-Rank&Name?
-Surname ?
-Date&place of birth?
-Leave your orders at my desk.
-Once again, how do they call You ?
-Alright,you can take your bags and follow the sergeant. He will show you the barracks.
Welcome to the squadron.
-I know You might be exhausted but there is only 1 hour to rest and then prepare for the mission at brief-tent. There’s neither hot water nor warm food. Best to finish your ration and have some rest.
- Your flight will sweep along the frontline, so it might be hot there…
- Good luck.
-Ah,...and what's your nickname again?
I hope you will survive long enough so we will remember...
Dismiss...
Tactical Air War is a project of a historical simulation of World War II from the perspectives of the air forces and pilots involved. It features a dynamic multiplayer server in IL-2: Great Battles which remains online 24/7 along with a dedicated website. It is operated and administered by the LuftGangsta team from Poland. All of the graphic elements or definitions used in the manual or on the website are to keep historical accuracy only - by this project, we do not promote or glorify communism, fascism or any other extremist ideology or regime due to Polish law regulations and history facts. All of these were horrifying and devastating for humanity and should be never repeated again.This is just a game, an aviation history lesson and we are only players. By re-enacting these events we want to let you enjoy your hobby and honor in your personal way veterans from your countries who fought bravely on the sea, on land and in the air, for their own life, their family, and their land. May we never forget that and there will be no more war between us. Amen.
LuftGangsta Team
Idea of the project was born in 2015 in mind of =LG= Kathon, father and the main creator.
His energy, motivation and skills produced first code lines and with support of almost every other LuftGangsta member project started to grow.
Some of us did maps, target templates, others helped with plane set, website, graphics, stats. There was a lot of things to do and even more problems to defeat, but even without any help from the official game developers we managed to make this milestone in a multi player community of warbird fans.
With the StG2 team supporting us with a host server, we launched the first Tactical Air War season in February 2016. Since that moment there was thousands of successes and failures but after all those years we still go forward exchanging mistakes into experience and doing our best to keep the project running.
Logic, scripts, rules, limitations are built on our experience collected in many IL-2 Sturmovik 1946 projects from 2006. All those virtual fronts, handmade campaigns and online war servers gave us a solid background about all interesting systems, features, logic, mistakes and threats affecting such projects and communities .
At this point we would like to mention all great projects from the past and people creating them. We honour and remember VEF, IL2War, Bellum War, AirForce War, NullWar, MistofWar, VRVB, RedvsBlue, VirtualWar, SEOW and many more. Especially creators of Edinyi Generator & Air Domination War which had the biggest impact on TAW shape. G1 team, 2GvShAD_Gennadich,Jah 2GvShAD_Alaska, -=RedS=-Jag. Some small part of your work and effort still lives in the unique atmosphere of the Tactical Air War – best, hardest and elite project in the IL-2 Sturmovik:Great Battles community so far.
There are still things to do and due to constant updates of the game platform, even more things to fix. But with Kathon`s small steps doctrine and community help we still move forward.
Concept
Main idea and priority of the project is to simulate world war II conflict from the air force and military pilots perspective with all the painful & harsh features to provide gameplay realistic as it can be achieved in the air combat simulator.
Because of it, Tactical Air War has unique features, rules and limitations creating a deadly and stressful environment for beginner, experienced & elite virtual pilots.
Emotions, happiness, joy, anger, hate, satisfaction, adrenaline rush, pressure, fear, combat stress, survival desire, competition and deadly level of difficulty defines the unique atmosphere of Tactical Air War.
Are you brave and good enough to take the challenge ?
Meaning
Tactical Air War is based on different historical campaigns created on available maps in IL-2:GB. To win the war you must win in the majority of the campaigns.
Every campaign has its own historical codename, dynamic front line, ground targets template, historical plane set and scenario, like offensive, draw, counteroffensive to simulate historical events from World War II.
This is not another dogfight server with stats where you just „have fun” with friends where mission ends without any consequence and you just enjoy your monthly achievements.
Don`t try to judge TAW with such an approach because it will be a complete misunderstanding.
Read this manual and all the explanations carefully to feel this climate enjoy every part of the project.
In Tactical Air War Your every flight, bullet, bomb and action matters.
Everything which happened in one mission is calculated by the generator to create the next one with a changed front line, different ground units position and tactical situation.
Admins don't have ANY influence on the missions score. Generator is working automatically.
This is what we call a dynamic front line.
As one of those involved in the conflict, You must follow the orders, kill the enemy units, protect your own, provide fighter cover, do strategic bombing,fly for recon, with supply and do other tasks..
But the main goal is to win with the opposite side by accomplishing different victory points, like capturing the map area, annihilating the ground forces, planes or pilots.
IMPORTANT!!!
Read the manual carefully, understand the combat operations logic and value of the target so you will know how you can help your ground units to push the frontline or defend the positions.
Kathon script is so awesome and amazing that there is always a percentage chance in the generator logic for every event in TAW to simulate unexpected plot twists, heroic defenses, unbelievable attacks, like in real life, but all in all your every single action can increase or decrease chances of success or failure.
If You check a strategic map and something unlogical or unexpected happens check what happened in previous missions and try to understand why. If you don`t understand, ask other experienced players or visit =LG= members (admins) on voice communications channels and ask questions if we are not in the heat of the battle we will try to explain You what actually happened.
But really… read this manual.
It will save you a lot of pointless frustration and anger.
After all, choose smart tactics for your missions and cooperate with other brave men and women to achieve victory.
Hard and deadly just for You
Your adventure with TAW just started so we need to explain to you a very important thing.
Have it in mind whenever you want to complain about strange features, harsh rules or annoying limitations which you met the first time because other servers don't have it.
It is done to make everything very hard and deadly on purpose.
Why…?
To let you feel motivation, sense of fight and effort.
To let you feel the joy of creation strategy before every mission.
To let you feel pressure before take off and fear of damaging & losing every aircraft.
To let you feel excitement after accomplishing and surviving even a simple mission in this war.
To let you feel adrenaline rush before every engagement.
To let you feel fear of losing your life and what you achieved in the war.
To let you feel frustration after unfair death.
To let you feel enormous satisfaction after just one kill which you finally managed to achieve after many hard missions.
To let you feel happiness when you saved your friend.
To let you feel sadness when you didn't…
To let You feel anger to your opponents when they caught You unprepared & unprotected.
To let You take revenge.
To let you feel the taste of victory after capturing the positions…
…and to let you feel the pointlessness of war and sacrifice when someone loses that small piece of ground on where your friends gave up their lives yesterday.
To let you feel unique and amazing when finally being on the top..
…and anger when going down.
To let you create all those unique moments & memories which you will feel and remember long after the battle dust will fall.
Once again to remind You.
All of those limitations, rules,features affecting you are used intentionally to create this unique climate, emotions and gameplay.
Most of them were created to engage You in the conflict at a very deep level, so instead of arguing, think twice and appreciate what you can enjoy.
Think about what we wrote here…
Do you really want to complain, try to change, to make it easier and stop feeling all of those emotions which we mentioned before ?
Valuable things never come easy.
Those rules and limits are not a problem.
Your comfort zone, reckless planning, lack of skills, experience and bad tactic usually is.
First of all,
Tactical Air War is LuftGangsta private project and taking part in the war is not a standard right.
To participate consciously you need to be familiar with rules of the server and manual.
If you do not read manual from A to Z you will don`t understand the idea of the project, logic, make more mistakes and keep getting frustrated with every new mission.
Respect yourself and your free time, understand the TAW to enjoy it later.
In the manual we described the procedure of change requests and terms of contact with admins.
We are not providing 24/7 client service on the forum or other communication channels and we will not waste time on every single post or question.
All the vital info is in manual, if You ignore our requests we will ignore You later.
Harsh but fair.
At the first step of the enlistment process you must accept our rules and limitations of the online war and we will grant you access to the unique project where you will experience all the best and worst what you can imagine in the virtual war.
Belive me.
Best and worst.
And you will love it and hate, at the same time.
From the moment of leaving your signature at enlistment office you become an Air Force airman from one of the sides fighting in the war.
If you don't agree you are free to leave.
If you are still here, means you accept it or at least wanna test how it goes.
Perfect, let me guide you.
But watch out, this is addictive.
That's why we love our Air War.
=LuftGangsta=
=LuftGangsta= Polish team formed in 2008 is gathering aviation and sims enthusiasts strongly oriented at competitive, realistic and historical aspects of virtual flying.
Veterans of „IL2War”, „AirForce War”, „Air Domination War”, „Mist of War” and other campaigns.
Participants of Electronic Sports League, United Squadron League, Top Dogs, 1vs1, 2vs2, 4vs4 tournaments.
IL-2 Sturmovik 1946, DCS, War Thunder virtual pilots.
Creators of plenty Polish community handmade campaigns and „VirtualWar” coop campaign.
Leading Polish virtual squadron with the biggest awards record in Polish community proudly holding the spirit of ”white and red checkerboard”, Polish Air Force sign under the virtual skies.
2013 1vs1 SKY9T tournament champions
2013 2vs2 Top Gun =gRiJ= champions
2013 Air Domination War Top 5 Pro Fighter Squadron season 16
2014 Mist of War Best fighter & bomber Sqn
2015 Prince of the Hill champions
2021 tournament 1vs1 Top Dogs champions
2021 tournament 2vs2 Top Dogs champions
2021 Tactical Air War Top 5 Pro Bomber Squadron
2016-2021 TAW Top 5 Fighter Sqn with Top 5 Best Fighter Pilots
In our team we have specialists from different branches:
- IT specialists
- graphic designers
- web specialists
- analytics
- soldiers
- commercial pilots
- glider pilots
- private pilots
- instructor pilots
- air force pilots
Our instructors cadre and training programme allows us to increase the skill from every level to expert in very short time with adequate motivation and effort from the student`s side.
There is no rank system or main commander in our team, but we have our own standards and procedures to keep safety, effective cooperation and communication in the planned missions.
HQ – main TAW admin&creator =LG=Kathon – he is a god, don’t disturb
- website design =LG=todeskvlt
- website programmer =LG/Dev=Skyman
- discord admin =L/R=Maurox – contact with community on Discord
- graphic design admin =LG=Piciu – responsible for awards, diplomas & hall of fame
- maps,templates&suport =LG=Leutnant_Artur =LG=Padre =LG=Aion =LG=Coldman
=LG=Flogger =L/R=MetalHead =L/R=Rafcio =LG=Lens =LG=Cygi
- recrutation officers =LG=Blakhart =LG=Lens – contact them if you want to join LG
Use CRP in case of change suggestions. (see next page)
On www page you will find detailed information about team members
LuftGangsta sections:
- =LG/Exp= - experten – top 4 leading virtual pilots with best exp score in last TAW season
- =LG= - fighter pilot - fighter section virtual pilot
- =LG/Dev=- bomber pilot – bomber section virtual pilot
- =L/R= - recruit pilot - candidate during training programme
=LG= Recruiting!
We have an international section for English speaking virtual pilot’s. If you would like to join our team don`t hesitate, send a PM or catch us on forum,Teamspeak or TAW Discord!
Contact, feedback
We as admins run the campaign but do not provide customer support working 24/7.
We are not obliged to answer every question.
First read manual.
If you still have any issues you can leave your feedback on the Discord text channel.
You can expect an answer in a few days, not immediatly nor in an hour. We have life, families, regular work.
If you didn't get any it's probably because you ask about something which is in manual and you should be familiar with this because by registering to campaign you confirmed that you read the manual and accepted the rules.
Read it again.
CRP - Change Request Procedure
When we need advices, support we ask the community for feedback using different communication channels.
If we don`t, it means we are doing well without it.
In TAW we have some IRON RULES which can`t be changed. They are described as IRON RULE in manual.
Don't even waste time on asking to change them.
During the season THERE IS NO POSSIBLE OPTION to change the script, planeset or rules.
Only bugs in the script or logic making the war unplayable are exceptions.
If you feel like you can add or improve something during the break between the next season, that's great!
We are open for polite conversation with logical arguments but ignore accusations and arrogant claims.
But You need to understand that running such a big project for around 600-1000 players demands special decisions.
To propose new changes and features you must follow our procedure. It will give as a sign that not only one person but the community wants it .
Logical and reasonable, right ?
Have in mind that making decisions alone is not always good for every TAW user.
If you have a brilliant idea or want to change something, create a poll on the official IL-2:GB forum, so other users can support you.
TAW is a community of 800-1000 players. Not all of them track forums, so to have reasonable data You must receive support of at least 200 voices. With such a number we will have w proof that the majority ask for it, not only one person.
Once again:
Request procedure
YOUR BRILLIANT IDEA -----> CHECK MANUAL IF IT'S NOT A IRON RULE, IF NOT---> CREATE A POLL IN IL2FORUM WHERE YOU WILL ASK ABOUT IT --------> 200+ PEOPLE SUPPORTS YOU ----------> WAIT TILL PRESENT TAW ENDS-----------> COME TO US AND EXPLAIN WHAT IS WRONG AND HOW YOU CAN FIX IT
We are not working on TAW 24/7 and respect our private and family time, understand and respect it.
If you will not respect our procedure You will be ignored in the same way as You ignore our kind and justified request. In some cases we will just reply with CRP, which will be a polite reminder of Change Request Procedure.
Thanks in advance!
War structure,time & date
The Tactical Air War consists of several campaigns called with historical code names of World War II operations, played on maps available in the IL-2:GB simulating conflict between Blue and Red team acting Axis and Allied forces .
*Due to time savings we count non-flying due to weather days which happen as skipped by generators.
Average campaign lasts 5-8 real days which means 60-90 campaign virtual days and that's why one camping lasts two, three virtual months.
-„tank columns” simulate whole divisions,
- „random troops” located on the map simulare front line units
-„defense line” simulate positions around defended cities/airbases
War victory
Side with more victory points obtained in campaigns wins the war.
Campaign victory
Campaign ends when one of the sides achieves one or more basic victory conditions.
Victory points can be collected by achieving main victory conditions:
To make the score more fair and logical we added an additional condition which is “more than 60% terrain captured”.
Whenever the campaign is finished, a team controlling more than 60% of the map area is receiving extra 3 victory points
It’s a feature to prevent unfair and arcade situations when one of the teams is winning or forcing a draw due to gameplay rules or limits.
Campaign final scores with single victory condition per side
BLUE | Zero victory conditions | Terrain captured | Pilots killed | Planes destroyed | Tanks destroyed | |
RED | ||||||
Zero victory conditions | 0-0 | 0-4 | 0-3 | 0-2 | 0-2 | |
Terrain captured | 4-0 | X | 4-3 | 4-2 | 4-2 | |
Pilots killed | 3-0 | 3-4 | 3-3 | 3-2 | 3-2 | |
Planes destroyed | 2-0 | 2-4 | 2-3 | 2-2 | 2-2 | |
Tanks destroyed | 2-0 | 2-4 | 2-3 | 2-2 | 2-2 | |
Historical & realistic aspect
Read this to understand the limitation system and planeset features!
During your journey in the Tactical Air War project You will meet plenty of limitations.
Like we mentioned before they all are intentional. Don`t try to fight with them, understand why they were established and what is the reason so You will enjoy participating in the project even more than before.
You are obliged to follow mission tasks as an airman of the air force fighting in the conflict.
Because this is a huge project we can't discipline every pilot to actively take part in every operation but we can reward those who risk their lives, fight to win and try to help ground units pushe the frontline, make strategic bombing or cut the supply lines.
That's why we can have an award system, advanced lines and combat points system.
Real air force WWII pilot was assigned to one unit equipped only in a few types of planes and was flying mostly on one, two different types at the same time.
That’s why we have a career system and limited planeset.
Bad pilots weren’t flying the best available fighter. During the training process only the best of them were chosen to fly fighter planes. Others were doing bomber or attacker careers.
That’s why you don’t have access to All planes right away. Collect points and prove You can handle and drive expensive multi engine bombers or best fighter planes.
In real combat the most important thing is to survive. No discussion about it.
That’s why we have live system and death penalty.
Different targets have different risk levels and values.
That’s why we have variable values of exp and combat points.
To get those points You will need to follow mission orders and destroy different targets.
In the realistic world war II operations, pilots just flew planned missions and couldn't always provide themselves altitude, numerous or position advantage.
They were fighting for their country and also to survive in unfair, sometimes extremely unbalanced engagements.
That's why to collect your points quickly You will need to risk more than usual, follow the mission orders and attack ground targets.
That’s why ground targets have such huge value in the CP system.
Never expect fair engagements.
Fly with the team or cooperate on available voice communicators with other free hunters or squadrons.
If you fly alone or in a small party in the server full of enemies change your tactic or You will just die.
It's your mistake and stupidity, not planeset, balance issue or admin’s fault.
First issue – warning from admin, next – case to clarification and ban
You can be better at some subjects because of your motivation, intelligence, knowledge and skills.
In Tactical Air War we give You an opportunity to show you all of them in a virtual military aviation aspect.
Prove them on the Top 5 only. Not on chat, forum, discord or we will need to use discipline.
Respect other players and never touch political or historical aspects.
History is to remember and avoid mistakes of the past, not to cultivate grudge, hate and revenge.
If you have another point of view keep it for yourself and never show it in public or we will ban you.
We respect national and cultural diversity but to keep discipline, clear info exchange and show respect to other players we speak in one language on official channels and game chat, especially when talking to someone from the opposite team. It's allowed to send some greetings in your own dialect but other communication must be clear to everyone else on the server.
Il-2 SRS guide: Installation and Usage of SRS for IL-2 (Voice Comms App)
Server address: taw-server.de:6002
Server address: taw-server.de:9988
Password: taw1942
Official and main channel for text messages is Tactical Air War Discord:
Server address: https://discord.gg/WYSYSjVNMM
Friendly advice for new in TAW and solo pilots.
Chat is a third and worst option to organise missions, ask for cover, help, support.
Don't expect any kind of feedback and help if you use it only.
Use SRS/TS/DC. Communicate and cooperate with others or die alone.
2. Awards
Top 5 – elite Ace club (Iron rule)
TAW website includes Top 5 Pro tables with best Fighters, Bombers, Tank killers for individual pilots and teams. Their names shine bright every day to give others an example to respect virtual life and follow mission orders by increasing their own personal and team record. What is more at the end of the season those who will stay on the Top 5 will be rewarded with special diplomas.
On the other hand we heard rumours that Top 5 guys just annoy other wannabe aces so they fly in TAW only to prove their fame and position. But it's probably only jealous people propaganda because everyone is flying „for fun only”..., right ?
Winners write history (Iron rule)
5 Teams from the side who won the campaign receive memorial diplomas for
- Top 5 Fighters – Team Toral Air kills – Team TotalDeaths = Score
- Top 5 Bombers – Team Toral Ground kills – Team TotalDeaths = Score
- Top 5 Fighters – Team Toral Tank kills – Team TotalDeaths = Score
Hall of fame for Guardians & Experten
To join the elite club of best teams You need to prove your combat value in the Tactical Air War.
After every season Top 3 teams from the winning side are rewarded with Tactical Air War „ace stars” in blue and red team category.
Every team with „Gvardeyskiy” and/or „Experten” status is registered to next seasons exclusively out of line and joins the server without queue.
This is a war simulation with all possible features and aspects.
Everything which was happening in the war is allowed, but deliberate and repeated violations can be investigated, warned and punished.
If you want chivalry fights ask other pilots to make an arranged fair duel somewhere else.
Attacking an unaware, unprotected pilot from ”6”, attacking outnumbered, attacking planes already engaged in other combat is the same unfair as attacking someone with the bomb, rocket or guns when he just warmed up his engine or just took off.
When you shoot at someone's plane You accept the fact there is a chance You can kill him.
From that moment You are a potential murderer.
It's the same homicide category when someone is shooting to your pilot when You bailed after You killed someone's friend.
Eye for an eye. No mercy.
This is war. This is dirty.
This is available in Tactical Air War and always be.
It's Your decision if you will do it or not.
End of story.
Don't even try to change. Accept leave.
Realism factor (Iron Rule)
Rules and settings used in the project are intentional to keep as much realism as we can.
That's why we have FULL REAL settings without technochat and many other features.
Realistic career
Check career/plane lines.
Life saving & realistic reactions
To create a unique realistic environment in the game we put a lot of priority on survival instinct and promote wise and careful flying. That’s why we keep huge death penalty.
That’s why You will often see an not standard, very careful pilot’s reaction in the mission.
Avoid situations where You can ramm friendly plane. Don't shoot at enemy aircraft if some else is shooting at it. Stealing kills leads to friendly ram and unnecessary deaths. Someone can later kill you for crashing at his friend, eye for an eye, and a tooth for a tooth. Friendly fire happened in the war too.
Every event in Tactical Air War is calculated in a generator by probability dictated by logic and luck.
You can increase or decrease the percentage chance of success and failure by many options depending on the situation but all in all there is always a chance of failure and success.
Remember.
Nothing here is 100% sure except the fact You will get addicted to it same as we.
Welcome in the support group, we have free coffee, take your chair, sit in a circle and tell us about yourself.
Balance factor (Iron rule)
Tactical Air War missions are not fair.
Because we try to imitate World War II conflict, run this project 24/7 and always allow people to register on prefered sides. It's impossible to achieve a balanced number of players on every TAW mission.
ONCE AGAIN.
IT’S IMPOSSIBLE TO BALANCE EVERY MISSION IN TAW.
Great, I hope you remember now.
We can't use auto-balance as well, same as in other similar servers.
Don't try to complain, just understand and accept this fact. Change your tactic when there are more enemies on the server..
Only what we can do as admins, is to care about total registered participants on the red and blue side.
During the mission You are responsible for risk management and choosing the smartest mission scenario for You and Your team, according to the tactical situation and other factors.
If You got killed or shut down in an unfair fight it's your fault.
Coming to the forum after such a miserable event to complain about TAW and rules will result only with a “SAIL” reply – Skills And Intelligence Lack.
However thanks to Kathon`s amazing skills he managed to find some solutions to keep the server playable 24/7 even with huge player differences.
Due to balance reasons, there are some limitations of online players per side:
Note: number of players on the web site includes all players on the server also spectators and waiting pilots
Supply factor (Iron rule)
„Loggistic is not everything. But everything without logistics is nothing”
We do agree. Every object in TAW has to have an imaginary supply line. If it receives damage it will later have supply in the next mission as long as it is available in the depot. That's why it is important to destroy supply columns and trains after you damage any kind of target. If you didn`t it will be supplied in the next mission. Air Bases as unique objects can be supplied by players using planes described as „transport” with CARGO or empty loadout &100% fuel (destroy them too, believe me their crews love it and receive extra payment for every bail out from us).
Squadron promotion
For extreme bravery and achievements some World War II squadrons were rewarded with medals, title. Also they were better equipped and had higher salaries than other units. In TAW every squadron can be promoted to 3 levels. Each level receives additional rank promotion for assigned pilots (extra experience) and receive plane bonuses which will affect everyone in the team.
Name | Air Kills | Ground Kills | |||
RED | Unit of the Order of Red Star | 250 | OR | 2500 | +1000 exp & +0/1 Adv slot |
BLUE | Iron Cross unit | ||||
RED | Unit Of the order of Red Baner | 450 | OR | 4500 | +1000 exp & +1 Adv plane |
BLUE | Knight's Cross unit | ||||
RED | Guardian Unit | 650 | OR | 6500 | +1000 exp & +0/1 Adv plane |
BLUE | Experten |
Recon factor (Iron rule)
Some target position needs to be discovered. Just send a guy about no one will cry later.
Weather factor (Iron rule)
Thanks to Kathon code, weather in the TAW is dynamic and changes randomly per every mission. So it means there is always some percentage chance for any type of weather with schemes done separately to every map based on historical documents, memoirs and current weather websites to keep a unique climate. Don`t expect clear skies, learn to fly in weather.
Anti Aircraft Artillery (Iron rule)
Average AAA strength is higher than on other servers in the community. Sometimes it's just deadly.
Watch out, calculate it as a threat, not holywood effect.
Due to high server stress caused by active objects AAA in the objects is spawning whenever the enemy is approaching the target.
Don't be surprised when You will see empty AAA positions in airbase or defences. Their crews just wait for the alarm hidden in the bush doing firecamp and sausages. No worries we trained them well so they need a few seconds to get combat ready status on their positions.
Disco factor (Iron rule)
Disconnection and game crashes happen all the time without players' fault. To avoid personal record deletion Kathon`s smart script treats first disco as unintentional without penalty ( CP from this mission are lost ) and second ( in same mission) with plane loss penalty.
However when someone is damaged and intentionally tries to avoid death by disconnection is treated as killed.
When number of spawned players on one side is bigger than 10 then players from that side get time penalty (can't spawn for some period of time) when their sortie is ended as:
You can check your remaining time penalty in the pilot profile at the website.
Diversity between sides (Iron rule)
Both teams have special features and a lot of differences dictated by historical aspects.
Red team special rules
– Patriotic War – on eastern front Red side fights over own country – every red pilot have small chances to be captured even far away behind enemy line
- Quantity not quality – on eastern front Red team have slightly worst planes but in bigger numbers in Basic and Advanced section
- Bolszoj – („more”) – on eastern front Red side production was much bigger after 1941– red team have more available basic planes
- Bread to the Red army – on eastern front Red side have more IL-2 Sturmovik`s than Pe-2 Peshka`s and easier access to this planes
Blue team special rules
- über Technik – Blue team have slightly better planes and bigger bomb loadout on twin engine bombers
- KG flotte – Blue side from the begin have more available bomber slots on advanced lines
- radio – Blue side have radio installed on planes so they are able to receive voice communication from attacked objects
- Quality not quantity – due to über Technik rule Blue side have less basic and advanced planes
- Fallschirmjäger – Blue side have paratrooper units and due to plenty of complications affecting such operations in real can capture max 2 air bases per campaign
- Welcome to Gulag – on eastern front Blue side fights over enemy terrain, every blue pilot have bigger chances to be captured behind enemy lines
Lives system factor (Iron Rule)
TAW strongly promotes realistic flying and realistic combat reactions. To promote it we give penalty to reckless players not following our role-play project.
After this penalty counter is increased by 1 so pilots may fly againIf pilot dies, captured or disco his live counter is reduced by:1 when he is in a bigger team, X when he is on a smaller team where X is equal to players numbers ratio. Example: Axis players: 28, Allied players: 20 so X for Allied is 20/28 = 0.71.
It's allowed to spawn on the airfield with a time penalty if your side is lower than the opponent side and mission elapsed time is more than 10 min.
If there are more players per side than limitations allow, then a queue is created. Once you spawn on the airfield, watch the chat carefully, as you will be informed if you can take off.
If there is no message for some time, or there is a message informing that you are cleared, go on with your flight. If there is a message that you cannot take off, giving your position in queue, you must despawn quickly and wait for your turn - otherwise you will be kicked. Observe the chat window while in the lobby. When you will be cleared, a chat message will pop up for you.
When a player is cleared for take off, he is moved to the ‘active list’. As long as the player remains on the active list, he can spawn and fly sorties without waiting in the queue. If the active list is full and there are waiting pilots in the queue then pilots with sortie other than ‘LANDED’ or ‘ON THE GROUND’ are moved to the waiting queue on the last position creating a free slot for others in the active list, allowing rotation of players.
If the server is full and there is a big difference between players spectators or waiting pilots on the last position is kicked to enable joining pilots from the smaller team.
There are some exceptions with the queue:
When there is a big difference in numbers of players between sides then front line airfields are not available (closed) for take off, for bigger sides. Players are forced to take off from the further airfields. The limiter also takes into account the number of pilots that took off from the front line airfields. When they end their sorties and the number of “front line pilots” is lower than the calculated limit then airfields are opened again. The limiter is inactive for the first 15 minutes when everyone is joining the server and when the bigger side has less than 10 pilots. Border airfields are not closed by the limiter. It’s allowed to land on the airfield closed by the limiter.
Important note!
Airfields temporarily closed by the balance system look identical to airfields closed by enemy actions (not allowed to land). To distinguish between them, check airfield status and damage in the mission briefing or TAW website map.
When there is huge disparity in favor of one side during the entire mission, after that mission some airfields of the more numerous side are damaged, simulating ‘extra pilots’ for the other team, doing the attacks.
If the server is full and the pilot ends his sortie as Killed or Captured then he is removed from the server. This will increase rotation of the players and it will be easier to join the server during busy hours.
Enlistment as an airman is obligatory. On the enlistment form you will need to fill in:
If you want to change your pilot's name during the campaign please register then login and change name in Pilot Profile on the main page. If you create a new account (the same side) it will be automatically locked. |
To register a squadron please log in and click the Squad profile tab in the top-right corner on the TAW main page. You will be the leader of this squadron. Next you may add other members to this squadron.
It’s possible to register two different accounts: one for Allied and one for Axis.
Do it only if you really need, never both at the same time, because it will kill the balance and destroy the gameplay.
Every player including You, is responsible for gameplay on the server, not admins only.
To switch between them please update il2sturmovik.com account to match account on TAW. If you don’t want to update il2sturmovik.com account then you have to change the names of your accounts on the TAW page.
There are many decisions to be made while flying on TAW. This section will help you get started. First of all, check the map on the server on the website to see how the tactical situation and weather looks like. On the website, there is information about every airfield and city:
Then, you should choose to either defend friendly units or attack enemy targets. When making this decision, consider mission elapsed time, your current plane set and whether you’re flying alone or in squadron. In every mission, you will have plenty of targets. Some of the objectives will be visible, other objectives need reconnaissance to appear. Cities and their nearby airfields are key strategic points. In each mission cities may spawn tank convoys. It will advance to the nearest enemy city. If it reaches this city, then it will be captured. To counter this, the defending city spawns a defense line.
To capture the city, your friendly tank convoy must reach the enemy city and it must win against the defense line setup by the defending city. The more tanks survive, the greater chance for capturing the city. The defense line consists of anti-tank guns, tanks, armored vehicles, dugouts and anti-air batteries. The more units on the defensive line survive, the greater chance they will destroy the tank column. Undamaged defense can usually survive one attack of an undamaged advancing tank column. In this vein, if you want to capture the city you MUST attack the defensive position.
Other important objectives are supply convoys and trains. All effort in attacking airfields or defense lines is pointless if they are constantly resupplied so enemy supply objectives should be destroyed at every opportunity.
Side on each map campaign has limits of aircrafts, pilots, tanks and trucks visible on the main TAW page.
Limits for the current map can be increased by warehouses and ships.
As they are a high priority and value target one of your main tasks is to protect or defend them.
Conclusions
War scenario is based on different historical campaigns played on maps. On some campaigns Axis attacks so they have more limits (aircraft, tanks, pilots) and their tanks convoys spawn more frequently for the first several missions and on other maps Allied attacks, so they have the same advantage like mentioned before. There are also maps with draw situations.
List of maps:
#1 Moscow 1/1941 Axis Offensive Operation Taifun I 02.09.1941-10.1941
#2 Moscow 2/1941 Draw Operation Taifun II 01.11.1941- 12.1941
#3 Moscow 3/1941-42 Allied counteroffensive Moscov strategic offensive 05.12.1941- 1.1942
#4 Stalingrad 4/1942 Axis offensive Operation Fischreiher 22.07.1942-08.1942
#5 Kuban 5/1942 Axis offensive Edelweiss I 23.08.1942-09.1942
#6 Stalingrad 6/1942 Draw Operation Hubertus & Uranus 09.1942-11.1942
#7 Stalingrad 7/1942-43 Allied counteroffensive Operation Wintergewitter & Koltso 12.12.42-02.43
#8 Kuban 8/1942 Draw Operation Edelweiss II & Skachok 12.01.1942-04.1943
#9 Kuban 9/1942 Draw Kuban-Brückenkopf 04.1943-06.1943
#1 Rheinland North – Allied offensive
#2 Rheinland North – Axis counteroffensive
#3 Rheinland North – Draw
Tank convoys simulate divisions advancing into enemy positions. Due to game limits and performance issues we were forced to limit objects used in the average convoy and use roads as main attack directions. Just use your imagination and think about them like big tactical infantry & armoured corps
An advancing tank convoy consists of several tanks, supply trucks and anti-air vehicles. The main strength of these convoys are tanks.
The more of them arrive in the enemy city the greater change of capturing the city. Trucks in the convoy represent supply and logistic service, the more of them survive the more supply will be available in your captured city defense line and airfield.
Tanks from the convoy may create attack formation when they are near the enemy city (about 15-18 km, depending on map size). In that case they aren’t in a line on the road but spread out on the grass field.
Trucks from that convoy are still on the road (there are two icons on the map: one for the tanks and one for the trucks).
Tank convoy, which is close to the enemy city (about 15-18 km) will not attack this city (it will not move forward for one mission) if the defense position is in “Good” status after that mission. The defense position status is “Good” if it has more than 70% of its total strength. If defenses around the city are destroyed completely, the tank column increases pace of the advance.
After destroying several vehicles, the pace of the tank column is slower in the next mission. In addition to this, the column is resupplied a little after every mission but if the bridge on the convoy route is destroyed then there is no resupplying for the tanks convoy.
If a tank convoy is closer to an enemy airfield than 25-30 km (15-18 km for rearmost airfields) then this airfield is closed. If tanks win the battle they capture the city and nearby airfield. If not then they are destroyed and enemy defense and airfield is damaged according to tanks strength. After capturing enemy city the nearby airfield is closed for one mission (it's under repair).
Frequency of spawning tanks convoys depends on three factors:
Conclusions:
When a tank convoy is closer than 25-30 km to an enemy city, artillery may be spawned if the convoy isn’t severely damaged. The artillery support tanks in attacking the enemy defense.This target consists of several guns, rocket artillery pieces, and some other soft targets, protected by AA. Your main targets are the guns and launchers. If destroyed, artillery will not support the assault and not damage enemy defenses.
During each mission, cities attacked by tanks spawn defense lines, according to respective city defense strength. Sometimes an extra city will spawn it’s defense line even without being attacked.
Defense line consists of several positions around the city.
In every position there are several vehicles and dugouts to destroy.
The main strength of the defense line are:
Your task is to destroy as many vehicles and dugouts as possible to decrease the strength of the defense line.
A supply convoy consists of several supply trucks and anti-air vehicles. This column is spawned whenever an airfield or a defensive line is severely damaged.
If both of them are damaged then the column will be twice as large.
Like the advancing tank column, the more vehicles arrive to the city, the more defense lines or airfields will be resupplied.
An attacked and damaged supply convoy will move slower.
Airfield is a vital strategic point on the map.
If the tank column captures the city it also captures nearby airfields. Airfields are very well defended by the strong AA.
You should attack them from the horizontal flight with heavy bombers.
To completely destroy the airfield you need to destroy hangars, fuel dumps and aircraft.
Conclusion
AAA is deadly over air bases, don't go there for easy kills. We warned you.
Only frontline airfields can be attacked (they have text info “Attack!” on the map in game). |
*Destroyed static planes are counted as aircraft lost to total number.
Airfields layout with targets is available on the web site. Click on the city name on the main page to see the airfield layout.
Only marked targets need to be destroyed.
Some airfields may have a bit inaccurate photographs. If you notice a difference between real airfield layout and the photo, please inform admins and provide some details so it can be fixed.
Enemy Allied airfields can be also captured by paratroops.
* for balance reasons and Airborne units availability, only 2 airfields can be captured by paratroopers during each campaign.
Cities with airfields have a round icon with the airplane inside on the web map and cities without airfields have squared icons with blocks inside.
Air Bases with a little dot on the map are “border airfields”.
Depots are strategic points located far away from the front lines. They consist of many buildings representing factory industries and storages. Depots are heavily defended by AA. You should attack them by horizontal flight with heavy bombers. The more buildings are destroyed the bigger impact it has on the gameplay.
If two enemy depots are completely destroyed then:
Destroyed depot is partially rebuilt after 32 missions (~3 real days).
Damaged depot is repaired a little after each three missions in which it wasn’t attacked. Destroyed buildings are counted as tanks lost in 3:1 ratio.
There are randomly generated troops on the map on each mission - they imitate frontline units.
7.10 Bridges
As a strategic target bridges are very important to keep supply lines.
Trains consist of supply goods, logistics, troops, fuel, ammo.
Warehouses and ships as very important strategic targets are spawned and visible on the map once in a few days. If not destroyed they increase limits by:
Warehouse:
Ships:
As important strategic targets ships are highly rewarded – 10, 8 or 6 CP per ship depends on the size.
Axis u-boats appear near Allied ship convoys. If not destroyed, then u-boats will sink some Allied ships
Damaged or partially destroyed warehouses or ships increase limits by an accordingly smaller amount.
Most of the enemy positions are defended by a number of anti-aircraft guns.
There are both low calibre, rapid fire guns that fire at planes flying lower, and high calibre guns which have larger range and are a threat even if you are flying high.
One position may have more accurate anti-air than another.
Anti aircraft guns do not count to target strength and they do not have to be destroyed to eliminate the target completely. Still, it is advised to destroy them whenever possible as it will make attacking main targets easier.
AAA level - BEWARE!
Compared to other servers, anti-air on TAW is much more dangerous. Fly at high speed and maneuver to evade incoming fire. Cooperate with other players to suppress and destroy enemy anti aircraft defense.
Enemy airfields are able to self-repair using its supplies after two consecutive missions without taking severe (at least additional 20%) damage.
Supplies are used in 2:1 ratio (20% of supply is used for 10% repairs). If the airfield is severely damaged then a supply column is sent to it. If the airfield is captured, a supply convoy and a train is sent to it.
You may also resupply friendly airfields by transport airplanes. Transport planes are:
Ju-52 and U-2 can resupply the airfield by about 7%.
Pe-2, He-111, A-20B can resupply airfields by about 4%.
You must take off from an airfield damaged less than 40% and successfully land on an airfield damaged more than 0%. Also if you lose all your planes of one Basic type you can regain 1 by 1 successful transport mission.
The friendly airfield will not be supplied by transport airplane in three cases:
Airfields can be supplied by air transport no more than 30% during one mission.
Repaired airfield may be still closed for 1 or 2 missions. Airfield without supply can’t be repaired. Airfield’s supply are also damaged after attacking and destroying airfield facilities and by tank convoys. Supply level of the airfield is available in the mission briefing.
Planeset is historical as much as it can be due to game limitations with small balance, to use as many available planes, as the game allows and to provide equal chances for victory to both sides.
Due to game and code limitation it's impossible to provide full realistic and historical accuracy.
The TAW planeset is divided into Red(allies) and Blue(axis), both teams have frontline (Basic) and advanced planes.
9.1 Historical accuracy
Planes enter their operational service according to the historical use of particular campaigns.
There are only some small exceptions due to gameplay balance factor. What is more, some limitations were done to keep equal chances for both teams to achieve victory in the war.
9.2 Frontline (Basic) planes
They represent the most common, oldest, underpowered and widely used fighters, small bombers, dive bombers, assault planes in each particular campaign.
It's intentional. ( Iron Rule )
It is available for EVERY player on the side to keep flexibility in operations.
Basic planes change with some campaigns to represent development of the air forces. Moving from one type to another but still using the old airplanes in service to fight against the enemy with everything they got.
Basic planes are replenished per every mission to support beginner players and give them a constant chance to stay active. If a pilot will lose all planes of one basic type like basic 109’s or basic Yak's, he still can recover 1 plane by making 1 Transport/CARGO flight. You can recover up to 1 basic plane. You can't recover advanced planes by Transport/CARGO flight.
Frontline planes include Fighter-Bombers/JABO sub category to add that extra taste and historical accuracy which TAW was missing at the beginning to be able to operate every possible aircraft which was used in historical campaigns. In example 109 E-7/B was flying in some units up to 1943 or even 44 and I-16 was used as a ground attacker up to 1942-43.
Frontline planes include transport squadrons with transport planes or twin bombers adopted for cargo which players may use to bring supply to damaged air bases. Also how it was mentioned before supply flight is recovering one basic plane to hangar if there is no other plane to fly
9.3 Advanced planes
They represent new technology miracles entering the operational service in frontline units.
Every player has to pick one career line with advanced planes. Later in campaigns he will be able to unlock them by collecting the Combat Points.
Combat points as described before are granted for following the mission tasks and destroying the ground, air forces and strategic objects.
9.4 Career/Plane lines
Scheme of airman unit aircraft equipment progresse during the Tactical Air War.
Lines were developed by studies on the most common plane evolution process in the allied and axis units.
You must choose one line during the enlistment process.
Every career type has advantages and disadvantages on different maps.
You fly on Your unit planes like in real allied squadrons, divisions, geschwaders who had mostly 1-3 types of planes.
Due to this fact changing the lines between the campaigns would be an exploit and give the opportunity to create an “imaginary” ace line.
That’s why You are not allowed to change lines/career during the war.
9.5 Special planes
They can represent any type of aircraft with some unique features or advanced technology. It can be a Me-262, Ju-52 with paratroopers, U-2 making recon or others. Access to them might be limited by different factors like experience, time, rank, etc.
Planes are limited in different ways to represent different factors.
If some plane should enter the service in the middle of the campaign according to the dates or was used only in a few numbers he will be available to collect as second or third in a line.
Some loadouts are forced and locked to keep the balance in lines and make every of them attractive to the players.
Due to lack of every version of planes used in historical campaigns we were forced to lock some loadouts to downgrade the top speed and acceleration of better versions available in the game.
To explain this better we will just mention that If we wouldn't do it we would not have 109 F-4 from the IL-2:BoS available in 1941, because this one used in the game is a 109 F-4 1.42 ata which was historically available after January-March 1942. Same story with Yak-1 s.69 which had a PF engine in IL-2:BoS and was in service after May 1942. It was very hard to find decent data and balance the whole planeset but finally we received a very interesting product with advantages and disadvantages in every line in both teams.
Remember to always check your available loadout according to your line.
If you have planes in the hangar and you can't take off it means you took the wrong version of the plane.
https://docs.google.com/spreadsheets/d/1R4axJddxODztnAeYVHbSVk-HiL9eoSUcLtMGoYdLyjo/edit?usp=sharing
In progress
Remember to check available aircraft by viewing your pilot stats on the TAW website before spawning on the airfield!
If a pilot ditches on the friendly open airfield then his aircraft will be replenished in the next mission.
If a pilot ditches on the friendly territory but outside the airfield then his aircraft will be replenished after 3 next missions. To successfully ditch, try to belly land as close to your friendly cities or ground units as possible.
If your aircraft is damaged more than 30% then after landing it’s not available in the current and next mission.
If a pilot crashes or bails out over enemy territory there is always a chance he will not be captured.
If a player lands on the enemy airfield then his sortie is automatically ended as captured and kicked from the server.
Some aircraft (P-47 for example) are available in different variants, and are counted separately. Planeset specifies which modifications and loadouts are available to both variants.
Also, some aircraft versions share slots in the planeset. For example, both Thunderbolt D-22 and D-28 variants are available. However they are single slots in planeset. If you have P-47 available, you are able to use both variants, but losing a Thunderbolt means you lose both versions as well.
For balance reasons, some special planes usage is limited:
10. Statistics and rewards
During the TAW campaign pilots collect medals, diplomas and experience points. The more points the higher rank you are. You will find a detailed table with exp and CP rewards later.
To promote respecting your virtual life we use penalty points as well.
TAW website provides ranking where you can check your statistics, rank and awards during the current campaign. Pilots with highest streaks are featured on the scoreboard. At the end of the campaign best pilots and best squads are awarded with diplomas for their achievements.
Rank exp system
Experience | Red | Red | Blue |
500 | Staff sergeant | Oberfeldwebel | |
800 | Second lieutenant | Leutnant | |
1200 | First lieutenant | Oberleutnant | |
1800 | Captain | Hauptmann | |
3000 | Major | Major | |
4200 | Lieutenant colonel | Oberstleutnant | |
5000 | Colonel | Oberst | |
7500 | General | General |
The combat point (CP) is:
Everyone of us wants to enjoy his time during the missions.
Strikers and bombers too and let's be honest, their job is more dangerous than fighter's tasks.
That's why we have variation in targets value and reward killing ground units more than regular air kills achieved on fighter planes.
Moreover killing enemy fighters will not win the war nor help own units fighting on the ground.
So that's why combat points value looks like that and it will not change.
Understand it and accept. (Iron Rule)
10.2 Simplified CP board
Ship | Depot building | Bridge | Medium tank | Light | Dugout | AAA | Fighter plane | artillery |
10 destr | 5-3 CP | 5 CP | 4 CP | 3 CP | 2 CP | 2 CP | 1 CP | 1 CP |
10.3 Detailed board with EXP & CP
Name | obj_type | obj_subtype | exp | combat points |
GAZ-AA M4 | AA | AA | 20 | 2 |
Sd Kfz 10 Flak 38 | AA | AA | 30 | 2 |
GAZ-AA | AA | AA | 20 | 2 |
Flak 37 | AA | AA_L3 | 30 | 2 |
52-K | AA | AA_L3 | 30 | 2 |
61-K | AA | AA_L2 | 30 | 2 |
M4 | AA | AA_L1 | 20 | 1 |
Flak 38 | AA | AA_L2 | 30 | 2 |
ZiS-5 72-K | AA | AA | 30 | 2 |
MG-34 AA | AA | AA_L1 | 20 | 1 |
72-K | AA | AA_L2 | 30 | 2 |
Flak 36 | AA | AA_L2 | 30 | 2 |
Sd Kfz 7 Flakvierling 38 | AA | AA_L2 | 30 | 2 |
M16 Half-track AAA gun | AA | AA | 30 | 2 |
Flakvierling 38 | AA | AA_L2 | 30 | 2 |
M1A1 90 mm Gun | AA | AA_L3 | 30 | 2 |
M2.50 AA | AA | AA_L1 | 30 | 1 |
61-K turret | AA | AA | 10 | 1 |
Flak 38 turret | AA | AA | 10 | 1 |
M4 turret | AA | AA | 10 | 1 |
MG-34 AA turret | AA | AA | 10 | 1 |
industrial_object_zavodkorpys45m | Ammo | Ammo | 30 | 2 |
industrial_object_zavodkorpys70m | Ammo | Ammo | 30 | 2 |
industrial_object_smallwarehouse | Ammo | Ammo | 30 | 2 |
leFH 18 | Artillery | Artillery | 15 | 1 |
ML-20 | Artillery | Artillery | 15 | 1 |
ZiS-6 BM-13 | Artillery | Artillery | 15 | 1 |
155 mm Howitzer M1 | Artillery | Assault | 15 | 1 |
Pak 40 | AT | AT | 15 | 1 |
ZIS-3 | AT | AT | 15 | 1 |
M5 3-inch gun | AT | AT | 15 | 1 |
bridge_road_100 | Bridge | Bridge | 50 | 5 |
bridge_road_150 | Bridge | Bridge | 50 | 5 |
bridge_road_200 | Bridge | Bridge | 50 | 5 |
bridge_road_250 | Bridge | Bridge | 50 | 5 |
bridge_rd_cptl_300 | Bridge | Bridge | 50 | 5 |
bridge_rd_cptl_100 | Bridge | Bridge | 50 | 5 |
bridge_hw90 | Bridge | Bridge | 50 | 5 |
bridge_hw190 | Bridge | Bridge | 50 | 5 |
bridge_hw50 | Bridge | Bridge | 50 | 5 |
bridge_hw70 | Bridge | Bridge | 50 | 5 |
bridge_hw110 | Bridge | Bridge | 50 | 5 |
bridge_hw130 | Bridge | Bridge | 50 | 5 |
Arf_Sklad | Building | Building | 30 | 2 |
Arf_Saray | Building | Building | 30 | 2 |
Arf_Barak | Building | Building | 30 | 2 |
arf_eu_controltower | Building | Building | 30 | 2 |
industrial_cornerL_02 | Depot | Depot | 30 | 4 |
industrial_cornerL_01 | Depot | Depot | 30 | 4 |
industrial_200x140_02 | Depot | Depot | 30 | 4 |
industrial_cornerR_01 | Depot | Depot | 30 | 4 |
industrial_cornerR_02 | Depot | Depot | 30 | 4 |
industrial_200x140_01 | Depot | Depot | 30 | 4 |
industrial_300x100_01 | Depot | Depot | 30 | 4 |
industrial_300x100_02 | Depot | Depot | 30 | 4 |
industrial_300x100_03 | Depot | Depot | 30 | 4 |
industrial_300x100_04 | Depot | Depot | 30 | 4 |
arf_dugouts_1 | Dugout | Dugout | 20 | 1 |
dugout | Dugout | Dugout | 20 | 1 |
arf_gsm_2 | Fuel | Fuel | 20 | 1 |
industrial_object_oil | Fuel | Fuel | 15 | 1 |
industrial_object_OilSmall | Fuel | Fuel | 15 | 1 |
arf_gsm_1 | Fuel | Fuel | 15 | 1 |
arf_tower_1 | Ground | Ground | 15 | 1 |
arf_tower_2 | Ground | Ground | 15 | 1 |
arf_ammo_3 | Ground | Ammo | 15 | 1 |
arf_ammo_4 | Ground | Ammo | 15 | 1 |
arf_nets_1_4 | Ground | Net | 15 | 1 |
arf_nets_3_3 | Ground | Net | 15 | 1 |
art_position_at2 | Ground | Ground | 15 | 1 |
art_position_small | Ground | Ground | 15 | 1 |
art_position_amb1 | Ground | Ground | 15 | 1 |
art_position_amb2 | Ground | Ground | 15 | 1 |
arf_hangars_3 | Hangar | Hangar | 30 | 2 |
Arf_HangarBox | Hangar | Hangar | 30 | 2 |
Arf_HangarArc | Hangar | Hangar | 30 | 2 |
arf_eu_lufthangar | Hangar | Hangar | 30 | 2 |
Bf 109 F-4 | Plane | Fighter | 50 | 1 |
Yak-1 ser.69 | Plane | Fighter | 40 | 1 |
Bf 109 G-2 | Plane | Fighter | 50 | 1 |
Fw 190 A-3 | Plane | Fighter | 60 | 1 |
LaGG-3 ser.29 | Plane | Fighter | 30 | 1 |
La-5 ser.8 | Plane | Fighter | 50 | 1 |
Ju 87 D-3 | Plane | Attacker | 30 | 2 |
He 111 H-6 | Plane | Bomber | 100 | 4 |
Il-2 mod.1942 | Plane | Attacker | 50 | 2 |
Pe-2 ser.87 | Plane | Bomber | 120 | 4 |
I-16 type 24 | Plane | Fighter | 30 | 1 |
P-40E-1 | Plane | Fighter | 40 | 1 |
Bf 109 E-7 | Plane | Fighter | 40 | 1 |
Bf 110 E-2 | Plane | Attacker | 70 | 2 |
Il-2 mod.1941 | Plane | Attacker | 60 | 2 |
MiG-3 ser.24 | Plane | Fighter | 50 | 1 |
Pe-2 ser.35 | Plane | Bomber | 110 | 4 |
Bf 109 F-2 | Plane | Fighter | 50 | 1 |
MC.202 ser.VIII | Plane | Fighter | 40 | 1 |
Ju 88 A-4 | Plane | Bomber | 110 | 4 |
Yak-1B ser.127 | Plane | Fighter | 50 | 1 |
Bf 109 G-4 | Plane | Fighter | 50 | 1 |
Ju 52 3mg4e | Plane | Bomber | 20 | 2 |
Bf 110 G-2 | Plane | Attacker | 80 | 2 |
Il-2 mod.1943 | Plane | Attacker | 70 | 2 |
Spitfire Mk.VB | Plane | Fighter | 60 | 1 |
He 111 H-16 | Plane | Bomber | 110 | 4 |
Hs 129 B-2 | Plane | Attacker | 50 | 2 |
Fw 190 A-5 | Plane | Fighter | 60 | 1 |
A-20B | Plane | Bomber | 100 | 4 |
Bf 109 G-6 | Plane | Fighter | 50 | 1 |
La-5FN ser.2 | Plane | Fighter | 70 | 1 |
P-39L-1 | Plane | Fighter | 50 | 1 |
Yak-7B ser.36 | Plane | Fighter | 50 | 1 |
P-47D-28 | Plane | Fighter | 50 | 1 |
Spitfire Mk.IXe | Plane | Fighter | 50 | 1 |
Bf 109 G-14 | Plane | Fighter | 60 | 1 |
Fw 190 A-8 | Plane | Fighter | 60 | 1 |
Bf 109 K-4 | Plane | Fighter | 70 | 1 |
U-2VS | Plane | Bomber | 20 | 1 |
Fw 190 D-9 | Plane | Fighter | 70 | 1 |
Me 262 A | Plane | Fighter | 150 | 5 |
P-51D-15 | Plane | Fighter | 60 | 1 |
P-38J-25 | Plane | Fighter | 50 | 2 |
Tempest Mk.V ser.2 | Plane | Fighter | 70 | 1 |
P-47D-22 | Plane | Fighter | 50 | 1 |
Yak-9 ser.1 | Plane | Fighter | 60 | 1 |
Yak-9T ser.1 | Plane | Fighter | 60 | 1 |
Hurricane Mk.II | Plane | Fighter | 50 | 1 |
Bf 109 G-6 Late | Plane | Fighter | 60 | 1 |
|
|
|
|
|
Radio Beacon | Radio Beacon | Radio Beacon | 10 | 1 |
Searchlight | Searchlight | Searchlight | 10 | 1 |
Destroyer Type 7 | Ship | Ship | 250 | 10 |
Large Cargo Ship type 1 | Ship | Cargo_Ship | 200 | 8 |
Large Tanker Ship type 1 | Ship | Tanker_Ship | 200 | 8 |
Large Tanker Ship type 1 ger | Ship | Tanker_Ship | 200 | 8 |
Torpedo Boat type S-38 | Ship | Ship | 100 | 5 |
Submarine Type IIB | Ship | U-Boat | 100 | 5 |
Submarine Type Shch ser.10 | Ship | U-Boat | 100 | 5 |
static_he111_open | Static_plane | Plane | 20 | 1 |
static_pe2_open | Static_plane | Plane | 20 | 1 |
static_i16 | Static_plane | Plane | 20 | 1 |
static_lagg3_w1 | Static_plane | Plane | 20 | 1 |
static_bf109e7 | Static_plane | Plane | 20 | 1 |
static_ju87_open | Static_plane | Plane | 20 | 1 |
static_il2 | Static_plane | Plane | 20 | 1 |
static_SpitfireMkIXe | Static_plane | Plane | 20 | 1 |
static_P38J25 | Static_plane | Plane | 20 | 1 |
static_B25D | Static_plane | Plane | 20 | 1 |
static_Bf109K4 | Static_plane | Plane | 20 | 1 |
static_ju88 | Static_plane | Plane | 20 | 1 |
static_Fw190A8 | Static_plane | Plane | 20 | 1 |
PzKpfw III Ausf.L | Tank | Tank | 40 | 4 |
T-34-76 STZ | Tank | Tank | 40 | 4 |
PzKpfw IV Ausf.G | Tank | Tank | 40 | 4 |
PzKpfw 38t | Tank | Tank | 30 | 3 |
StuG III Ausf.C-D | Tank | Tank | 40 | 4 |
T-34-76 STZ 41 | Tank | Tank | 40 | 4 |
BT-7M | Tank | Tank | 30 | 3 |
T-70 | Tank | Tank | 40 | 3 |
KV-1-41 | Tank | Tank | 60 | 5 |
Pz.Kpfw.VI Ausf.H | Tank | Tank | 60 | 5 |
JagdPz IV L70 | Tank | Tank | 50 | 4 |
M4A2(75) | Tank | Tank | 45 | 4 |
M4A3(75)W | Tank | Tank | 45 | 4 |
ZiS-5 | Truck | Truck | 10 | 1 |
Ford G917 | Truck | Truck | 10 | 1 |
static_zis | Truck | Truck | 10 | 1 |
static_zis_fuel | Truck | Fuel_Track | 10 | 1 |
static_opel | Truck | Truck | 10 | 1 |
static_opel_fuel | Truck | Fuel_Truck | 10 | 1 |
static_BM13 | Truck | Assault | 10 | 1 |
static_SdKfz251-1C | Truck | Assault | 10 | 1 |
static_gazAA | Truck | Truck | 10 | 1 |
static_ford-G917 | Truck | Truck | 10 | 1 |
BA-10M | Truck | Truck | 10 | 1 |
Sd Kfz 251 Wurfrahmen 40 | Truck | Truck | 10 | 1 |
static_GMC-CCKW-Fuel | Truck | Fuel_Track | 10 | 1 |
static_GMC-CCKW | Truck | Truck | 10 | 1 |
Turret | Turret | Turret | 7 | 1 |
Flak 36 turret | Turret | Turret | 7 | 1 |
MGC 30 turret | Turret | Turret | 7 | 1 |
static_E | Wagon | Wagon | 20 | 2 |
static_PlatformNB | Wagon | Wagon | 20 | 2 |
static_tanknb | Wagon | Wagon | 20 | 2 |
static_ET | Wagon | Wagon | 20 | 2 |
Locomotive_G8 | Wagon | Wagon | 20 | 2 |
Wagon_ET | Wagon | Wagon | 20 | 2 |
Wagon_PlatformB | Wagon | Wagon | 20 | 2 |
Wagon_TankNB | Wagon | Wagon | 20 | 2 |
Wagon_PlatformAA-61K | Wagon | Wagon | 20 | 2 |
Wagon_PlatformAA-Flak38 | Wagon | Wagon | 20 | 2 |
Wagon_PlatformAA-M4 | Wagon | Wagon | 20 | 2 |
Wagon_PlatformAA-MG34 | Wagon | Wagon | 20 | 2 |
If a pilot damages an enemy aircraft which lands later on the ground (outside of the active airfield) then this pilot gets AK.
If several pilots have damaged enemy aircraft or ground units, the pilot who has done the most damage is rewarded with a kill. If an aircraft is shot down but there is no direct info about the attacker in the log files then AK is counted to a pilot who is still alive and has the same sortie and did most damage to this aircraft.
All AK/GK are counted if a pilot ends sortie alive (no killed, captured or disco). No CP after sortie with friendly kill. Pilot will not score AK if he dies earlier or AK happens during the new sortie (example: pilot damaged enemy aircraft then landed and started a new sortie and then enemy aircraft crashes).
If tank's track is destroyed then after a few minutes the whole tank is destroyed.
Some ground objects like hangars, depot buildings, ships are counted as more than one GK.
If pilot disconnects during a flight then all his AK/GK and combat missions are not counted and sortie result is IN FLIGHT:
Disconnection within 5min from take off doesn't count at all. A pilot may have one disconnection within 3 consecutive missions without losing (ditching) an aircraft for current and next mission.
Where can I find the remaining time of the current mission?
The duration of every mission varies and lasts from 1:55 to 2:05 on eastern front, and from 2:40 to 2:50 on western campaigns. Please check elapsed time on the main TAW page to estimate remaining time. You may also use aircraft clock and mission start time in the briefing.
Why do my icons on the map have the wrong color?
You should set “USSR always red” in the game settings.
I’m constantly kicked from the server after spawning on the airfield, why?
Make sure if your aircraft is available in the pilot details. If you are grounded (team kill, chat language etc.) then you will not be able to fly for several missions.
I shot down an enemy aircraft but it didn’t count after my sortie, why?
If you are killed, captured or disconnected from the server then no AK/GK is counted. Sometimes this aircraft was shot down earlier by someone else or AA. You can check enemy’s sortie in details by clicking on enemy name in your sortie details. If you start the next sortie before the damaged enemy crashes, then the AK is not counted. You can land your plane and end the current sortie, but in order to get AK you cannot start another sortie until the enemy crashes.
I was kicked from the server and now I’m banned from TAW on the servers list, why?
There is a slot reservation system which is used sometimes by TAW admins =LG= & supporting StG2/JG4. To prevent from joining the server when no free slots are available players are temporarily banned. As soon as some free slots are available again all players are unbanned. If the server has no more free slots then there is a message on the TAW main page above the map “Server is full!”. Please wait a while in that case.
Can I get captured if I bail out or ditch on my own territory?
If you bail deep over yours side teritority - no. If you bail directly over the frontline and you end up, for example in between an enemy defense position and a friendly tank column, then there is some risk of being captured. Distance to friendly and enemy ground troops is important. Sometimes it may appear that your exact landing position is still on your teritority, but this area is considered as hostile because there are enemy troops very close to that position. Please remember that there are random groups of troops (paragraph 3.8 of this manual) at the frontline, that are not marked on the map. The best practice is to consider an area very close to the frontline as “no man’s land” and treat it as dangerous.
Manual designed and written by:
MetalHead
Blakhart
Support and correction:
todeskvlt
flyus747
FenrisWolf
Historical support:
ACG_daHeld
ACG_VietKong
-=Reds=-Strike
=L/R=Rafcio
SCG_Fenris_Wolf
72AG_TARANTUL
72AG_Serafim
72AG_Grizli60rus & other 72AG members
=TH=Max16
E69_geramos109
7.GShAP/Silas