[Edit by Swordfish (2011-03-28): Updated with Quick Reference and rules for FC 3]
Here's a quick reference of the Flying Coffins 3 rules and scoring.
Note: The rules are still preliminary and subject to change
The complete set of rules for Flying Coffins 3 can be downloaded from Swordfish's FC3 website
Quick Reference of Rules and Scoring
This information will quickly get you familiar with the Flying Coffins 3 format.
- The COMPLETE RULES can be found at the link above. A custom kneeboard map can be downloaded from Swordfish's FC3 website.
- Each match runs for 1hr 45 min.
- There are two teams, Team 1 and Team 2, one on each side (Allied/Central)
- During the tournament, the two teams will rotate between the Allied and German side.
- A maximum of 14 pilots are allowed per side.
- Before each game, there will be a sign-up list for the match posted for each team.
- There are 7 types of aircraft for each team to fly. (4 scouts and 3 bombers)
- The bomber types are -- (Pfalz DIII, Alb D2, Alb D3) vs (Nieup 17, Sop Pup, Nieup 24)
- Aircraft are worth 2, 3 or 4 points per kill. (better planes worth more)
- ALL 7 plane slots on each side must be used before repeating the plane choices.
- A maximum of two planes of each type may be used by each team.
- You must fly the same plane you pick for the entire game. No changing planes.
- Active Home Dromes (AHD) are the four (4) rear Supply Dromes.
- The maximum number of pilots that may be stationed at any one AHD is seven (7).
- You must use the same AHD for the entire game. It doesn't matter if it gets destroyed or is hardened...don't change dromes.
- If a team has more that 14 pilots in a game and they wish to rotate the pilots in and out, then any replacement pilot must use the AHD and plane type of the pilot that he replaces.
- Repair dromes are the three (3) airfields along the front and they cannot be used as home dromes.
- All landmark targets are available for bombing at all times.
- Non red-boxed targets are worth: (drome- 0, village- 1, railyard- 1, supply dump- 3, factory- 3, bridge- 4)
- Red-boxed Active Home Dromes are worth +12 points, but only when red-boxed!
- Destroying all targets of the same type gives a (+5) point Target Goal Bonus (TGB).
- All aircraft may shoot anything, anywhere, with any type of gun ammo.
- Bombers can use all weapons...guns, bombs, and rockets on everything, including planes in the air.
- Scouts can strafe ground targets with guns, but may never use bombs or rockets.
- Scouts may not completely destroy enemy landmark targets...it won't count.
- Mech deaths are AA deaths or the crashing of your own plane. Penalty is (-4) points.
- No exiting in flight…penalty is (-6) points. Exit only at your home drome (AHD).
- Planes can land anywhere at anytime. You can wait out a kill if you want, but eventually you must do one of 4 things. ( You must try to take off again from where you are, or start-new-life and give the kill, or wait for time to pass and then re-life and get a mech death, or sit there until the game ends. * )
FC drome use reference map: