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DCS Red Flag

A DCS World Community Event

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DCS Red Flag is a recurring large-force multiplayer event that emulates the Red Flag program hosted by the USAF. DCS Red Flag seeks to raise the bar for DCS content by immersing participants in an authentic mil-sim scenario. Participants plan and execute their missions against a set of objectives and rules-of-engagement. During the mission, pilots will be communicating with controlling agencies, fighting human-controlled adversaries, and working together to accomplish the scenario objectives.

Red Flag scenarios are designed by experienced mission creators with the aid of subject matter experts. Red Flag participants will form a planning cell to develop a timeline, plan their flights, create a communication plan, and work with other squadrons to fill the roles needed for mission success.

Scenario environments are enhanced by a variety of supporting personnel, including human ATC, intercept controllers (GCI), JTACs, and ground forces commanders. Human adversaries (Red air) are selected by Red Flag hosts (WHITEFOR) and given specific tactical direction to enhance the experience for BLUEFOR participants.

DCS Red Flag 23-1


Q: How often is Red Flag?
A: 3-4 times per year, usually held quarterly

Q: What day of the week and time are Red Flag events held?
A: Usually on weekends during the evening (US East timezone)

Q: How do I get involved?
A: DCS Red Flag is currently invite only. Mil-sim groups that fly regularly are encouraged to apply.

Q: How difficult are DCS Red Flag scenarios?
A: Red Flag is meant to be challenging. Participants will need to have a very firm grasp on their aircraft’s systems, and good tactical awareness. Red Flag scenarios are designed to force coordination and communication.

Since missions are planned by the players, good planning will be rewarded by the scenario. Bad planning or execution will likely result in a mission fail. Scenarios are designed around “quality, not quantity” of challenge. For example, scenario designers do not seek to achieve difficulty through sheer number of adversaries, but rather by individual making adversaries behave more realistically (human REDFOR, IADS scripts, etc).