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JWC University Series · skill drills

Try the skill tests

Five disciplines, each mapped to something the Sortie actually scores. Play them here, in the browser, with nothing to install and no account. Your Combat Index is the weighted blend of all five.

Disciplines
5
Cost
Free
Account needed
None
Offence / defence
70 / 30

Weighted the way the Sortie is scored

The five disciplines

#DisciplineMaps toSideWeightBest run
01 Lock timing Anticipatory timing under a closing window Confirmed hit · +3 Offence 25% 501
02 Acquisition Finding the right contact in growing clutter Target acquisition Offence 25% 112
03 Shot economy Restraint, not speed Weapons budget · 20 shots Offence 20% 475
04 Flare defeat Reactive timing — you do not choose the moment Evader · +1, max two per Period Defence 20% 384
05 Picture reading Prediction rather than reflex Situational picture Both 10%
A pursuer can take nine points a Period and an evader four — roughly 70/30. The index is weighted to match, so the ladder is scored like the sport rather than like an arcade. Each discipline contributes the mean of your best three runs, so one lucky session cannot carry a position and a hundred mediocre ones cannot either.

Anticipatory timing under a closing window · 25% of the index

Drill 01 — lock timing

The window starts at twenty-six per cent of the bar and closes to under three per cent by the tenth shot while the sweep accelerates. Scoring rewards the centre of the window, not merely being inside it.

Finding the right contact in growing clutter · 25% of the index

Drill 02 — acquisition

Two criteria must match and decoys never match both. Calling a friendly costs more than missing the call. The scope goes from four contacts to nine while the clock falls from 2.4 seconds to 0.9.

Restraint, not speed · 20% of the index

Drill 03 — shot economy

Ten rounds but only three valid contacts. Unspent rounds score twenty-five each and a friendly engaged costs sixty — the same arithmetic as a sortie that carries twenty shots and a land-and-requeue when they are gone.

Reactive timing — you do not choose the moment · 20% of the index

Drill 04 — flare defeat

A lock builds against you and you release inside a window you did not pick. Releasing before the tone wastes the set. This is the whole defensive half of the sport, and nothing else here tests it.

Prediction rather than reflex · 10% of the index

Drill 05 — picture reading

A track runs, disappears, and you say where the contact will be three seconds later. Deliberately unhurried — it is the event that stops the ladder selecting purely for nineteen-year-old reaction time.

What a Wing is actually scored on

How this feeds the ladder

The drills are the ladder

University Ladder position comes from these five disciplines run inside JWC Combat, not from anything else. What you have just played is the same test, in the browser, without the account.

Best three, not best ever

Each discipline contributes the mean of your best three runs across the qualification cycle. Grinding does not beat skill, and an untouched discipline scores zero.

Six people, six indexes

A Wing’s ladder score is built from all six registered competitors, so a single strong player cannot carry a Wing. Depth is the point.

Ladder decides the invitation

Position across the cycle decides which Wings are invited to fly a Class A sortie at a round. Everything after that happens in the air.

Scores posted here are anonymous and are not ladder points. They exist so you can see what the test feels like before committing six students to a season. 25 runs logged so far.

Beat your score with five friends

Register a Wing and the same five disciplines start counting for real.