TPL Carrier Teams :
Please Read:
2 teams, (attack and attack2) each must destroy the enemies *Destroyer. The game is set to Last Alive as well. Each *Destroyer is defended by its own Carrier group, (2 carriers per team) they will repair you when landed on.  At the start 30+ hostile AI aircraft will join the battle.  Default settings are No Fun, 100%. Players choose any stock aircraft, including AI models( anything on cd ). Your DP swap does not limit your team choice.
Attack team = American(allied) DP swap

Attack2 team = Japanese(axis) DP swap
Breifing:
Both teams start behind their own Carrier group, in formation, heading towards enemy.
TO WIN:
One or both of the *destroyers are sunk, and one team becomes last alive. Mission goals have been met, and a victor has been decided. No need to continue battle. Host should fully restart game to play again.(see below)
Decisive Victory
Indecisive Victory
Neither *destroyer is sunk, and one team becomes last alive. Surviving team has won the battle, but no mission goals have been met. Both teams should continue the mission untill a Decisive victory is reached.
TO PLAY:
You will need to have Multiswap, DP swap, and the tplcarrierteams.mis file.
TO HOST:
You will need Brunhost, Multi and DP swap, the .mis file and the brunhost config file for tplcarrierteams. And a little patience. :)
IMPORTANT DETAILS:
As this is a combination of programs to enhance the online game play for CFS2, some things will seem different in this environment.

1st.  Yes, 30+ Ai aircraft will join the battle at the start, but, they are hostile to themselves as well as to you. This is because online, AI aircraft have no allegience set according to Brunhost or Multiswap. You will see them shooting each other down.  These aircraft have no labels, but will show up on your radar. Brunhost cannot enforce a NO FUN situation on these craft.  You will notice the skies clearing after a while. Flak will increase with less aircraft in the sky. So a round 2 battle will have much more flak than round 1.

2nd.  The target *Destroyers have a very small target zone, and can sustain alot of damage before sinking. It may require several passes or a team effort to win a decisive battle.

3rd.  During the game, you will see random damage text saying "You hit so-and-so in the whatnot." This is due to the weird alliance changes brunhost places on the *destroyers. They are not really taking damage.  Try to ignore this.

4th.  To Fully Restart this mission, ie: replace the AI aircraft, the Host must shut down the brunhost connection.  All players should exit the game and the Host restart brunhost. Everyone rejoin's, and the game has been restarted. ( as long as the brunhost connection stays running, the multiswap will continue to play out as if nothing has happened.)

5th.  Players are in a NO FUN situation to each other.  You will not have other players on your radar, and you will not be able to padlock them.  Labels, however, are still available. You may use labels here. All you will see for labels is the *destroyers, and other players. To run this game as a full NO FUN, (no labels) Teams must be split Jap vs US. (for ID purposes)  
But, this might give an advantage to the US team. SO far this is untested.  
The flak in here is very heavy, and a team of all jap may have a rougher time of it. 
THANKS:
Michael Neus  AKA  GunsJammed RCAF  for Brunhost
Neil Park  AKA  RAF_Nello  for multiswap
RAAF_Pacific for his added bruhost information.
To the squads who helped us test this thing.  ~S `
And to you for checking it out.  Thx.. :)  ~S `
DOWNLOAD HERE
Multi and DP swap's available at    www.simplyamazin.com