TWC Tobruk Campaign Server Stats

Last Update: Fri, 28 Jan 2022 08:22:28 GMT

Go to: Server Radar - 113 Days Campaign Stats - Tobruk Server Stats - Click for TWC Tobruk Campaign Server: Current ALIVE pilots stats list - DEAD pilots stats list (archive)

TEAM Totals for Current Session

BLUE session totals: 0.0 total Kill Points; 0.0/0.0/0.0/0.0 Air/AA/Naval/Ground Kill Points
RED session totals: 7.0 total Kill Points; 7.0/0.0/0.0/0.0 Air/AA/Naval/Ground Kill Points

Blue Objectives complete (82 points): - Hawkinge Forward Airbase - Dover Radar AA #2 - Littlestone Bomber Squadron Aircraft - Manston aircraft - Propeller Repair Portsmouth - Dover Radar AA #1 - Dover Radar AA #3 - RAF Littlestone - Dungeness Radar AA #1 - Brookland Radar - RAF Lympne Hurricanes - Canterbury Blenheim Airfield - Hastings-Rye Shore Patrol Convoy

Red Objectives complete (53 points): - Calais UBoot Repair - Boulogne Synthetic Fuel - Radio Jamming Transmitter Boulogne - Flugfeld Audembert - Marquise West Airfield - Calais Kriegsmarine Docks Area - Calais Wehrmacht Manufacturing Area - Kriegsmarine Hauptdiesellager Calais - Wehrmacht Wasserstoff-Speicherdepot Calais - Calais Chemical Storage

Blue stands at +3,944 for the entire Operation Jubilee campaign.

A DE PL TotalK RE Air/AA/Naval/Ground(/Penalty) (KgOnTarget) Name
R 00 00 006.96 00 06.96/00.00/00.00/00.00 Ghostrider
TEAM stats archive
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Name & Rank
Flights & Kills Summary
Details about Sorties and Damage to Player
Details about Player Damage to Enemy
Death Date
Self Kill?
Ace Level
Continuous Missions
Full/ Shared/ Assist Victories
Total Kills (any partic- ipation) Air/ AA/ Naval/ Ground
Total Kills (any partic- ipation)
TWC Kill Point Total
Ave. Kill Points Per Contin. Mission
Ave. Kill Points Per Sortie
Air/ AA/ Naval/ Ground Kill Point Totals
NetStats Kill Point Total (for info & comparison only - VERY inaccurate)
Bombs: KG on Target
Recon Photos/ Objectives IDed
Repair Loads/ Aircraft Ferried
Time (min.)
Land- ings at/ away from Air- port
Para- chute Suc- cess/ Fail
Times Player Health Damaged/ Aircraft Damaged/ Parts Cut Off
# sorties ended due to self- damage/ Times self- damaged/ Planes written off
Rounds: Hit %
Rounds: Hit Aircraft %
Rounds: Total Shot
Bombs: Hit %
Bombs: Total Dropped
Total Raw Dam- age Points
Raw Dam- age Points from Bombing
Raw Dam- age Points from Bombing Air/ AA/ Naval/ Ground
Total Dam- age Hits (adj.)
Fuel / Systems / Guns / Controls-Flaps-Wheels / Cockpit / Engine Damage
Damage to Ship or Tank
Wing/ Other Parts Cut
Highest Rank (all time)
Total Kills (any partic, all time)
Con- nected/ Dis- con- nected
PFT_Mici_(308) 2022-01-10 16.22.48Z Pilot Officer 1st Cl. Ace 4 4 8/1/4 11/0/0/2 13 9.11 2.28 2.28 7.11/0.00/0.00/2.00 9.64 0 0/0 0/0 77.0 1/1 1/1 4/47/26 0/73/2 0.0 0.0 0 0.0 0 110,700 0 0/0/0/0 74 5/3/10/0/6/0 0 8 Pilot Officer 1st Cl. 21 2/2
ACG_Johnny 2021-12-31 12.53.16Z Y Tyro 1 1 2/0/1 3/0/0/0 3 2.15 2.15 2.15 2.15/0.00/0.00/0.00 2.96 0 0/0 0/0 11.0 0/0 0/0 1/3/0 0/3/1 0.0 0.0 0 0.0 0 39,200 0 0/0/0/0 99 13/11/17/6/5/0 0 46 Pilot Officer 2nd Cl. 25 1/3
No.615_ Baron 2022-01-09 19.53.53Z Y Tyro 3 4 2/0/0 2/0/0/0 2 2.00 0.67 0.50 2.00/0.00/0.00/0.00 2.00 0 0/0 0/0 96.0 2/0 1/0 1/8/18 0/26/3 0.0 0.0 0 0.0 0 25,900 0 0/0/0/0 18 0/2/9/1/1/0 0 5 Tyro 2 6/7
Nogin 2022-01-20 21.06.04Z Y Flying Officer 2nd Cl. Quadruple Ace 2 3 18/4/11 15/0/0/18 33 31.61 15.81 10.54 10.61/0.00/0.00/21.00 13.52 0 0/0 0/0 47.0 1/0 1/0 1/9/18 1/27/2 0.0 0.0 0 0.0 0 483,419 13,519 0/0/0/13,519 493 36/10/22/4/41/0 0 16 Squadron Leader 1st Cl. 2225 2/2
ITA_Gatto Pardo 2021-12-25 18.22.54Z Y Oberst 2. Cl. Half-Century Ace 19 27 46/6/24 77/0/0/0 77 52.00 2.74 1.93 52.00/0.00/0.00/0.00 50.08 0 0/0 0/0 1010.0 14/0 5/0 16/99/31 0/130/7 0.0 0.0 0 0.0 0 1,967,200 0 0/0/0/0 456 170/43/64/12/116/0 0 20 Oberst 2. Cl. 93 11/8
TWC_Flug (bomber) 2022-01-15 22.32.56Z Y Oberleutnant 2. Cl. Sextuple Ace 3 3 16/5/55 0/0/0/76 76 38.39 12.80 12.80 0.00/0.00/0.00/38.39 0.00 0 0/0 0/0 6.0 0/0 2/0 2/12/16 2/45/3 0.0 0.0 0 0.0 0 33,552 18,552 0/0/0/18,552 1520 0/0/0/0/0/0 0 0 Oberleutnant 2. Cl. 104 0/0
Bonditaria 2022-01-09 21.00.38Z Leutnant 1. Cl. Ace 3 4 6/3/7 11/0/0/5 16 8.84 2.95 2.21 7.81/0.00/0.00/1.03 12.28 0 0/0 0/0 108.0 2/0 1/1 0/3/20 0/23/2 0.0 0.0 0 0.0 0 154,215 1,015 0/0/0/1,015 253 34/16/30/4/30/0 0 24 Leutnant 1. Cl. 37 3/3
ITA_Gatto Pardo 2022-01-11 10.31.50Z Y Oberleutnant 1. Cl. Triple Ace 7 11 15/1/5 21/0/0/0 21 16.08 2.30 1.46 16.08/0.00/0.00/0.00 19.94 0 0/0 0/0 387.0 6/0 2/0 8/42/2 0/44/4 0.0 0.0 0 0.0 0 614,300 0 0/0/0/0 202 41/22/29/2/52/0 0 37 Oberst 2. Cl. 132 5/3
ACG_Johnny 2021-12-31 13.03.41Z Tyro 1 1 3/1/0 4/0/0/0 4 3.34 3.34 3.34 3.34/0.00/0.00/0.00 4.19 0 0/0 0/0 6.0 0/0 0/0 0/1/0 0/1/1 0.0 0.0 0 0.0 0 102,400 0 0/0/0/0 85 19/0/13/6/16/0 0 30 Pilot Officer 2nd Cl. 28 0/1
341_ozma 2022-01-17 10.32.13Z Y Tyro 1 1 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 2.0 0/0 0/0 1/8/0 0/8/1 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Tyro 0 2/0
No.615_Genisis 2022-01-12 16.44.43Z Y Tyro 2 2 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 20.0 1/0 0/0 1/4/5 0/9/2 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Tyro 0 2/1
Walstein (bomber) 2022-01-06 10.12.03Z Y Neuling 1 1 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 2.0 0/0 1/0 2/18/56 0/131/3 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Neuling 0 0/1
PFT_Mici_(308) 2022-01-11 18.30.58Z Pilot Officer 2nd Cl. Ace 1 2 9/0/0 3/0/0/6 9 8.91 8.91 4.46 2.91/0.00/0.00/6.00 6.91 0 0/0 0/0 37.0 1/0 0/0 2/8/9 0/17/3 0.0 0.0 0 0.0 0 47,200 0 0/0/0/0 219 19/7/9/4/31/0 0 29 Pilot Officer 1st Cl. 30 1/1
TWC_Flug (bomber) 2022-01-15 22.36.07Z Y Pilot Officer 1st Cl. Quadruple Ace 1 1 0/0/86 0/0/0/86 86 8.84 8.84 8.84 0.00/0.00/0.00/8.84 0.00 0 0/0 0/0 1.0 0/0 0/0 4/3/26 0/58/2 0.0 0.0 0 0.0 0 9,174 9,174 0/0/0/9,174 1720 0/0/0/0/0/0 0 0 Pilot Officer 1st Cl. 168 0/0
TWC_Flug (bomber) 2022-01-15 22.42.58Z Y Pilot Officer 1st Cl. Octuple Ace 2 2 13/0/133 0/0/0/146 146 26.29 13.15 13.15 0.00/0.00/0.00/26.29 0.00 0 0/0 0/0 6.0 0/0 1/0 4/2/3 2/10/2 0.0 0.0 0 0.0 0 26,810 26,810 0/0/0/26,810 2920 0/0/0/0/0/0 0 0 Pilot Officer 1st Cl. 314 0/0
TWC_Flug (bomber) 2022-01-15 22.50.33Z Tyro Double Ace 1 1 4/0/26 0/0/0/30 30 6.78 6.78 6.78 0.00/0.00/0.00/6.78 0.00 0 0/0 0/0 1.0 0/0 0/0 3/30/5 0/35/1 0.0 0.0 0 0.0 0 6,880 6,880 0/0/0/6,880 600 0/0/0/0/0/0 0 0 Pilot Officer 1st Cl. 288 0/0
Jami 2022-01-19 17.13.04Z Y Neuling 1 2 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 9.0 0/0 0/0 2/9/21 0/30/1 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Neuling 0 3/2
Jami 2022-01-19 17.18.38Z Y Neuling 1 1 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 1.0 0/0 0/0 1/3/0 0/3/1 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Neuling 0 0/0
mga_1500 2022-01-20 20.47.00Z Y Neuling 0 0 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 0.0 0/0 0/0 1/2/8 0/10/2 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Neuling 0 1/0
mga_1500 2022-01-20 22.55.27Z Y Leutnant 1. Cl. Ace 5 6 9/0/1 5/5/0/0 10 9.21 1.84 1.54 4.21/5.00/0.00/5.00 4.21 0 0/0 0/0 118.0 1/0 3/0 4/38/57 0/95/5 0.0 0.0 0 0.0 0 12,000 0 0/0/0/0 126 4/2/8/0/8/0 0 3 Leutnant 1. Cl. 10 1/1
Nogin 2022-01-20 21.19.48Z Flying Officer 2nd Cl. Triple Ace 1 1 18/0/1 4/2/0/13 19 64.83 64.83 64.83 3.05/2.50/0.00/61.78 1.98 0 0/0 0/0 12.0 0/0 0/1 1/6/0 0/6/1 0.0 0.0 0 0.0 0 134,699 59,299 0/0/0/59,299 362 2/4/9/5/12/0 0 24 Squadron Leader 1st Cl. 2244 0/0
Nogin 2022-01-20 21.37.24Z Flight Lieutenant 2nd Cl. 75-kill Ace 1 1 49/0/106 1/0/0/154 155 105.86 105.86 105.86 1.00/0.00/0.00/104.86 1.00 0 0/0 0/0 17.0 0/0 0/0 1/1/0 0/1/1 0.0 0.0 0 0.0 0 106,260 99,060 0/0/0/99,060 3098 0/2/1/2/0/0 0 10 Squadron Leader 1st Cl. 2399 0/0
Nogin 2022-01-21 21.18.36Z Y Wing Commander 2nd Cl. Century Ace 6 7 73/3/137 27/0/3/183 213 292.96 48.83 41.85 21.12/0.00/3.00/268.84 23.79 0 0/0 0/0 80.0 4/1 0/0 2/73/107 0/180/2 0.0 0.0 0 0.0 0 626,671 270,771 0/0/4,100/266,671 4151 68/20/57/21/127/0 0 120 Wing Commander 2nd Cl. 2612 1/0
mga_1500 2022-01-22 21.51.31Z Y Leutnant 2. Cl. Ace 3 4 6/1/0 7/0/0/0 7 6.24 2.08 1.56 6.24/0.00/0.00/0.00 4.76 0 0/0 0/0 109.0 1/0 2/0 2/6/53 1/59/2 0.0 0.0 0 0.0 0 113,200 0 0/0/0/0 42 6/2/7/1/16/0 0 9 Leutnant 1. Cl. 17 1/1
Nogin 2022-01-21 21.19.17Z Y Pilot Officer 2nd Cl. 0 0 0/0/13 0/0/0/13 13 4.03 0.00 0.00 0.00/0.00/0.00/4.03 0.00 0 0/0 0/0 0.0 0/0 0/0 0/0/0 0/0/2 0.0 0.0 0 0.0 0 4,056 4,056 0/0/0/4,056 260 0/0/0/0/0/0 0 0 Wing Commander 2nd Cl. 2619 0/0
Nogin 2022-01-22 13.06.04Z Y Pilot Officer 2nd Cl. Double Ace 1 1 10/0/0 8/2/0/0 10 10.49 10.49 10.49 7.99/2.50/0.00/2.50 15.24 0 0/0 0/0 37.0 0/0 0/0 1/2/0 0/2/2 0.0 0.0 0 0.0 0 160,400 0 0/0/0/0 191 24/11/28/5/38/0 0 38 Wing Commander 2nd Cl. 2629 1/1
Nogin 2022-01-22 13.19.36Z Y Tyro 1 1 3/0/0 3/0/0/0 3 3.00 3.00 3.00 3.00/0.00/0.00/0.00 3.00 0 0/0 0/0 9.0 0/0 0/0 1/9/0 0/9/1 0.0 0.0 0 0.0 0 79,000 0 0/0/0/0 14 1/0/1/0/12/0 0 0 Wing Commander 2nd Cl. 2632 0/0
Nogin 2022-01-23 18.01.38Z Y Flight Lieutenant 1st Cl. 200-kill Ace 2 2 187/1/211 8/5/0/386 399 635.12 317.56 317.56 4.59/5.00/0.00/625.53 10.38 0 0/0 0/0 22.0 0/0 1/0 1/5/13 0/18/2 0.0 0.0 0 0.0 0 746,832 626,332 0/2,500/0/623,832 7926 14/4/28/6/28/0 0 19 Wing Commander 2nd Cl. 3031 1/2
mga_1500 2022-01-25 20.20.34Z Y Leutnant 2. Cl. Ace 3 3 7/0/0 7/0/0/0 7 7.00 2.33 2.33 7.00/0.00/0.00/0.00 8.76 0 0/0 0/0 89.0 0/0 2/0 2/4/6 0/10/3 0.0 0.0 0 0.0 0 36,700 0 0/0/0/0 52 5/3/13/3/18/0 0 5 Leutnant 1. Cl. 24 2/1
Nogin (sturmovik) 2022-01-23 16.38.41Z Y Tyro 0 0 0/0/0 0/0/0/0 0 0.00 0.00 0.00 0.00/0.00/0.00/0.00 0.00 0 0/0 0/0 0.0 0/0 0/0 0/0/0 0/0/0 0.0 0.0 0 0.0 0 0 0 0/0/0/0 0 0/0/0/0/0/0 0 0 Tyro 0 0/0
Nogin 2022-01-25 21.02.10Z Squadron Leader 2nd Cl. 150-kill Ace 3 3 157/7/4 13/2/0/155 170 585.70 195.23 195.23 12.86/0.00/0.00/572.84 15.55 0 0/0 0/0 48.0 2/0 1/0 1/29/1 0/30/2 0.0 0.0 0 0.0 0 849,447 567,247 0/4,294,965,296/0/569,247 3399 34/8/66/13/48/0 0 84 Wing Commander 2nd Cl. 3197 3/2
mga_1500 2022-01-25 20.36.42Z Neuling 1 1 1/0/1 2/0/0/0 2 1.07 1.07 1.07 1.07/0.00/0.00/0.00 0.97 0 0/0 0/0 15.0 0/0 0/1 1/2/4 0/6/2 0.0 0.0 0 0.0 0 13,100 0 0/0/0/0 12 3/2/0/0/7/0 0 0 Leutnant 1. Cl. 26 0/0
mga_1500 2022-01-25 20.47.04Z Neuling 1 1 1/0/0 1/0/0/0 1 1.00 1.00 1.00 1.00/0.00/0.00/0.00 0.00 0 0/0 0/0 10.0 0/0 0/0 4/5/6 0/11/1 0.0 0.0 0 0.0 0 11,900 0 0/0/0/0 3 1/0/0/0/0/0 0 2 Leutnant 1. Cl. 27 0/0
mga_1500 2022-01-27 21.52.02Z Neuling 4 4 1/1/4 6/0/0/0 6 1.77 0.44 0.44 1.77/0.00/0.00/0.00 2.73 0 0/0 0/0 43.0 0/1 2/1 2/50/45 0/95/4 0.0 0.0 0 0.0 0 32,800 0 0/0/0/0 6 4/0/1/0/1/0 0 0 Leutnant 1. Cl. 33 1/1
Nogin 2022-01-26 22.41.55Z Y Squadron Leader 2nd Cl. Century Ace 3 3 118/1/0 14/0/0/105 119 397.07 132.36 132.36 14.00/0.00/0.00/383.07 17.00 0 0/0 0/0 42.0 0/0 2/0 5/19/29 1/48/3 0.0 0.0 0 0.0 0 551,140 380,640 0/0/0/380,640 2365 35/6/44/10/53/0 0 99 Wing Commander 2nd Cl. 3316 1/2
Nogin 2022-01-27 15.54.54Z Flight Lieutenant 1st Cl. 150-kill Ace 1 1 126/7/149 5/1/0/276 282 432.98 432.98 432.98 4.54/1.00/0.00/427.44 3.54 0 0/0 0/0 21.0 0/0 0/0 1/1/0 0/1/2 0.0 0.0 0 0.0 0 500,820 410,820 0/500/0/410,320 5654 23/9/10/7/39/0 0 23 Wing Commander 2nd Cl. 3598 1/0

Go to: Server Radar - 113 Days Campaign Stats - Tobruk Server Stats - Click for TWC Tobruk Campaign Server: Current ALIVE pilots stats list - DEAD pilots stats list (archive)

Visit for more information about TWC and the TWC Mission Server.

TWC Tobruk Campaign Server & Careers Overview

These missions are designed as campaign, training, practice, and career servers, where you can fly and advance your career through promotions, gaining access to more aircraft and privileges--until you die, ending your career.

What the Promotion System Rewards

On the server you have a FIGHTER PILOT CAREER, a separate BOMBER PILOT CAREER, and a third, separate STURMOVIK PILOT CAREER. Fly clean, fight hard, and above all STAY ALIVE to keep your career moving forward.

The promotion system rewards pilot who achieve victories, who fly continuous missions (ie, landing & taking off again from the same airport rather than hopping all over the map), who land their planes in one piece--writing off as few as possible, who avoid self-damaging their aircraft, and who stay alive through many sorties and missions.

Above all, it rewards pilots who pursue a long and varied career, who develop many facets of their pilot career, rather than simply focusing on dogfighting, who fly complete extended missions rather than just jumping to into the nearest dogfight furball, and who use their sorties to help their team reach strategic and mission objectives.

When Things Go Wrong--What Are the Best Options to Preserve Your Career?

Parachuting or landing safely anywhere on friendly ground is quite safe; parachuting or landing in friendly water slightly less safe; parachuting or landing on enemy ground quite dangerous; and parachuting or landing on enemy waters the most dangerous of all (as it was in real life).

For career purposes, best option is to land your plane at a friendly airport in one piece. Next best is to land or parachute anywhere in friendly territory--this is quite safe. Far worse is to land or parachute in enemy territory--you have a fighting chance, at best, to escape and survive. Worst of all, of course, is to get shot down or crash your aircraft.

In contrast to most CloD servers, parachuting to the ground is quite safe (as it was in real life during WW2). What happens after you reach the ground in enemy territory or on water may be different, however.

In contrast to most CloD servers, once you are on the ground and stopped (or moving very slowly) you are quite unlikely to have a career-ending death. You may lose your aircraft to enemy attack or low-speed crash, but you will most likely survive. This is simply because these ground activites are not modeled as part of the game--you can't jump out of your plane and dive into a ditch in-game, for example. So, for career purposes, once you are on friendly ground and stopped, you are pretty safe.

If you are still in the air at the end of a mission (or when the server disconnects for any reason) all is well and your career will continue. Successful landings do bolster your career--but missing the opportunity to record a successful landing is the only consequence of flying until server disconnect.

In-Game Tab-4 Menu and Chat Commands

In-game, use the Tab-4 menu (preferred) or chat commands <career, <session, <ac, <nextac, and <obj to check your current career (rank, stats, kills), session stats, available aircraft, and aircraft that will be available when you receive your next promotion.

(You can access most stats information via the Tab-4 menu. The Tab-4 menu has several screens - read each of them carefully to find all available commands.

Using the Tab-4 menu is preferred to typing chat commands, because chat commands are broadcast to all pilots. Numerous chat commands are distracting to everyone. However, there are some situations where the Tab-4 menu is not available - for example, after you have exited your aircraft by parachute - so the chat commands are in place so that you can use them in those situations.

You start out your career with access to a limited number of aircraft types. As you earn higher ranks and Ace Levels, more advanced aircraft will be unlocked.

At any given airport, you may see many aircraft listed. However, a beginning pilot has access to only some of them. If you spawn into an unauthorized aircraft, you will receive a message. Use the Tab-4 menu or Chat Command <ac to check your authorized aircraft.

In-game, use the Tab-4 menu (preferabl) or chat commands <career, <session, and <obj to check your current career (rank and stats) and session stats.

Bomber Pilot vs. Sturmovik Pilot vs. Fighter Pilot Careers

One of the goals of our missions and campaigns it to make it fun to fly every type of aircraft in the sim. Some aircraft are fast and agile fighters, some can carry tons of ordnance, some can take out individual ground targets with pinpoint accuracy, some can track and enemy and shoot it down at night. Not every aircraft is going to do well in a head-to-head dogfight with the fastest and most agile air supremacy fighter. But each and every aircraft had a certain job it could do and do well--or it would have have been built and flown.

Bomber pilots in this sim tend to have short but storied careers--it is just a fact of the situation and theater. For that reason, bomber pilot can rise through the ranks very quickly, and with relatively few air-hours and sorties, in comparison with fighter pilots. Bomber pilots will want to concentrate on destroying as many ground, naval, and AA targets as possible, while also extending their career through as many sorties as possible, to reach the highest possible rank before their inevitable-but-heroic demise.

Sturmovik pilots are somewhat similar to bomber pilots. This is a very, very dangerous but important career. Sturmovik aircraft--also known as attack aircraft, ground-attack aircraft, attack bomber, strike aircraft (later usage), Schlachtflugzeug ("battle aircraft", German), and sturmovik ("storm-trooper", Russian)--can do it all--whether its taking on enemy bombers, night fighter duty with their on-board radar, taking on enemy fighters (usually with assistance of fighters, when possible), and perhaps most important, taking on the ground attack and close air support duties. Strike pilots are not as concerned with racking up air-to-air victories--though they can do that and do it well. But they concentrate just as much on low-level ground support missions, taking out AA and flak with strafing runs or low-level bomb drops, taking out convoys and other important individual ground targets, and other similar missions. For that reason, your strike pilot career is separate from both your bomber pilot career and your fighter pilot career. Strike pilots can rise through the ranks more quickly than fighter pilots but not as quickly as bomber pilots, and with relatively few air-hours and sorties in comparison with fighter pilots (but more than bomber pilots). Sturmovik pilots will want to concentrate on destroying as many ground, AA, naval, and enemy bomber targets as possible, while also extending their career through as many sorties as possible, to reach the highest possible rank before their own inevitable-but heroic--demise. Sturmovik aircraft include the Bf-110, Beaufighter, Blenheim fighter models, Ju-88C models, and Stuka (Ju-87).

Because the career arc of Bomber Pilots vs. Sturmovik Pilots vs. Fighter Pilots is so different, you have a separate career as each type of pilot. Look for--and search for--(bomber) and (sturmovik) in the stats listings above to see various types of pilot careers. No suffix at the end of your name indicates your fighter pilot career.

When You Die

When you die, your career, rank, and aircraft access is reset. In addition, there is a short timeout before you can fly from forward bases. So you want to work HARD to stay alive! Disengage early, while your aircraft is still flyable. Use your parachute. Try to parachute or crash land on land--not on water--if at all possible. Try to crash land or parachute onto friendly territory rather than enemy territory--if you are captured, your career ends. If on water, aim for landing in friendly territory, where your chance of survival is much higher.

After you die, you are restricted from flying for a period, OR restricted from spawning in to forward bases for a period, depending on server settings. If you are restricted from spawning in to forward bases, just choose a base well back from your front line (as shown on the Flag Screen map). Usually you will need to be at least 60 km (37 miles) back from the front line.

Some traces of past lives are recorded as part of your stats, and those who have previously reached high ranks may find that it is just a bit easier to reach that rank the second time around . . .

We'll be looking for our first 20 - 50 - 100 - 150 flight (and even higher!) careers. Additional ranks and aircraft unlock all the way up!

Ground Deaths

TWC Tobruk Campaign Server Stats are more lenient than Cliffs of Dover Stats in one specific area: Deaths while you are on the ground.

Many times if you hit a hangar or other ground object at low speed, after your aircraft explodes in CloD, you will see a message, 'You were injured in that incredible fiery explosion, but somehow survived. Your career will continue.'

This happens when you are on the ground and the collision speed is relatively low.

To maximize your chances of survival, make sure you are on the ground and going as slowly as possible prior to any impact or collision. For example, if you slide along the ground and crash into a hangar or house at 10-20MPH, you will very likely survive. If you crash into the building 20 feet up at 90MPH, you will almost certainly die.

Notes and Details about Rank & Ace Levels

Ace Level

Your Ace Level is based purely on the number of kills you have participated in. Full Victory counts 1, Shared Victory counts 0.5, and Assist counts 0.25. 5 kills=Ace, 10 kills=Double Ace, etc. When you die, your Ace Level--and the privileges that go with it--are reset.

Your Ace Level partially determines which aircraft you have access to. Five kills earns access to specific Spitfire & ME109 aircraft, independent of your current rank. In game, use Chat Commands <ac and <nextac for details about aircraft available currently and in the future.


Your rank is based on a combination of number of sorties, hours of flight time, combat effectiveness (ie, kills per Continuous Mission), and total damage done. You can be promoted or demoted in rank--particularly for damaging your own aircraft or having a greatly lower combat effectiveness than previously. You get demerits against your rank when you damage your own aircraft. When you die, your rank--and all the privileges that go with it--are gone. Your career also ends if you are captured. In short, the more and better you fly, the more productive your flights, the more you are able to link your individual sorties together to create seamless Continuous Missions, and the longer you live, the higher your rank.

British & German Ranks with approx. Number of Sorties Required to Attain

RAF RankDienstgrade der LuftwaffeApprox. # of Missions to Attain
TyroNeuling~0 sorties
Pilot Officer 2nd Cl.Leutnant 2. Cl.~2 sorties
Pilot Officer 1st Cl.Leutnant 1. Cl.~4 sorties
Flying Officer 2nd Cl.Oberleutnant 2. Cl.~7 sorties
Flying Officer 1st Cl.Oberleutnant 1. Cl.~10 sorties
Flight Lieutenant 2nd Cl.Hauptmann 2. Cl.~14 sorties
Flight Lieutenant 1st Cl.Hauptmann 1. Cl.~18 sorties
Squadron Leader 2nd Cl.Major 2. Cl.~21 sorties
Squadron Leader 1st Cl.Major 1. Cl.~24 sorties
Wing Commander 2nd Cl.Oberstleutnant 2. Cl.~28 sorties
Wing Commander 1st Cl.Oberstleutnant 1. Cl.~31 sorties
Group Captain 2nd Cl.Oberst 2. Cl.~35 sorties
Group Captain 1st Cl.Oberst 1. Cl.~38 sorties
Air Commodore (provisional)Charakter als Generalmajor~42 sorties
Air CommodoreGeneralmajor~46 sorties
Air Vice-Marshal (provisional)Charakter als Generalleutnant~49 sorties
Air Vice-MarshalGeneralleutnant~52 sorties
Air Marshal (provisional)General der Flieger~58 sorties
Air MarshalGeneral der Luftwaffe~63 sorties
Air Chief MarshalGeneraloberst~70 sorties
Marshal of the RAFGeneralfeldmarschall~80 sorties
Marshal of Great BritainReichsmarschall~93 sorties
Grand Marshal of Great Britain and the CommonwealthGrosser Reichsmarschall~105 sorties

The number given after each rank is the approximate number of sorties you will need to complete to reach that rank. This is, however, only an approximation, as your promotions do depend in a very dynamic way on your productivity as a pilot, your kills and damage done, your skill in linking several sorties together into one Continuous Mission, and hours spent in the air. You can approximately double the speed at which you attain a certain rank by consistently good flying.

If allowed in the Campaign or Server you are flying, you can switch sides (from Blue to Red or Red to Blue) and retain your corresponding rank and privileges when you fly for the other team.

Note that the listed ranks are just the beginning--there are a number of secret, special higher ranks you can reach if you achieve even more flights than those listed!

Rank, Ace Level, and Access to Aircraft

Your access to more advanced aircraft is determined mostly by your rank.

Aircraft Available By Rank - Red

Pilot Officer 2nd Cl.tobruk:Aircraft.BeaufighterMkIF_Late
Pilot Officer 2nd Cl.tobruk:Aircraft.BeaufighterMkINF_Late
Pilot Officer 2nd Cl.tobruk:Aircraft.HurricaneMkIIb-Late
Pilot Officer 2nd Cl.tobruk:Aircraft.HurricaneMkIIc-Late
Pilot Officer 1st Cl.tobruk:Aircraft.HurricaneMkIId
Flying Officer 1st Cl.tobruk:Aircraft.KittyhawkMkIA
Flying Officer 2nd Cl.tobruk:Aircraft.MartletMkIII
Pilot Officer 2nd Cl.tobruk:Aircraft.SpitfireMkVa
Pilot Officer 1st Cl.tobruk:Aircraft.SpitfireMkVb
Flying Officer 2nd Cl.tobruk:Aircraft.SpitfireMkVb-HF
Flight Lieutenant 2nd Cl.tobruk:Aircraft.SpitfireMkVb-HF-Late
Flying Officer 1st Cl.tobruk:Aircraft.SpitfireMkVbLate
Pilot Officer 2nd Cl.tobruk:Aircraft.TomahawkMkII
Pilot Officer 1st Cl.tobruk:Aircraft.TomahawkMkII-Late
Pilot Officer 2nd Cl.tobruk:Aircraft.WellingtonMkIc_Late
Pilot Officer 2nd Cl.tobruk:Aircraft.WellingtonMkIc_Torpedo

Aircraft Available By Rank - Blue

Leutnant 2. Cl.tobruk:Aircraft.Bf-109F-1
Leutnant 1. Cl.tobruk:Aircraft.Bf-109F-2
Oberleutnant 2. Cl.tobruk:Aircraft.Bf-109F-2_Late
Hauptmann 2. Cl.tobruk:Aircraft.Bf-109F-4
Oberleutnant 1. Cl.tobruk:Aircraft.Bf-109F-4_Derated
Hauptmann 1. Cl.tobruk:Aircraft.Bf-109F-4Z
Leutnant 2. Cl.tobruk:Aircraft.He-111H-6
Leutnant 2. Cl.tobruk:Aircraft.Ju-88A-5
Leutnant 2. Cl.tobruk:Aircraft.Ju-88A-5Late
Leutnant 2. Cl.tobruk:Aircraft.Ju-88C-4Late
Leutnant 1. Cl.tobruk:Aircraft.Macchi-C202-SeriesIII
Oberleutnant 1. Cl.tobruk:Aircraft.Macchi-C202-SeriesIII-AltoQuota
Hauptmann 2. Cl.tobruk:Aircraft.Macchi-C202-SeriesVII
Hauptmann 1. Cl.tobruk:Aircraft.Macchi-C202-SeriesVII-AltoQuota

Again, this is just the beginning--if you are able to fly even more missions and achieve more victories, you will find even more special ranks and more special/secret aircraft unlocked above those levels.

Aircraft Available By Ace Level

Certain key aircraft are available as soon as you achieve a few kills - that is, a certain Ace Level. This means that, when you start a new career as Tyro/Neuling, you can quickly move up to some of the more advanced and desirable aircraft simply by getting a few kills under your belt.

In game, check your currently available aircraft using Chat Command <ac. Check the list of aircraft that will be available with your next promotion and Ace Level using Chat Command <nextac.

Notes and Details about Statistics

Stats Reflect One Career

In this server, your career ends and your stats are re-set when you die. You can view your older stats (from previous lives) using the DEAD pilots stats list.

Sortie vs Continuous Mission; How to Link Several Sorties to Create a Continuous Mission; Self Damage

A "sortie" is one take-off/one landing. Stats track sorties that proceeded at least as far as takeoff. Just jumping into & right back out of an aircraft is not counted as a sortie, for example. A "Continuous Mission," as reported in the statistics, consists of several connected sorties, if each time you land safely (alive) and then take off again from the same airport where you landed. Since average Kill Points per Continuous Mission is a very important statistic (affecting, among other things, your rate of promotion through the ranks), it is to your advantage to string together as many sorties as possible into one Continuous Mission, by always landing at an active airport and then taking off again from that same airport.

Note that sorties aborted due to self-damage (ie, blown rads or botched landing for no reason) make that "Continous Mission" end upon landing, with no possibility of continuation. If you land away from an airport, are forced to exit your aircraft via parachute, or take off from a different airport than the one you just landed at, your Continuous Mission will end and a new Continuous Mission start.

Tracking Kills

Kills and damage are tracked several different ways:

  • Total Kills (any participation): Tracks every kill you had any part of--even 1% involvement counts. All four types of victories are counted: Aerial, AA, Naval, and Other Ground.
  • Full/Shared/Assist Victories: A system similar to that used on Storm of War, where contributing 75% or more to a victory is "Full"; 40%-75% is "Shared" and 0-40% is an "Assist". Again, all four types of victories are counted.
  • TWC Kill Points Total: TWC Kill Points are similar to the NetStats Kill Points system in CloD, where 75% participation in a kill awards 0.75 Kill Points, 20% awards 0.2 points, and so on. Different from NetStats is that this tracks all four types of victories--Air, AA, Naval, and Ground. One column shows Kill Points for each of these four types broken out separately, another column gives the overall Kill Points Total for all types combined, and a third column gives NetStats Kill Points for comparison.

Both NetStats and TWC Kill Points weight the lethality of your damage in assessing points. A small hole in the end of the wing carries a very low weight. Hits that damage the engine or cooling system count for more. Cutting off a wing or tail part counts even more. All damage to an object before it is killed, weighted by these factors, is tallied up and Kill Points awarded in proportion to the damage done that contributed to that kill. This is in contrast to the damage reports (see below) which--for the most part--simply report the number of hits in various locations without making a determination of their lethality.

Four Type of Victories

We track statistics in four areas, depending on the target. 1) Air kills are other aircraft. 2) AA kills are antiaircraft, artillery, and tanks. 3) Naval kills are ships (not counting amphibious). 4) Ground kills are any other type of ground or naval object.

CloD NetStats vs TWC Stats

TWC Kill Points uses the same damage weighting system that CloD NetStats uses--using the history of damage to an object the CloD provides along with the weights for different types of damage to the object over time--all tracked and provided by CloD. In general, TWC Kill Points and NetStat points awarded for a particular engagement will be the same or very similar--with differences occuring in edge cases, as outlined above.

However, many times after a mission you might compare the two stats and notice that the CloD NetStats credits you with Kill Points that are not reflected in on the TWC stats page--or the other way around. This is because in-game NetStats credit damage when the opposing aircraft's flight ends, whether by crashing or simply flying home and landing. TWC Kill Stats (all four types listed above) count only those objects that were actually killed or crash landed, and not those that returned safely to base. However, the various damage counts on the stats page DO total all damage done by you, whether that ended in the ultimate destruction of the aircraft or not.

And on the flip side, you will receive TWC stats points for many things that are not captured in online NetStats--such as bombing a ship or killing a ground target. This is the same system that NetStats carries out for Aerial Victories, but we also include AA, Naval, and Ground Victories in our totals.

Additionally, NetStats misses awarding many points for enemy planes you force down because CloD does not detect that these planes have 'crash landed'. If you completely destroy the aircraft, CloD rarely misses it. But you wound it severely so that it is forced to ditch nearby, CloD will often miss the victory. By contrast, TWC Stats always detects your damage and victories over these planes--after a few minutes of aircraft inactivity on the ground or, if all else fails, at the end of the mission. TWC Stats will award the Kill Points properly for any enemy aircraft you have destroyed or forced down, whether on friendly or enemy territory. Only planes that return to base (or reach the edge of the map, where they are de-spawned) escape from your Kill Point totals. So in this area, TWC Stats is more complete and more accurate than NetStats, and you may find that your Kill Points are significantly higher than NetStats for many or most missions.

Damage Reports and Types

Most types of damage recorded on the stats page are simple counts of how many times damage was done without necessarily factoring in the amount or severity of damage. For example, if you hit an enemy on the right wing, the tail, and fuselage, that will register as doing damage '3 times'. If you hit them pretty hard, you may register damage 6 or 8 times hitting those three parts. But in general, the damage totals simply count up how many times you have damaged the various parts and systems of the enemy aircraft. It has little relation to how much damage your hit has done. For example, a bomb destroying a factory is one hit; so is a machine gun bullet passing through the fabric of a wing and leaving a small hole. Think of the damage counts as indicating how many times you have hit enemy aircraft or vehicles in the locations indicated without trying to give any indication about how significant that damage is.

So why report this type of damage count at all? #1. This information is tallied internally by the server and easily available for us to report to you. #2. It provides one useful type of information about your performance. It doesn't tell you everything important but it does tell you something important.

This is in contrast to the "Kill Point" system mentioned above, which does weight various types of damage according to their lethality.

Total Damage Hits

'Total Damage Hits (adj.)' is literally a count of each and every time you have damaged an enemy. Each hit counts as 1, regardless of how hard or how soft a hit it was. It includes an adjustment/bonus for AA, Naval, & Ground kills because those are otherwise undercounted in our damage totals. The adjustment helps to bring bomber pilots to parity with fighter pilots in accumulating points and rank.

Parts Cut Off

'Parts Cut Off' are when aircraft wings, tails, nose, etc are cut, smashed, broken, or shot off. This could be, for example, just the wing tip, half the wing, or a whole wing, whole tail, whole nose, etc. Generally speaking, these are very major hits--just one of them can down an aircraft.

Raw Damage Points

'Raw Damage Points' (RDPs) are the one exception to the general rule that damage counts don't factor in damage severity. Raw Damage Points are scaled according to an assessment of the damage each hit caused. For that reason, RDPs are a very good assessment of how hard you are hitting the enemy. RDPs work this way: For every hit you make on an enemy object, which eventually leads to a kill, CloD assesses a damage value which is larger or smaller depending in the strength or potential damage of the hit. The Kill Point system works by adding up all of these individual RDP values for one particular kill and then setting that Kill Total to 1. So if it took 50,000 RDPs to down an enemy and you contributed 25,000 of them, you are award 0.5 Kill Points.

Raw Damage Points simply total all of these Raw Damage Points without further refining or proportioning them. Raw Damage Points for a single damage hit might range from 1 to several thousand. Total Raw Damage Points are given and in addition, to help bomber pilots track their progress, Raw Damage Points from bombing missions are broken out separately.

Landings, Parachute

Landings at Airport

'Landings at Airport' are registered when you see a message from the server 'XX has returned to base', 'XX has landed safely', 'XX is safe on the ground', or similar. Generally to receive this message & register your landing, you must be on the ground at an airport with your aircraft stopped. Note that you receive this message whether it was a great landing or you aircraft disintegrated. As long as you are alive, on the ground, and stopped at an airport, the landing will register. Note, however, that landings involving self-damage will register in the 'self-damage' stats and will also prevent you from continuing your continuous Flight (for stats purposes).

Landings Away From Airport

'Landings Away From Airport'--any landing or crash landing that is not at a friendly airport. Please note that CloD's tracking of landings away from airport is a bit flakey--it doesn't record all such landings. The landings you will see recorded here are the ones where CloD reports 'XX has crash landed'. What is the risk to my life/career? Landing in friendly territory is pretty safe, as long as you survive the landing. However, landing in enemy territory carries a risk of capture, which will end your career.

Landings in Water

'Landings in Water' carry more risk than if you are able to put down on dry land. Note that streams and lakes are equally dangerous as the ocean. Note that your chance of rescue is higher if you put down on friendly waters vs enemy waters.

Parachute Landings

We feel that CloD overmodels the danger of parachute failure. In this server, your main or reserve chute will open almost every time.

Note the Chat Messages that appear when you parachute. The messages you see immediately upon exiting your aircraft by parachute tell you what happened.

(Often you will see messages coming up later, around the time you actually hit the ground in your parachute, indicating that your parachute failed to open, but then that the reserve chute opened. You can just ignore these messages - the reserve chute opens every time the main fails. That's why we carry a reserve chute! The chat messages you saw immediately upon exiting the aircraft are the ones that tell you what happened with your life & career.)

Your primary dangers in parachuting are landing in water or in enemy territory. So the stats as recorded here do not reflect whether your chute opened or not (because it opens essentially every time). Instead, the report is whether you survived the entire experience--that is, whether you drowned, were captured upon landing, or survived.

What is the risk to my life/career? Odds of drowning or capture when your parachute are the same as if you 'Land Away From Airport' as outlined above. Parachuting onto friendly land is quite safe. If you parachute onto water you have a risk of drowning. Enemy territory carries a risk of capture. Try to parachute onto dry land if possible, and onto friendly territory. You'll note that you find out the result of your parachute jump immediately upon exiting the aircraft (check Chat Messages), so there is no advantage, but also no further negative consequence, if you exit the server or jump into a new plane before your parachute reaches the ground.


If you land or parachute, on land or water, in enemy territory, you stand a chance of 'capture'. Capture ends your career--the same consequence for your career and statistics as death.

Planes Written Off

Any time your plane is severely damaged or destroyed--or if you land in water or far from a friendly airport--your plane is considered destroyed and 'written off'. If you parachute (or exit the game mid-flight, which is the same as parachuting at that moment), of course your plane will crash and be written off.

Even good pilots will have to write off some planes--enemy action may damage your aircraft, and preserving your life and experience and training as a pilot is a far higher priority than saving and aircraft. Nevertheless, if you write off too high a proportion if your aircraft, and brass starts to look askance at you when the time gives to hand out promotions. Try to preserve your life most of all, but when you can, preserve your aircraft, too. Most of all, try to avoid write-offs that result only from self-damage. It is one thing if your aircraft is forced down by enemy action--quite another if you simply crash land due to carelessness. Careless self-damage and resulting write-offs count against you most of all when you are in line for a promotion.

Disconnects - Quitting the Server - Exiting Your Plane in the Air

In some servers you can avoid death or avoid giving credit to other players who have injured you, by simply exiting the server or jumping into another plane quickly. Not so on this server! Exiting the aircraft has exactly the same consequences as exiting your aircraft by parachute at the same moment--you will lose the plane, but probably/possibly save your life. If you exit over enemy territory or water, you stand a chance of drowning or capture. If you exit over friendly territory, you stand a very good chance of survival--exactly the same as if you parachuted. This means that you can exit the server quickly if need be (especially if over friendly territory) but you gain no particular advantage by doing so, because you could gain the same result by simply parachuting out.

Disconnects - Quitting the Server - Exiting Your Plane on the Ground

If you exit your aircraft while it is on the ground, the consequence is the same as if your aircraft collided with an object at its current speed. So if you exit at a low speed--stationary or under 5MPH--you should be fine. If you are going 30 MPH when you disconnect, you may see some consequences and if you are going 80 MPH you will likely die. Generally speaking, try to come to a stop before disconnecting or exiting the plane. But, for example, if your internet connection should die while you are taxiing, you'll most likely sustain some damage but survive.

Note that stats are for fun and for information only. These stats will differ from in-game Netstats for a variety of reasons. These statistics depend on the information passed by CLoD to the server, which is not always complete or reliable. In addition, the statistics code may have bugs or be incomplete. In short, take these statistics as some potentially fun and useful information about your flying, but not necessarily complete or completely accurate.

Go to: Server Radar - 113 Days Campaign Stats - Tobruk Server Stats - Click for TWC Tobruk Campaign Server: Current ALIVE pilots stats list - DEAD pilots stats list (archive)

Visit for more information about TWC and the TWC Mission Server.