WWZ – Server Guide

This FAQ was unabashedly stolen from the WWX Discord, cause I’m lazy and didn’t want to re-write it all.

Main Objective

The objective of each mission is for your team to capture every Battle Position along the front line. The battle positions are marked by circles on the front that change color to reflect team ownership. Black BPs are neutral and not controlled by either team. Teams capture BPs by sending companies of units from a front depot to capture that point. The strength of the company is determined by the front supply available to your team, the known (or estimated) strength of any enemy forces at the BP, and the desperation of the attacking team. The closer your team is to losing, the more reckless the script will be, sending out weak companies in a desperate attempt to capture a position. The best ways to aid your team in victory are (in no particular order):

  • Destroying enemy forces at enemy BPs
  • Destroying enemy depots
  • Performing reconnaissance missions over enemy held BPs
  • Destroying enemy cargo ships and supply convoys before they can reach their destinations
  • Providing CAS to friendly units in contact with the enemy
  • Transporting supplies from the rear to the front depots. Supply pickup and drop off points are marked on the map with boxes and arrows. Up arrow = pickup point. Down arrow = drop off point.

Supply Chain

The supply chain simulation consists of the transportation and consumption of three resource types. Fuel, Ammo, and Equipment.

  • Transportation
    • All supplies are transported by boat to the rear depot of each team. From the rear depots, truck convoys transport supplies to each of the four front depots of each team. There are distinct convoys for each resource.
  • Consumption
    • Equipment: Consumed when units are spawned, the amount of equipment a team has in their front line depots determines the quality of the units that are spawned.
    • Fuel: Consumed by Units above tier 1 when created.
    • Ammo: Consumed by artillery firebases when assigned. Each shot consumes 1 ammo.

Close Air Support

Providing CAS is a crucial part of the WWX battlefield. In real life, CAS is always done in coordination with units on the ground. In order to simulate this coordination, groups will call out their location and direction to enemy units over the radio. The CAS frequency for each team can be found in the briefing. If your aircraft cannot tune this frequency, you can fly to the CAS stack marked on the map to receive CAS messages directly without needing to tune to any radio frequency. Units calling for CAS are marked with a radio icon on the F10 map. The ‘LCD Window’ on the Radio will be in the Color of the Friendly Smoke.

AWACS/Bullseye/GCI

WWX based missions have a bullsbot with GCI support. On WWZ tune to 255AM on Blue, and on Red, Turn your Red Water Faucet to channel 1. You should then start seeing information in the Upper Left corner of your screen. This is Bullseye call outs for enemy (on top) and friendly (bottom) aircraft! In your F10 menu, under Other, you should see Ground Control Intercept. Choose that, and then choose a group. Groups correspond to the order they are in from the bulls report. You’ll then get in your upper Right of your screen normal ‘BRAA’ data showing Bearing Range, Altitude, and Aspect of the target direct from your aircraft.

Cargo Hauling

Players who want to support their team without taking on a combat role can participate in the supply chain by moving cargo via helicopter or C-130. This can be done through sling loading external cargo or carrying internal cargo. Or both at the same time! Keep in mind however, that you are still in a Combat Zone, and are a valid target. After all: Logistics Wins Wars!

Cargo Pickup Locations:
Cargo can be picked up at any pickup location marked on the map (large white box with an arrow pointing up) and dropped off at any drop off location. The drop off range is 499m (large white box with an arrow pointing down OR an artillery firebase)
The sea pickup zone has unlimited cargo available. The rear depot pickup zone only has the supplies currently in the depot.

FARP Crates

At each airbase, there are 4 Crates. These can be loaded into helicopters or C-130s, or sling-loaded. Take one of these crates, and set it down (or Air Drop it!) and a 3 Bay cloverleaf FARP should appear!

Recon

  1. BP scouting missions are always active over enemy held Battle Positions. When a zone has been reconned, a green check mark will appear in the camera icon next to the BP. Any enemy held BP without a green check in the camera is a valid recon target. To perform a recon mission:
    • While on the ground, load recon equipment to your aircraft with the F10 radio menu. After takeoff, fly over a valid recon target while flying within the recon parameters displayed to you on takeoff. (These can be viewed again at any time in flight using the F10 radio menu) After capturing your target (up to 4 in a flight), land at any friendly airbase. Once you are landed, your film will be processed.
    What a recon mission accomplishes:
    • Every enemy unit spotted by your mission will be marked on the map. There are different symbols for each type of unit. Enemy held BPs that have been reconned will have their strength known exactly by the script that creates and assigns companies. This means that your team is more likely to send a sufficiently strong company in order to capture a BP.
    + = infantry O = truck ⊕ = APC or IFV ^ = Tank Δ = AAA or SHORAD

Artillery Supply and Sending the Rain

Artillery firebases are supplied similar to depots but there are a couple of special considerations:

  • Firebases can only accept Guns and Ammo type supplies
  • Guns can only be transported via sling loading.
  • Supplies for firebases can be picked up from FRONT depots in addition to sea and rear depot pickups. Supplies taken from a front depot cannot be delivered anywhere except a firebase.

Firebases are marked on the map with this symbol: (this firebase has 3/3 guns available)

  • SPG – Self-propelled Gun firebases are generated by the mission. Each team has four of them. They have three guns. Guns can be resupplied by bringing a Gun to the base via sling-loading. Guns and ammo are slowly replenished over time without player intervention for SPG type bases only, but it is faster and more effective to bring supplies yourself if there are a lot of artillery fires happening.
  • Howitzer – Howitzer firebases are built by players. Sling loading a “Gun” crate to an area of the map that is not occupied by an existing firebase will create a howitzer firebase. Guns and ammo for Howitzer bases are replenished by player action only.
  • Mortar – Mortar firebases are built by players. Deploying a “mortar” type troop group will create a mortar firebase. Ammunition for these bases is replenished by player action only.

Firebase Target Designation

Firebases are assigned to fire at a point by placing a marker on the F10 map and then inputting text for the mark name.

  • ‘X’ mark will assign the nearest firebase of any type, howitzer or mortar team
  • ‘H’ will assign the nearest Howitzer firebase in range
  • ‘S’ will assign the nearest Self-propelled Gun firebase in range
  • ‘M’ mark assigns the nearest Mortar firebase in range
  • ‘I’ mark assigns the nearest firebase of any type to launch a starshell to illuminate the area
  • ‘SUP’ mark assigns the nearest firebase of any type to launch a suppression mission. This is a normal mission but with 4x as much ammo expended to increase the amount of time that units are suppressed and unable to engage air target

Troop Pickup and Deployment

Troops are picked up from anywhere you can get cargo, even front depots. There are two types for now but more will come

  • Mortar Team Deploys a new mortar type firebase
  • Special Forces Deploys an ambush group. 2x M249s + 1x RPG-16

If you pick up a troop and decide you would rather not have done that, you can simply deploy them. If you’re still in pickup range they will be automatically returned to the depot/pickup point.

CSAR

  • If you take off in a helo on a WWX mission with CSAR enabled, you should be auto-enrolled and can access the list of tasks via Comms -> F10 menu.
  • New CSAR missions from ejections are also announced in the top right of screen.
  • If there are no active tasks and you would like to generate one, orbit/hover within the CSARStack zone for a minute and one should be created.
  • The CSAR task lists a frequency and a channel. Only the Harrier cares about the channel as it performs TACAN nav to the rescue point.
  • Use your ADF equipment to enter the frequency and navigate to the signal.
  • When within about 1km the rescuee will communicate and pop smoke to guide you.
  • You will need to be in a stable hover or land close to the rescuee to trigger them to board.
  • Helicopters have a cargo volume set in the WWX system and if you would go over it, you will not be allowed to take a rescuee on board.
  • Return to a CSAR drop-off point (usually a marked helipad at a hospital) and land.
  • Returning rescued personnel will add a small amount to equipment levels for your side.
  • MEDICAL STUFF! ADMINISTER AID TO YOUR PICKUPS, GET ‘EM HOME ALIVE!
  • Putting the Combat in CSAR: Enemy units will attempt to intercept shot down pilots and capture them. Might be a good idea to bring a Door Gunner along on your Air Ambulance!

Other Features Coming Soon

  • To further enhance the Emurshun of the Lore, I want to have the BPs, once captured, generate a ‘loot convoy’ full of Turquoise that would then head towards that side’s Rear Depot (or another place). You would be able to hunt down and destroy these decoys (or maybe capture?) to deny that side their load of precious turquoise. This could potentially be an additional Win Condition beyond just holding all the Battle Points.
  • Stat system that would feed to this website or discord (which we now have our own section in the WWX Discord which shows server status, battle reports, and CPU monitor)
  • Expansion of the mission area to cover southern Sinai
  • Expansion or a second mission to bring the War over Cairo itself
  • Tweaks and adjustments of the plane and weapon set for the ‘era’ of 1988
  • FARP and Airbase capture?

Back to: Sinai ’88 – The Turquoise Ladder Wars

Data Transfer Cart information: Sinai ’88 DTC Information

Images during Development: Sinai ’88 Screenshots