Through The Inferno

107th JAS Official DCS World Multiplayer Servers

Battle The Inferno

Updated: 27 Jan 2019

TL;DR

BTI is a persisted PvE experience where it requires both air superiority, destroy enemy assets and move in your ground units to capture one objective.

BTI utilizes a map marker command system to enable you the player, not the commander, to control the tactics of your entire team. Reposition drones and tankers, escort cargos and deliver ground assets you can control to help you with the war effort down there, and many more

BTI is full scale over Iran, has dynamic weather, 9h long server run times and cyclic carrier operations amongst other features. Read below to know more

 

BTI Game mechanics

The enemy is all over Iran. Friendly forces have secured the Iranian coast giving us access to airports there. The rest of Iran remains to be cleared. We’ve designated 25 zones where the enemy needs to be flushed out to successfully take control. The Iranians have access to some air superiority and close air support assets to help push us out.

In BTI, the F10 map is your friend and lets you see what areas Command wants to focus on as well as their statuses. Use it to acquire coordinates of AOs, brief / plan your sortie accordingly and interact with the rest of the tactical situation using the Map Marker Commands

Areas of Operations (AO)

When the mission start, Command selects 3 AOs to focus on for the next 9 hours. Each AO usually consist of some enemy assets like camps, logistics, armor, air defense, guerilla warfare vehicles, infantry and more. Sometimes positioned outside of cities, sometimes inside.

To capture an AO, empty it out of all enemy presence, using all the assets available to you. That includes ground assets you can get delivered to the AO, airborne drones that can give you intel and lasing once on station and simply working together with other players.

Once an AO is empty, command will send a flight of CH-53s to capture it. If you have used ground assets to capture it, they can also be utilized to capture the zone. The enemy might be launching a counter attack so don’t leave the AOs undefended.

Side Missions

Each AOs starts with 4 randomized side missions to help defend the main AO. They appear within a 5-20nm radius around the AO.The amount of side missions is persisted across restart, defeating one will help others in capturing the main AO.

Once all side missions have been defeated, command will send a stealth airborn JTAC to lase targets over the main AO. This is a huge help towards capturing the AO and side missions should be tackled first just for that reason.

On top of those 4 side missions, if two or more side mission persist, the enemy will send an armor patrol to make rounds between all side missions. This moving convoy is able to surprise some of the blue units you might have sent with the C-17 delivery (see below) or knock you down when you least expect it. Defeat the convoy for added piece of mind when bringing in the supports to capture the AO.

Resupply convoys

Randomly during every hour, the enemy will try to spawn an airborn resupply convoy from one AO to the other. It will select 2 AOs currently owned by the enemy and send a few helos with escort to resupply it.

If the convoy makes it to the AO alive, the AO will then spawn an extra SAM site and it can be devastasting towards your effort of capturing an AO. The intel report accessible through the F10 radio menu will indicate between which zones the resupply convoy is operating.

Enemy Air

The enemy has several different way of getting in our way of tackling objectives.

Tactical Support Systems

Available to you as a player are the following tactical capabilities:

Map Marker Commands

Quick run down as to how to input these commands. Proper video will come follow

  1. Place a map marker wherever you want the command to execute
  2. Open the marker text field
  3. Type in your command (ie: -tanker 130 route)
  4. Delete the mark using the X to input your command. This is how you actually send the command.
Support Delivery
-support tank
-support apc
-support infantry
-support artillery
-support services
-support jtac
-support sam

Tanker repositioning: -tanker [tankerId] route
-tanker 130 route
-tanker navy route
-tanker 135 route

Airborne Drones repositioning: -fac [droneId] route
-fac jfac route
-fac afac route

Command: 
-command smoke [color] (color can be 'orange', 'red', 'blue', 'white', 'green')
-command flare [color] (color can be 'red', 'yellow', 'red', 'green')
-weather (returns the weather at a specific point on the map)

Server mechanics

Cyclic Carrier Operations

See AIRBOSS tutorial at the bottom of this page to properly operate within our rules 

BTI offers hot spawns on the boat because cold ones are still not 100% reliable against warping into someone.
For this reason it is required that you disconnect from the catapult you spawn at and taxi away as soon as you spawn.

In real life, the boat would turn into the wind when pilots want to come back. BTI is one of the only place that lets you, the player control when the boat should recover aircrafts or not.

Use proper CASE I Marshalling patterns to wait on top of the boat until the recovery cycle begins.

SRS mandatory policies.

Reference the in game briefing to get the actual frequencies.

Intel menu

Through the F10 Other radio menu, you can access different intel reports about the AOs, enemy operations and general carrier ops. Use it to your advantage to plan your mission

Simulation & Common Sense rules

 

Commands

The player has access to a few commands to help deal with DCS legendary bugs:

AIRBOSS

BTI uses an automated AIRBOSS to handle its carrier operation traffic as well as providing you with a virtual LSO, and he is mean. It is also

You can read all about it on the MOOSE documentation page for AIRBOSS. Here is a cheat sheet about what you should and shouldn’t do when interacting with the AIRBOSS on BTI: