracy

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Main Pillar #4 - Creative Freedom

Creative Freedom: Creative freedom will be used extensively in order to ensure that balance is there but asymmetry is a must to keep fights interesting. Creative freedom will be used in order to keep things fun and competitive.

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Planeset

BLUE

F-15C

F-15E

F-16

F-14A/B

F/A-18C

Mirage 2000C

AV-8B N/A

A-10C

AH-64D

Gazelle

UH-1H Huey

RED

MiG-29A/S

Su-25A/T

Su-33

F-20 Tigershark (JF17)

AJS-37 Viggen

F-14A

Mirage F1EE

MiG-21

F-5E

Mi-24 Hind

Ka-50 III Black Shark

Mi-8 Hip

Although modern airframes are present, very modern weaponry is not; F-16s are limited to AIM-9Ls, AGM-65s, and dumb bombs. This goes for the Hornet and the Jeff as well (besides their ASMs). TPODs are limited to LANTIRN on F14 and F15E.

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Planeset

Red

Mi-24P

MiG-29

MiG-21BIS

MiG-19P

MiG-15

Mi-8

F-16C

Blue

AH-64D

SA342L/M Gazelle

UH-1H Huey

F-5E

F-4E

F-16C

Mirage F1CE/BE

Mirage 2000C

Northeria vs Southeria

The focus for this mission is on lightweight fighters in a semi-all aspect scenario. All fighters have only side-aspect missiles aside from the Mirage 2000C

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Rotation & Map

During the event, the server will be running Persian Gulf. More maps and scenarios are planned for the future if the event is successful.

Rotation: The missions for the event take place on the Arabian Peninsula, with the neutral frontline cutting through Dubai and stretching across the peninsula. Whenever Blue/Redfor reaches the point threshold, the mission will end and the server will rotate to the next mission. Ex: Redfor gets 15 victory points on the center mission, so the mission will end and the server will rotate to REDadv1.

Maps/Scenarios: PGv3, NvS, and more planned for the future

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How Do Victory Points Work?

Victory points determine if/which team will push at the end of the mission. Redfor needs 7 VP to push while Bluefor needs 7. If neither team hits the threshold by 6 hours, the server will restart with fresh units and objectives and each team’s VP count will be set to 0. This cycle will continue until a side gets enough points to push.

There are a variety of ways to gain VP which will be detailed in the following slides:

Frontline Units

Carrier Strikes

General Strike Targets

Misc. Targets

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How Do Frontline Units Work?

Each team spawns with 5 frontline groups consisting of armored and lightly/unarmored units. They can be found near the dotted lines and are marked with NATO unit symbols. A group must have 80% of its’ vehicles destroyed in order to gain a victory point.

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How Does the Carrier Strike Work? (PG Only)

Bluefor has a CSG consisting of 2 Ticonderogas, 3 Oliver Hazard Perry class ships, 1 supply ship, and two carriers (Forrestal and Stennis). Blue F-18Cs and F-14s are able to be spawned on the carriers, which can carry 2x AIM-54A Phoenix each. When the carriers are sunk, Redfor will gain 3 victory points. Each other ship is worth 1 point.

AI Anti-Shipping Flights: At mission start a wave of AI Su-24 bombers will attempt to attack the CSG. They will most likely fail, but they will do a very good job of wasting the CSG’s SAMs. After 30 minutes, a group of H6J bombers will attack the CSG, then after another 30 minutes another wave of Su-24s will attack, etc. These flights will happen periodically throughout the mission. PROTECT YOUR CARRIERS OR THEY WILL BE SUNK!

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How Do Misc. Targets Work?

Miscellaneous targets are added to some missions to add flair. There are currently 3 implemented. A V1 style B-52 intercept/escort, destroying C-130s, and a convoy attack (depending on the mission).

If Redfor fails to kill the convoy, blue will gain 1 VP. If Redfor does successfully destroy the target, then red will gain a VP.

NvS: Both teams have flights of fighter-bombers who strike frontline targets. Kill them to prevent damage to your frontline.

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How Do Strike Targets Work?

There are a variety of strike targets for each team to attack. When the targets are destroyed, your team will gain a victory point. Some examples are, but not limited to: Destroying ammunition depots, submarines at port, supply chinooks en route or landed, and hangars at an airport. Successful destruction of a mission target will result in your team gaining a victory point. They are marked on the F10 map and may be defended by SAMs. Refer to this document for up-to-date information on strike targets

Add kino shot here

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Starshells

During missions with extended night periods, starshells can be called in to illuminate the frontline & it’s targets. In order to access starshells, you must be in a FAC vehicle (LAV, BMP-1) in CA. Enter comms menu, F10, and request illumination shells. Starshell areas are fixed. There is a 20 minute cooldown after they are requested before more can be requested.

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Warehousing (PG Only)

A new warehousing system has been added to all airfields on TBF. All supplied airfields will be marked with a 1, 2, or 3. The munitions stored at an airfield depend on what supply level it is at.

Supply level 1: Dumb bombs and rockets, dated air-to-air (R60, 9L, PL-8A, AIM-7F, and S.530F)

Supply level 2: Supply level 1 + all AGMs, fuel tanks, all pods, AIM-7M* (NOT MH), and R-27R*

Supply level 3: Supply level 2 + S.530D + all previously unrestricted weapons except AIM-54s

*’s denote munitions that are in limited supply, but restock over time as long as the two supply bunkers nearby aren’t destroyed.

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So What’s Different Than V2?

  • No attrition
    • There will be no attrition during the event, but it may be added later
  • No recon
    • The unit groups’ locations are marked on the map, with no recon required.
  • Curated frontline, not dynamic
    • The frontline will no longer freely change. It is set in place by the mission developers and will only change when a team meets the required VP and a push happens.
  • Heavy IR sam presence
    • Over unit dense areas, expect lots of IR SAM coverage; MANPADS are present and are placed in sneaky but not impossible to find locations. Watch for smoke trails and bring lots of flares!
  • Combined Arms slots for certain vehicles.
    • Certain marked vehicles are available for use in Combined Arms; be careful over the frontline, especially in helos! The vehicles can be moved from their initial locations–so be on the lookout for hidden technicals and other light vehicles.

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What Hasn’t Changed In V3?

  • EWR bot
    • The EWR bot is still present with all the parameters listed here
  • Mission era & weapons
    • The mission setting is still set in the 80-90’s, with an emphasis on Fox-1 combat and dumb/minimal laser guided bombs. Only the F-15E and F-14 get targeting pods (LANTIRN)
  • Helicopter Ops
    • FARPs close to the frontline ensure reasonable flight times for helicopters, as well as plentiful units for them to kill (frontline units & unarmored strike targets)

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What Should I Do?

Both frontline and strike targets are necessary for victory. There is not enough frontline groups to push alone, and there aren’t enough strike targets to push alone, so cooperation will be required to move the frontline. Although any airframe can do any job, some are more suited than others.

Recommendations for gameplay focus:

  • Fixed Wing: Strike, CAP
  • Naval FW: Fleet Defense, Strike, CAP
  • Rotary: Frontline

Just remember–the main point of the server is to have fun. Do what you like the most, and these are just recommendations.

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Meet the Server Staff

DevelopersYink- Developer/Fishbed Hero/Big Kruggin ��Mission EditorTempest - Mission Editor

EatLeadCobra - Mission Editor

Cookie - Mission EditorCTFRaven - Mission Editor�Default - Mission EditorSystem AdminsTempest - Box Owner/Namesake/Cheerleader/Husky Enthusiast/Mirage Lover/3 Bag Eagle Enjoyer Riker - VM ManagerSpecial K - Stats Bot

QASmooth - Professional Smooth Brain���MoronCookie - Project Manager / Gameplay Design

Random ContributorsTholozor - IOC Chart

Wheelyjoe - Splash Script (https://github.com/wheelyjoe/DCS-Scripts)

Shotgunkaisermad - FAQ creator/updater