Battle Of Finland mission engine is developed from Dutertreīs great Bellum Warīs BADC concept. The game itself has developed during past years and users needs more difficult scenarios and missions, so our team took the challenge and launched quite big modification process. We hope that the results please most of the online pilots. Below is listed some changes that have been made when comparing "old" Bellum War and Battle of Finland.
Field camps are rebuilt. New light and smoke effects are added to camps. Field camps have now strong artillery and machine gun defence and most of cases 4 defending tanks in front of them. Type of defending tanks is variable. Attacking army has 3 groups of 3 tanks supported by 2 car columns with AAA. Attack to sector is successful when 60-80% attacking vehicles survive depending on the sectors supply or TTL (Time To Live) situation. The attacked sector have air cover which main goal is to destroy attacking tanks and vehicles. Attacker will have fighters or fighterbombers as air cover of attacking ground units if planned by mission requester.
Sea sectors can be conquired by same manner as ground ones. Attacker has 5 attacking ships: 3 merchant and 2 armoured, gunboat or destroyer class, ships. Survival limits are 2-3 ships depending on the sea sectors supply situation. Defenders will have 1-2 static gunboats or destroyers. Attacking navy unit has air cover and defending side torpedobombers with escorting fighters if mission requesters planned so.
Weather is full scale as the game gives, but mostly good. Mission time can be anything between 6am to 9pm. When the weather is poor or worse, AI quided pilots will be at least normal level trying to avoid ground and mid-air collisions made by AI pilots.
Both armies have headquarters which act like a city with target areas, supply state etc. The location of enemy (or own) HQ is somehow "secret". It can only be seen when participating mission which has something to do with it. The speciality of the HQ is that itīs "health" affects the virtual day recovery. Normally the change of virtual day recovers cities 20% and airfields 15%, if army HQ is damaged 50%, the virtual day recovery is 10% and 7.5%. The state of ones HQ damage makes airfields and cities recovery individual for both sides.
Cities and HQ can be supplied by army car columns. They will have fighter cover and enemy will send ground attack planes escorted by fighters to destroy the columns. Each survived vehicle will resupply city or HQ by 0.4%.
Shooting friendlies, air or ground ones, is highly penaltized like shooting ANY parachute.
Special bonus is given to host after reporting the mission.
Because of possible "kill stealing"", BOF gives chance to get partial airkill points. The only change to get those points is to damage enemy aircraft so hard that the game log register it. If someone else shoots damaged plane down after you have damaged it, you will get 50% of airkill points as assistance bonus.
The best thing: We are using the biggest and the most beautiful maps !!! No limits this far ;-))