Wunderwolf Member



Join Date: May 2013 Location: Germany Posts: 206

DCZ DCS Battle-Event We present to you a 1977 Battle





between "blue-forces" and "red-forces".



This Mission has been made up and generated by the playment of the Game/Project Digital Conflict Zones (



It includes :





-- Blue side forces --

8 x AJS-37 Viggen's

24 x F5-E

1 x UH-1H

1 x SA 342 Gazelle

1 x A-10A



-- Red side forces --

20 x MiG-21Bis

11 x Mi-8 MTV2

1 x L-39ZA





(Red side has some AI-only aircrafts. Blue side offers Playable units only.)



Every machine is starting cold on parking slots, AI and Player alike.

Every airport is fitted with a pre defined set of equipment. It can be changed by the Player of the DCZ game but are limited to the ressources one player has.

Mission is played with f10 off.

Mission is played with external camera but limited to own machine. (Mainly to give the ground commander a better 'view' of the battlefield.)

Every unit exist only and exactly one time. Hence you probably will only have "one life".

The mission runs 2 hours tops.

Name/IP of server : TBA

Discord for coordination : https://discord.gg/ytmqYqZ

SRS : will be installed on the same server ... ip:port will be TBA as well

Date : The battle is currently planned for --- 22.09.2019, 7 pm CEST (5 pm UTC/Zulu Time) .

. For preparation and briefing we meet at --- 22.09.2019, 6 pm CEST (4 pm UTC/Zulu Time) .

You can sign up by simply login/register on



To do so, from the main menu press the button "Contract List". Press the name of a Unit. (It is a link which opens a panel showing the coresponding contract.) In the contract-panel press "Apply for contract".

In case you are the first one trying to apply to that very contract, your DCS-Callsign will be shown in the column First applier.



You may additionaly leave a message here to show your interest in this event-like DCS mission. :-)



Every contract gives you additionaly the ability to download a so called "Second Sequence" file. This file can be loaded into the mission editor. It gives you

an idea of the overall situation from one point of view. (Either red or blue side). It also contains some of the enemy forces seeable.

For fairness reasons, you should not download the second sequence files of both sides. So you should have an idea if you wish to be part of Malus or my forces.



Even there are no "contracts" to sign for Fighter Control support (GCI commander) we would like to have one on both sides.

So if you are interested to do GCI (and ATC if need be) during the battle please write a message here for which side you like to be the FC.

Malus and me will be deeply involved in the handling of all ground forces.



Bear in mind that all units "belong" to one of the DCZ players of that very DCZ game. We will probably come up with a (more or less) specific mission.



The credits signed out in those contracts will be counted in your account. Unfortunately it has no real meaning currently. (DCZ is still pre-alpha :-) )







Brief introduction about DCZ (Digital Conflict Zones) :



DCZ is a risk like boardgame which divides a single DCS Map into multiple so called Conflict Zones.

Each zone can host a number of buildings, has a certain oil/fuel reserve and will increase credit income.

Additionally to oil/fuel and credits there are 2 more currencies called construction [CU] and ammo units [AU]. Oil/Fuel, CU and AU

are each produced by buildings in a respective zone per turn and are local to that zone for the moment, only credit income and Research Points [RP] (generated by science buildings) are available globally.

RP are used to get access to modern units as well as increase the productivity for CU,AU and Oil/Fuel.

CU are used to build units in conjunction with credits, AU is used to buy ammunition and fuel is necessary to move units from one zone to the next and to be able to use bought units in battle, which is where DCS comes in.



Now if one zone or more is contested (exposed to a battle) by 2 parties a battle over it with the bought units and ammunition with the limitations of fuel available in that zone is fought in

DCS and here is where imho DCZs strength lies. A mission file for each side respectively with all the active units in that zone is generated, so that each sides commander

can set up the unit positions, then both parties upload their mission file to DCZ. Next up in a second mission file created for each side respectively

which includes the own units with their already set positions and hostile units which are set as visible by type can also be included. Now each side can set up (advanced) waypoints

to plan/react to potentially visible hostile units and again upload this mission to DCZ.

Then DCZ merges all positions and waypoints in a final battle mission file which then is played out in DCS. Now in this battle only units can participate for which sufficient ammunition units

and fuel is present in a zone.

Each zone has 5 triggerzones of 1km diameter in which infantry has to be positioned at the end of the battle. Whoever holds most of the 5 zones in an area wins the battle for that conflict zone.

To follow DCZ you can read up on





Viable DCZ specific targets and missions during a DCZ/DCS battle :



Buildings (https://www.digitalconflictzones.net...p?id=buildings)

Destroying buildings will erase the corresponding building from the boardgame. This means that the production of goods will not happen for that very round.

Only exception is when the goods were already on the move by exporting trucks. Thus these trucks should be destroyed as well.

Additionaly every building increases the store cap. Destroying buildings of any kind will probably result in the loss of local stored ressources.



Export Trucks

Destroying export trucks prevents goods to reach its destination. (Other conflict zone were the trucks where heading to).

In case of destruction the goods are additionaly lost.



Troops

Every conflict zone needs a certain number of stationed soldiers. If to many soldiers are lost, a conflict zone can change back to neutral allegiance.

This results in the loss of all stationed units as well as all buildings and the destruction of almost all ressources.

So reducing the troops of the opposing forces is a attractive goal.



Capture Zones

Every conflict zones has 5 DCS-Trigger zones (500m radius) which gets generated for a battle were the conflict zone is exposed to.

At the end of a battle, the troops are counted in every trigger zone. The side which has more troops in one zone gets one point for the "conquest" of

the conflict zone. The side with most points gets the conflict zone on the board game after the battle. (Stalemate favors the defender. Trigger zones with 0 soldiers of both sides brings no point at all.)





Good luck and above all Have Fun! :-)



Sincerely,

der Wolf This Mission has been made up and generated by the playment of the Game/Project Digital Conflict Zones ( https://forums.eagle.ru/showthread.php?p=3302044 ) between Malus (Blue-Side Player/Commander) and me (Red-Side).It includes :(Red side has some AI-only aircrafts. Blue side offers Playable units only.)You can sign up by simply login/register on www.digitalconflictzones.net and applying to one of the "contracts" which are part of the game "DCZ 1977-Era Tournament".To do so, from the main menu press the button "Contract List". Press the name of a Unit. (It is a link which opens a panel showing the coresponding contract.) In the contract-panel press "Apply for contract".In case you are the first one trying to apply to that very contract, your DCS-Callsign will be shown in the column First applier.You may additionaly leave a message here to show your interest in this event-like DCS mission. :-)Every contract gives you additionaly the ability to download a so called "Second Sequence" file. This file can be loaded into the mission editor. It gives youan idea of the overall situation from one point of view. (Either red or blue side). It also contains some of the enemy forces seeable.For fairness reasons, you should not download the second sequence files of both sides. So you should have an idea if you wish to be part of Malus or my forces.Even there are no "contracts" to sign for Fighter Control support (GCI commander) we would like to have one on both sides.So if you are interested to do GCI (and ATC if need be) during the battle please write a message here for which side you like to be the FC.Malus and me will be deeply involved in the handling of all ground forces.Bear in mind that all units "belong" to one of the DCZ players of that very DCZ game. We will probably come up with a (more or less) specific mission.The credits signed out in those contracts will be counted in your account. Unfortunately it has no real meaning currently. (DCZ is still pre-alpha :-) )DCZ is a risk like boardgame which divides a single DCS Map into multiple so called Conflict Zones.Each zone can host a number of buildings, has a certain oil/fuel reserve and will increase credit income.Additionally to oil/fuel and credits there are 2 more currencies called construction [CU] and ammo units [AU]. Oil/Fuel, CU and AUare each produced by buildings in a respective zone per turn and are local to that zone for the moment, only credit income and Research Points [RP] (generated by science buildings) are available globally.RP are used to get access to modern units as well as increase the productivity for CU,AU and Oil/Fuel.CU are used to build units in conjunction with credits, AU is used to buy ammunition and fuel is necessary to move units from one zone to the next and to be able to use bought units in battle, which is where DCS comes in.Now if one zone or more is contested (exposed to a battle) by 2 parties a battle over it with the bought units and ammunition with the limitations of fuel available in that zone is fought inDCS and here is where imho DCZs strength lies. A mission file for each side respectively with all the active units in that zone is generated, so that each sides commandercan set up the unit positions, then both parties upload their mission file to DCZ. Next up in a second mission file created for each side respectivelywhich includes the own units with their already set positions and hostile units which are set as visible by type can also be included. Now each side can set up (advanced) waypointsto plan/react to potentially visible hostile units and again upload this mission to DCZ.Then DCZ merges all positions and waypoints in a final battle mission file which then is played out in DCS. Now in this battle only units can participate for which sufficient ammunition unitsand fuel is present in a zone.Each zone has 5 triggerzones of 1km diameter in which infantry has to be positioned at the end of the battle. Whoever holds most of the 5 zones in an area wins the battle for that conflict zone.To follow DCZ you can read up on https://forums.eagle.ru/showthread.php?p=3302044 Destroying buildings will erase the corresponding building from the boardgame. This means that the production of goods will not happen for that very round.Only exception is when the goods were already on the move by exporting trucks. Thus these trucks should be destroyed as well.Additionaly every building increases the store cap. Destroying buildings of any kind will probably result in the loss of local stored ressources.Destroying export trucks prevents goods to reach its destination. (Other conflict zone were the trucks where heading to).In case of destruction the goods are additionaly lost.Every conflict zone needs a certain number of stationed soldiers. If to many soldiers are lost, a conflict zone can change back to neutral allegiance.This results in the loss of all stationed units as well as all buildings and the destruction of almost all ressources.So reducing the troops of the opposing forces is a attractive goal.Every conflict zones has 5 DCS-Trigger zones (500m radius) which gets generated for a battle were the conflict zone is exposed to.At the end of a battle, the troops are counted in every trigger zone. The side which has more troops in one zone gets one point for the "conquest" ofthe conflict zone. The side with most points gets the conflict zone on the board game after the battle. (Stalemate favors the defender. Trigger zones with 0 soldiers of both sides brings no point at all.)Good luck and above all Have Fun! :-)Sincerely,der Wolf

Twitch :

YouTube :



DCZ Discord :



DCZ : __________________Twitch : https://www.twitch.tv/wunderwolfx YouTube : https://www.youtube.com/channel/UCQL...GqJYiwQf3gvmUw DCZ Discord : https://discord.gg/ytmqYqZ DCZ : https://www.digitalconflictzones.net Last edited by Wunderwolf; 09-18-2019 at 09:40 AM . Reason: Datetime rechudeled