Introduction

Shahdoh’s Axis & Allies is a resource-management based WW2 campaign for DCS World. Both sides will have the same starting capital, which can be used to repair damaged units or build new assets throughout the rounds until one side has depleted all resources and capitulates. This is only in a nutshell but in reality, there is a lot more involved: teams will have to ensure they’ve got enough units to fight but also enough facilities to generate resources as the war progresses. Teams can also use special ‘cards’ in an attempt to influence the course of the war in a certain way (More on this below).

Shahdoh seems to have skillfully and successfully brought a new economical dimension into the TvT DCS scene, making it more immersive and more realistic. It’s not only about killing the bad guys or capturing their strongholds, for the first time, it will be more about hitting the right mix between resource management and military confrontation.

More on this below (please be reminded that this is an early stage of the concept so more exciting content and features will likely be added in the future):

Resources on Day 1

Each side will have the following resources at the start:

– 40 Fighters ( Player flown only: 4-8 clients at a time – Spares permitting, a number equal to 50% of the current team size, rounded down, will be on the ground as static targets on the home field as target-able. Once the number of fighters have been reduced to 50% availability or less, the requirement drops to 25% of the team size, rounded down.)

– 30 Bombers (AI only – Up to 12 can be flown in a single attack mission-their home base is not on map, will fly into and out of the combat area)

– 8 Flak units (Each unit represents a larger flak group and is tied to the missions flak script – kill the unit, reduce the flak over the field)

– 2 AAA Groups (Each group consists of 6 ZU-23 stationary units)

– 20 Resource buildings (Each alive building generates 5 points towards your capability to build/rebuild each week)

– 10 Hangers (Each hanger represents 5% repair capability)

– 3 Mission cards (See below for detailed explanation)

Gameplay

Each week, there will be 2 missions flown, 1 attack mission per side. Each side will get to plan their side of each mission(They will only have data for their own side and enemy resource buildings as they do not move and their own intel on where A/C and AAA units were, but those can be moved from week to week). Only 8 clients per side allowed to fly and only 1 life per mission (a single pilot can fly both the attack mission and defence mission thus representing 2 different people). Each Bomber formation will start in the air and must not be any closer then 30 min to target at 10499 feet ASL. Add 1 minute for every 1k foot increase in altitude up to 30K max. Airspeed for the bombers can be set to a max of 230kts up to 10499, 240kts from 10500 – 20499 and 250kts at 20500-30000. Results will be tracked from each mission and apply to the next weeks mission resource numbers.

Once the missions are done and results tallied, Each side (Via a commander) will decide on what resources he wants to build/rebuild based off of the available capability (Remember, each surviving designated resource building represents 5 points into the pool). Damaged aircraft will have a 50% chance of being repaired and ready for the next mission week/event. Crash landed aircraft may be recoverable (though damaged of course) IF you are able to land within 25 miles of your own airfield or resource center AND the main components of the aircraft are still intact (Main wings whole, Tail in place – stabilizers can be damaged. It can be missing control surfaces).

Build costs

– 1 Fighter = 10

– 1 Bomber = 15

– 1 Flak unit = 15 (Max number of flak units = 8 per area: Airfield / Resource buildings / Surrounding terrain not to exceed 15 NM from home station nor overlap previous areas)

– 3 AAA units = 5 (Max number of AA groups – 3 per area: Airfield / Resource building / Surrounding terrain not to exceed 15 NM from home station nor overlap previous areas)

– 1 Resource building = 20 (Will take 2 weeks to build, can double the cost to have it for next week. Also can either rebuild in current location or create new location that must be within 15 NM of the home airfield. The new group of resource buildings must stay within a 1 NM diameter. Before another new resource building group can be created, there must have been 20 buildings built previously.

Example: At the start, there are 20 buildings in the 1st resource group at the start, so a new group of buildings can be built. Before a 3rd resource building group can be built, the 2nd group must of had 20 buildings built for it. The buildings do not have to be intact for the new group to be created, just that they were initially built.)

Weather

Weather will be randomly generated from week to week with possibility to be manipulated by Mission Cards (See below). This will be announced as a forecast of the next weeks weather at the end of the current weeks mission. This weather will be applied the same to both missions for the week.

There will be 4 different weather system possibilities:

35% Clear skies(Clouds varying from 0-1 in the mission editor)

35% Partly cloudy (Clouds varying from 2-5 in the mission editor)

25% Overcast (Clouds varying from 6-8 in the mission editor, Bombers don’t fly)

5% Storms (All aircraft grounded- Bye week, resources will be built and new mission card handed out)

Wind strength and direction will be randomised at mission creation:

40% Calm (0-1 m/s)

30% Breezy (2-7 m/s)

25% Windy (8-15 m/s)

5% High Winds (16-32 m/s)

Mission Cards

Mission cards will be a way for each side to manipulate the battle field in some manner. Be it an unexpected boost in resource generation, weather manipulation, Intel about the other side, etc. They can be helpful for your side or possibly hurt the other side. Each mission card will be assigned a numerical value of 1-3 based on the strength of the card to possibly influence the mission. A side may play up to 3 points of cards per week and are turned in with their mission plans. 1 new mission card will be distributed to each side per week after the current weeks missions are over.

Example Card List(subject to change):

Lucky Strike – Bomber mission went better then we thought! 50% increase in damage done by the bombers, odd values rounded up. If the bombers didn’t hit anything, this will allow at least 1 target to be hit. Information passed to opposing side after mission end. Value: 3 points

Shell game – Resources the enemy thought they destroyed were actually relocated to another facility. 50% of the buildings destroyed are restored for free(numbers rounded up-see above). Information passed on at mission end. Value: 3 points

Pray for Good weather – Mission set to either clear or partly cloudy conditions with max winds being only breezy. Overrides other weather cards played. Value: 2 points

Pray for Bad weather – Mission set to windy/overcast conditions. Value: 1 point

Get me some supplies! – Supply convoy will attempt to deliver 20 points in additional resources (2 per truck if they make it to destination) the following week. Opposing commander will know of the convoys existence(not location) Vehicles will be set up to take approximately 40 minutes to get to destination. Value: 2 points

Get me those supplies NOW!!! – Supply convoy will attempt to deliver 20 points in additional resources in the current mission, Opposing commander will get last minute intel of its existence only. Vehicles will be set up to take approximately 40 minutes to get to destination. Value: 3 points

Formation problems – Bombers having problems getting in the air and getting formed up. Their start is delayed by 10-20 minutes. Affects the opposing side. Value: 1 point

Commander, I need those Flak gun’s elsewhere!!! – Commander is informed by superiors that resources he has are needed elsewhere to fight the war. Card is played to the opposing commander who must remove 2 flak units. Value: 3

You don’t need all those guns! – Commander is informed by superiors that resources he has are needed elsewhere to fight the war. Card is played to the opposing commander who must remove 1 AAA group. Value: 2

Surprise Attack! – We got the jump on them! Go get em!!! Commander gets to air start his fighters, start location of all aircraft must be within 20nm of their own airfield. Value: 3

I need options! – Get to draw 2 additional mission cards. Value: 2

Sabotage – Our infiltration team was successful, they were able to neutralize the target! Played against the opposing side who must lose the 30 points worth of designated resources. Value: 3

Miscommunication – Didn’t you say to be there at …. Opposing teams bomber formation is early. Starts 5-10 minutes closer then planned **Cannot be closer then 45nm to target (if used against a surprise attack, delays the bombers instead). Value: 1

Let me buy you guys a beer! – Maintenance does an outstanding job. Repair rates are at 90% for this week (repairs are determined after damage results tallied) Value: 2 points

Hanger Queens – Maintenance cannibalizes 1 aircraft *of same type* to repair another. Sacrifice the repair possibility of 1 aircraft so another is guaranteed repaired. Can be repeated as many times as you have paired aircraft needing repair for this week. Value: 1

Small changes to the rules are being applied on a regular basis, please make sure to check out the latest version beforehand.