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!)
Server Basics
Server Name: Tempest Blue Flash SARH Campaign PVP/PVE�Server Location: North Carolina, USA�IP: 76.253.187.61:10309�SRS: 76.253.187.61:5003���Radio Frequencies REDFOR:�1) 254.00 - Human GCI (Common Side Chat)�2) 126.00 - AWACS South�3) 128.00 - AWACS West�4) 130 -�5) 132 -�Helicopter Common: 30.00FM���Radio Frequencies BLUFOR:�1) 254 - Human GCI (Common Side Chat)�2) 253 - AWACS North�3) 255 - AWACS East�4) 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
Server Rules
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.
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.
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.
��
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
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.
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.
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
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
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:
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.
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!
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.
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
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.
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.
So What’s Different Than V2?
What Hasn’t Changed In V3?
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:
Just remember–the main point of the server is to have fun. Do what you like the most, and these are just recommendations.
Meet the Server Staff
Developers�Yink- Developer/Fishbed Hero/Big Kruggin ��Mission Editor�Tempest - Mission Editor
EatLeadCobra - Mission Editor
Cookie - Mission Editor�CTFRaven - Mission Editor�Default - Mission Editor�System Admins�Tempest - Box Owner/Namesake/Cheerleader/Husky Enthusiast/Mirage Lover/3 Bag Eagle Enjoyer �Riker - VM Manager�Special K - Stats Bot
QA�Smooth - Professional Smooth Brain���Moron�Cookie - Project Manager / Gameplay Design
Random Contributors�Tholozor - IOC Chart
Wheelyjoe - Splash Script (https://github.com/wheelyjoe/DCS-Scripts)
Shotgunkaisermad - FAQ creator/updater