1. Do not create a flight with A.I wing man.



2. Do not land on a Enemy airfield to get fuel.



3. Do not go out of the map of the campaign.



4. Abort any human flight taking off as AI after you landed and left it.



There will be 3 bases on both sides which the other side won't be able to attack.



Blue Side none attackable bases are: Pula Airport / Protoroz Airport / Pescara



Red side none attackable bases are: Osijek Airport / Sarajevo Airport / Podgorica Airport

Other then these Listed Airfields all the map is fair play.

If still confused Please look at the picture below for reference:



Please do not forget to Press the Force Subscription for reference look at the Picture Below:

And lastly the Subscription for this event will be closed after the 5th day of the war, Only already registered Vfw / Sqd will be able to add pilots to there Roaster Via PM to me.



ROE for this event will be in this post below. Please take time to read them and understand them. Anyone in violation of these rules will get a week ban from the event.Release Notes for BFB 1.2:Overview to Battle for Balkans 1.2 by Falcon On-lineI will try to cover the overall highlights, without going too much (or not at all) into the development details ....It is a fully working theaters and campaign. All modules such as Dogfight-Module, Standalone-Module (SP and MP), TE-Module (inclusive Team-Builder and Victory-Conditions), and the Falcon On-line Server-module are fully and 100% working. Standalone-Module can be played off-line or on-line with friends, whereas the Falcon On-line Module serves only to join in Falcon On-line multilayer events. The campaigns are the same, with the difference, that the FO-Module is optimized for MP operations on a big scale and with human-flyable jets on both sides.The dogfight-module is also more advanced compared to the normal standard version in terms of variable payloads for BFM/ACM match-plays. It is elaborated as "text" above the weapons-sliders in the UI.The meat and potatoes ...As our purpose as Falcon On-line community is to provide great on-line flight- and campaign-experiences for all Falcon Fans, the main focus went on the campaign environment and the dynamics within.Besides many mods, such as terrains, models, maps, et.. et. - often seen in our global community, the true "beauty" of falcon are the rich and exciting experiences on a 24/7 force-one-force-one server plus the campaign-engine. But too often this particular "rich" environment is not very wise built and either the AI behaves randomly poor or the campaign reaches a flat ""stalemate"" situations very quickly, because theaters are not built to compensate the dynamics of massive humans flying 24/7 for 23 days.This we changed in respect to what the falcon code is able to accomplish - meaning making the best possible dynamics of what is already given.OOB and ROE AIR:AI mission-types and their generations (such as Tar-caps, Bar-caps, BAIs, Interdictions, Pre-Plan CAS, HAVCAPs, Air-Mobiles, Tankers et. et.) and their logistics - meaning how they link up, when and how they are created and in what ways they coordinate between each other has been completely reworked due to new knowledge gained. The goal was to make them act smarter and/or more like humans would do as far as it was possible of course.Not only that, the human interactions on the battle-field will have an direct impact on the types of mission created. I.e BAIs and Interdictions versus enemy ground-units are ""high risk"" missions, meaning they are created as soon ground-forces start fighting or are spotted, whereas FAC, On-Call CAS and Pre-Plan CAS et. require a more "safe" airspace to be generated, meaning humans need to clean the area from enemy air-defences. Interdictions call for Tar-caps, BAIs call for Ambush-CAPs, On-Call CAS and Pre-Plan CAS call for Sweeps et. et., so the AIs always are covering themselves in the best ways possible. Bomber Strike missions are linked up with SEAD Escorts and Escorts and so on and so forth. But that is not all, it has also been looked into HOW they do it - meaning; separated stations times, loiter times and much more. Too much to explain here..but as an simple example.. Bombers have their Escorts not behind and not aligned, but in front of them ...just to give one example in the total overall picture and logic here.RECON Patrols (Choppers) will patrol at low altitude the FLOT in order to spot enemy units on the ground, which then will be visible as INTEL in the 2D map. In fact anything spotted like by AI "Ground" or "Air", will be transferred as INTEL for the AIs and for the humans in the 2D map. Air-Mobile choppers will throughout the whole 23 days transport at random times air-mobile special infantry-units from the army-bases to the FLOT as well and drop them their.Bombers and Strike missions have risk managements (HighThreat, NoThreat threshold), meaning they will try to attack objectives close to the FLOT instead of doing suicidal Deep-Strike missions (as far as possible).AWACS and Tanker station areas (distance to FLOT) are now finally manual controlled by pre-set, which was never achieved before, although the the file to define it was given. In example; Tankers Distance from FLOT is 44 to 85nm, AWACS 70 to 100nm. But keep in mind, that Balkans is a multi FLOT-line theater, unlike Korea with one clear line as FLOT, hence the AI considering multiple FLOT-areas.All kind of plane types with dedicated payloads (AIs) are used to enrich the campaign. This can be read in the "Order of Battle.XLS" file under the "Add-On Battle For Balkans\XTRAS\OOB AIR" folder.There is more to say to this topic, but I do no want to spill all the beansOOB and ROE GROUND:The ground-war, well one of the biggest problems in conventional theaters. As so often, it was the case, that the ground-units were active all at once - so to speak - then moved into each other, destroyed each other and after couple days (a week or so) there were no more ground-units left to continue the war and/or to capture the victory-condition cities, hence in order to win the whole thing.This has been changed. In BFB 1.2 (and RF 5.0) there will be always continuously new ground-units being "created" (reinforced) - of different types and at different days in order to provide a constant supply and activity on the battle-field (especially under that heavy demand with humans involved). This will "simulate" the production of new vehicles by the factories and produce "waves" of war efforts on the ground. This also applies for SAMs, hence do not be surprised, if suddenly new SAM Battalions pop up out of nowhereThe dedicated ground-units types used are:- Air Defences- Air Mobiles (being transported by choppers to the FLOT)- Armoured (Tank Battalions with integrated mobile air-defence units, such as SA-11s and ROlands)- Armoured Cavalry- Engineer Battalions- HQ Reserves- Infantry- Marine- MECH Battalions- SP Artilleries- Supply- Towed ArtilleriesObviously all of them have different orders and roles and their compositions (as a hint) can be seen on the UI 2D map by right-click status.SAMs:Here it gets even more interesting. 5 Different levels of SAM logistics were used:1) A network of known SAMs of different types on both sides. Therefore perceptible as ADA threat-circles in the 2D map.2) Hidden and unknown SAM batteries of different types nearby and distanced around all Squadron Bases3) Hidden and unknown SAM batteries of stronger types distributed tactically across the theater4) Hidden AND visible ""pop-up"" SAM batteries at different locations and at different times, simulating replacement and re-generation of new Air-Defences5) Various types of SHORAD Air-Defence systems close nearby all human airbases.NAVAL:Different types of NAVAL forces plus patrol-ship cruise with pre-defined way-points along the coasts of Italy and the FRY.VICTORY CONDITIONS:The objectives to capture in order to win for both sides can be seen in the picture in the "Add-On Battle For Balkans\XTRAS\VICTORY CONDITIONS" folder.All being said. We wish you guys a great flight experience in this theater.Created by Danguard and A.S