Red Baron War rules

Check here for the latest rules for RBWar.
Locked
User avatar
US95Pickett
Posts: 402
Joined: Sun Apr 12, 2009 9:11 pm

Red Baron War rules

Post by US95Pickett »

The following are the rules for the Red Baron War. The rules are meant to be a simplified ruleset that depends upon the honor and integrity of each RB pilot. You can download a copy of the Red Baron War rules from HERE.

Red Baron War
Red Baron War rules

The Red Baron War is NFM format.
Each war match will run for two hours, teams are limited to 10 pilots per side
The teams are open to all pilots, both squadron pilots and independent pilots.
Red Baron War matches may consist of just one match or a series of matches, depending on the particular Red Baron War being run (IE: the war could be a one day war or run as a series of matches over a period of weeks and months).
War matches will utilize customized maps of Alsace, Flanders, Marne, Verdun and Island. See the RBW Maps page for customized Red Baron War map downloads.
Available planes will be the Nieuport N24 and the Fokker D7

Target Points:
Village/Town - 2 points
City - 8 points
Bridges - 8 points
Factory - 8 points
Railroads - 4 points
Supply Depot - 8 points
Aerodrome - 20 points
hardened targets - 0 points

Aircraft Points:
Aircraft Kill - 3 points
AA/Mech deaths - minus 3 points

Rules:
Fly with honor
No Rules Lawyering
Any weapons/ammo may be used at any time, any where
No riding flamers - penalty of minus 30 points
No exiting the game except from stopped position on runway of your home aerodrome to restart new life by hitting esc/enter, or after death (pilot death or aa/mech death) to restart new life by hitting esc/enter, or in the last 60 seconds of the game - penalty of minus 20 points
Any targets destroyed by friendly actions (friendly fire, crashing into friendly target), the target points value will automatically be awarded to the enemy team

HAVE FUN!!!!!
Harry
Posts: 111
Joined: Wed Jan 27, 2010 9:00 pm

Re: Red Baron War rules

Post by Harry »

S! since all the maps show just one drome for each side, what happens when a drome is destroyed early in the game? Is the match over?
User avatar
US95Pickett
Posts: 402
Joined: Sun Apr 12, 2009 9:11 pm

Re: Red Baron War rules

Post by US95Pickett »

S! all, Harry, when an aerodrome is destroyed, the game continues, but pilots from that drome will have to re-life from the runway in order to repair/rearm at the cost of minus three points for each re-life. Same thing if your home aerodrome is damaged so badly that it will not repair/rearm, pilots will have to re-life from the runway at the cost of minus three points for each re-life.

It should make for some interesting planning, both for offense and defense for both teams, and require guarding your home aerodromes; and for those pilots who have to re-life in order to rearm/repair, they will have to aim more carefully with ammo, rockets and bombs to limit the amount of times they will have to re-life in order to repair/rearm so they don't cost their team excessive points.
US95Pickett
Harry
Posts: 111
Joined: Wed Jan 27, 2010 9:00 pm

Re: Red Baron War rules

Post by Harry »

thnx Pickett, this looks like its going to be a blast! Simlpe rules, me like.
JGS4_AirSurfer
Posts: 289
Joined: Wed Feb 10, 2010 2:03 pm

Re: Red Baron War rules

Post by JGS4_AirSurfer »

Are rotations of pilots in a side allowed?

I means if we can make to fly all signed, making rotations betwen them, beeing allways only 10 pilots flying?...tia.
User avatar
US95Pickett
Posts: 402
Joined: Sun Apr 12, 2009 9:11 pm

Re: Red Baron War rules

Post by US95Pickett »

S! all, rgr on rotating pilots in and out.
JGS4_AirSurfer
Posts: 289
Joined: Wed Feb 10, 2010 2:03 pm

Re: Red Baron War rules

Post by JGS4_AirSurfer »

Rgr, TY...but finally not needed, we was short...

This next week, will wait some days for to sign,
letting times for more pilots from other squads
and independents to sign up.
Locked

Return to “RBWar Rules”