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Old 03-20-2009, 07:49 PM
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MAG Presents - Best of the Worst 2 - 6/06/09-6/07/09 - IL Event (Chicagoland area)



Present



A 30 hour Vietnam Experence

Synopsis:


Nam Dong
July 5th, 1964 - The battle of Nam Dong was one of the most prolific battles for the American forces during the entire Vietnam conflict. Against overwhelming odds, 12 United States Green Berets along with a handfull of of south Vietmamese fighters held off 900 PAVN and NVA troops who had besieged the base at Nam Dong. The Green Berets and South Vietnam troops there were subjected to an intense onslaught for over 5 hours by the oposistion. The courage shown at Nam Dong was an inspiration to US troops all across Vietnam and still stands as one of the greatest victories over the communist regiem of the North.


Hill 937
May 10, 1969 - During the Vietnam war, Ap Bia Mountian became known as "Hamburger Hill" to US troops. US Airborne - 101st division - and ARVN troops were deployed on the 10th of May, 1969. Action began with US 3rd Battalion compaines B and D, 187th regiment, ascended the 3,000 ft Ap Bia Mountain known simply as Hill 937. Vicous fighting broke out between the US troops and the NVA, who were already entrenched on the top of the hill, and the US found themselves fighting for dominance. The steep slopes and harsh underbrush made hill 937 extremely hard to assault. The fighting for hill 937 lasted just over ten days and cost US troops 56 lives with another 420 wounded. It was considered one of the most ferocious battles of the entire war.


Jungle Ghosts
1966 - 1972 - In 1966, the 1st squadron of Australin Special Air Service was deployed into Vietnam. There main goal was to gather vital intelligence through covert reconaissance, while also using guerilla tatics to disrupt NVA/VC operations in the area. Thier speicalty was to combine intelligence and combat missions by ambushing roving NVA and VC squads, seizing doucments and surviving enemy personal before dissapearing as quickly as they appeared. The SAS became know as "Ma Rung" or "Jungle Ghosts" by the NVA and VC/NLF forces. The "Ma Rung" became so good at what they did, NVA and VC command offered a $5,000.00 bounty on any captured or killed SAS member.


Siege of Plei Me
October 19th, 1965 - 1930, General Man orders the 33rd PAVN regiment to seize the camp at Plei Me. The 33rd launched the attack by bombarding the camp imdeatly followed by infantry attacks, intailly overrunning a 20 man outpost. The remaining troops inside the base repelled the PAVN forces from the perimeter of the camp. The intial raid then turned into a siege. The next morning 250 ARVN Rangers led by Major Charles Beckwith arrived by helicopter at the camp. The camp was continued to be resupplied with ammunition, medical supplies, and troops by airdrops throughout the siege. On October 25th, 1965 an armoured collum of ARVN troops and vechiles broke through NVA/VC lines to end the siege at Plei Me.


Hue City
Febuary 4th, 1968 - The NVA began thier ground attack on the city of Hue in central Veitnam under the cover of darkness on the night of January 31, 1968. NVA troops quickly seized most of the city, save for a group of 100 south Vietmanese troops that resisted the NVA assault, but by morning, had been pushed nearly out of the city. On Febuary 4th, Two USMC battalions were ordered into the city, most of the Marines were replacements and had little to no experience fighting in what is considered to be the toughest and most dangerous of military operations, that of urban combat. With no air or arterilly support, the Marines ground thier teeth and went in alone. Over the period of three weeks the Marines fought street by street, house by house, brick by brick, to retake the city from a more experenced and organized enemy. The battle culminated around the last NVA strongpoint, "The Citadel" on Febuary 24, 1968.


Mekong Delta
1963 - 1972 - In 1966, there were 80,000 VC troops based in the Mekong Delta mounting savage attacks againt south Vietnamese civilains from the saftey and cover of the swamp and rice patties. From 1963, SEAL teams 1 and 2 were committed to war in the Mekong region. Thier main focus was to stay unseen, observing and mapping out the VC supply routes into the area. The SEALs needed to rely on thier skill of sleath in order to remain undetected by VC troops in the area, staying hidden for up to two weeks at a time. Only when the SEALs were certain they knew what was going on in the area did they bring in fresh teams to mount operations.


OP: Frequent Wind
April 30th, 1975 - PAVN forces under the command of the General Nguyen Van Toan began their final attack on Saigon. By 1600 hours North Vietnamese troops occupied all strategic points within Saigon. Soon there after the North Vietnam flag was raised over the Independence Palace. South Vietnam quickly collapsed shortly after. All American Armed forces were then evacuated from the city in the largest helicopter evacuation in history. Your objective is the same, evacuate all team members before your stronghold is overrun with north Vietnamese regulars.


The TOD
Here at Midwest Airsoft Guerrillas we believe forward progression is key in the sport of airsoft for all of our participants. With that in mind at every event we will be introducing a simple yet very effective, Tactic Of the Day. The TOD will be a demonstrated by the staff at MAG during the safety briefing but it is up to the player to implement it on the field. The TOD will always have some application towards the game for that day, we will make it something you can practice throughout the day and hopefully it will make the game more enjoyable for you as the player. You learned stuff too!

Tactic of the day: Best of the Worst 2

Cover and Bounding:
During the coarse of today's event, you will either be attacking a fixed position or defending said position. Either way, in order to survive today, you will need to work and move as a team, which leads to our TOD for today, covering and bounding. Covering and bounding is just what it sounds like, to supply moving or "bounding" teammates with cover fire from enemy troops. This tactic works both ways in advancing on or retreating from a target. Typically when retreating this tactic can be referred to as a "peel" whereabouts a squad will fall back on a static line, while the furthest man up falls back while the others provide cover fire.

Medics
Today we want everyone to try and use the "Wounded player carry/drag" rules and our medic system instead of walking out to a respawn point. Stay together as a unit, pull your wounded to safety until a medic can assist them. The best way to make it out of the area is too stay as one unit, not using medic rules or the medic system will get you separated from your team and might cost them in lives.



Location:
Realms of Ruin paintball park


When
June 6th-7th, 2009


Event Packages
2 Day Package
Includes...
2 day addmission to event
1 kill rag*
1 raffle ticket
Free Camping at event

Before May 31st 2009
50.00 per player

After May 31st
60.00 per player

1 Day Package
1 day addmission to event
1 kill rag*

Before May 31st 2009
25.00 per player

After May 31st
30.00 per player

*While supplies last...


Teams:
US:
Airborne
SEALS
Green Beret
MAC-SOG
USMC
SAS

Vietnamese:
NVA/PAVN
Victor Charlie/NLF


Special Rules Include....
Ammo Restrictions
Weapon or Uniform restrictions
Artillery Strikes
Supply drops
Air Drops
Special teams
Pyrotechnics
Secret missions


Timetables:

Day 1:

Registration/Cronograph: 0900

Game/Saftey Briefing: 1000

Game Start: Mission 1: 10:30 - 12:30

Mission 2: 13:00 - 15:00

Mission 3: 15:30 - 17:30

Meal Break/Camp Setup: 17:30 - 19:30

Mission 4: 19:30 - 22:00

Day 1 End

Day 2:

Registration/Cronograph: 0900 - New players

Game/Saftey Briefing: 1000 - New players

Mission 5: 10:30 - 12:00

Mission 6: 12:30 - 14:00

Mission 7: 14:30 - 16:00

Raffle: 16:30


Camo Restrictions
Being a Vietnam event, we are discourging the use of ANY camo pattern that isn't close to patterns used in Vietnam
While ALLOWED to be worn we STRONGLY DISCOURAGE THE USE OF THE FOLLOWING PATTERNS
ACU
MARPAT/ARPAT
MULTICAM
THREE COLOR DESERT

We understand that some players may only have the above listed patterns in thier wardrobe, while we are not forcing anyone to go out an buy new camo just for this event, we would like to limit those patterns that are "completely out of wack" to period used uniforms.

That being said...

RECOMMENDED CAMO PATTERNS

US:
OD - Olive Drab
Tigerstripe
Real-Tree
Flecktarn
Woodland
Blue Jeans - Cause SF operators wore em, and for my buddy Arch

PAVN/VC:
Black
Tan

Anyone attending the event in those patterns that are discouraged from use will be assigned to the PAVN/VC team - NO EXCEPTIONS!


**IMPORTANT**
Players arriving late - late considered not being registered and chronographed by 0950 will have to sit out and wait until after the game starts and all players are released, we will then attend to any late players who need to register or crono their weapons.


Weapon limits

All AEGs - 400fps - no higher

Sniper rifles - Bolt action rifles - 550 fps - 100 foot no shoot zone, spotter rule in efect

DMR - semi only - 450fps - 50 foot no shoot zone

203 shells - a no shoot 15 foot kill zone allowed

only AC-01 type "Lemon Juice" grenades are allowed


Basic Field Rules
1. FULL SEAL GOGGLES ONLY:
While this generally constitutes goggles, shooting glasses-style protection may also be worn as long as it creates a full seal around the eyes. An elastic band or other type of strap for keeping the face protection securely sealed is required at all times. Mesh Goggles, regular shooting glasses, eye/seeing glasses, USGI sun/wind/dust goggles do not meet our requirements. No exceptions. Eye protection must conform to ANSI Z87.1 compliance or better.

2. ANY PLAYER UNDER THE AGE OF 18 MUST HAVE FULL FACE PROTECTION:
This includes paintball/airsoft masks only. This rule does not include those players over the age of 18 but it is recommended that ALL players follow a full face protection guideline.

3. THE SAFEZONE:
The Safe Zone is exactly that, a safe zone that is not in play on the field. While in the safe zone the players may remove their goggles, rest, perform any needed repairs or address any other issues at hand, etc. At no time is firing your airsoft weapon in, at, or out of the safe zone acceptable. This includes test firing or dry firing your weapon. If you must do so, you may go to the designated firing line at the field to perform these functions. Any player caught firing into the safe zone from the field of play will be ejected from the field without refund.

4. ACTING IN AN UNSAFE MANNER:
This includes physical contact, threatening others, using non-approved explosives, combustables, etc. We do not tolerate an unsafe environment, and we are all adults. If you are unsure what this rule covers, just remember that anything that may compromise player safety while on our field is unacceptable.

5. ALL "CLASSIC" GAS AIRSOFT GUNS MUST HAVE A TOURNAMENT LOCK:
Due to the ability that classic type airsoft guns can adjust their velocity on the fly, all "classic" airsoft guns (brands like JAC, Asahi, Kokusai, etc) must have a NPPL certified paintball Tournament Lock affixed to their external pressure regulator. A quick google search on Paintball tournament locks will further clarify this issue. Also, all "classic" gas airsoft guns are subject to random chronograph checks throughout the day.


QUESTIONS OR PROBLEMS ABOUT THE FIELD OR RULES MAY BE DIRECTED TO BREECH ONLY


During the course of some events, certain pyrotechnics may be used or allowed at the field. This covers mostly smoke type pyrotechnics. Please check with the individual event requirements or game day rules for further details on what type of smoke pyrotechnics will be used/allowed.


General Field Information
No drugs or alcohol allowed on the field.
Smoking is only permitted in the safe zone.
There will be food and bb's for sale, food is available through ROR, ammo will be available through me.





Directions:

From Downtown & North Suburbs - Interstate 55 south to Braidwood Exit (IL 129) / south to IL 113 / Left on IL 113 to Custer Park / Turn right onto Gray Road at Realms Of Ruin Sign / Turn left onto Bauer Road (1.7 miles) / Park entrance is located on the right (2 miles)

From Bloomington & South - Interstate 55 north to Braidwood Exit (IL 113) / IL 113 south to Custer Park / Turn right onto Gray Road at Realms Of Ruin Sign / Turn left onto Bauer Road (1.7 miles) / Park entrance is located on the right (2 miles)

From South Suburbs - Interstate 57 south to Peotone Exit (Wilmington-Peotone Rd) / Turn right onto Wilmington-Peotone Rd heading west to IL 53 / Left on IL 53 south to Wilmington / Turn left on West River Road (before Shell station) / Turn left onto IL 113 heading south to Custer Park / Turn right onto Gray Road at Realms Of Ruin Sign / Turn left onto Bauer Road (1.7 miles) / Park entrance is located on the right (2 miles)

From Kankakee & South - Interstate 57 north to IL 17 Exit (Court St) / west to IL 113 / Right on IL 113 heading north to Bauer Rd (located 1/4 mile past Will-Kankakee County line on the left) / Turn left onto Bauer Road / Park entrance is located on the left (3 miles)

From Southwest Suburbs & Indiana - Interstate 80 west to IL 53 Exit (Chicago St) / Head south on IL 53 to Wilmington / Turn left on West River Road (before Shell station) / Turn left onto IL 113 heading south to Custer Park / Turn right onto Gray Road at Realms Of Ruin Sign / Turn left onto Bauer Road (1.7 miles) / Park entrance is located on the right (2 miles)


Click HERE for Mapquest Directions


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Old 04-24-2009, 04:32 PM
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Ok, so we are about 6 weeks out here

by the end of next week though, i need to send AEX my list of players so they can decide what they want to send us for the raffle

So, i need you people to get on the ball so to speak and register for the game

mind you, you do NOT have to pay right now, just fill out the forms and tem placement, if you want to pay, that's fine, if not, just get your name on the list so we can get it out to AEX

the more people who are registered and on the list that goes out to AEX, the cooler and more free stuff they will send out

to register -

goto - www.midwestairsoftguerrillas.com

hit the "Register" Tab, pick BOTW2

Fill out both forms, if you want to pay follow the paypal links

if you want to pay later or at the door, that's fine to, the most important part is getting you on the list.
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Old 04-24-2009, 05:05 PM
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Since this is a Vietnam Milsim game, are weapons limited to period accuracy also? Ie, are M249's allowed or only M60's? Thanks.
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Old 04-24-2009, 07:40 PM
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there are no set period restrictions

however....

the majority of the players in attendence are trying to come outfitted in the period gear/uniforms

being it's easier and cheaper to buy new camo/ALICE/m56 gear then buying a new weapon

so weapons are not restricted

uniforms are somewhat restrcited for the US team, any player showing up in desert, MC, or any tan based patterns - DCU, DTS, Etc... will be lumped onto the NVA/VC team and classifed as NVA regulars
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Old 04-24-2009, 07:41 PM
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Player's handbook as it stands 4/24/09

includes:

Primary Objective Overviews - Both Teams

Full Rules - As to be updated, so watch for them

Secondary missions not listed
Secret missions not listed
Maps - not listed - Posted 7 days before game



Player's Handbook

A Midwest Airsoft Guerrilla Production

Best of the Worst 2
6/06/09 - 6/07/09

Missions - Day One

1. Nam Dong
July 5th, 1964 - The battle of Nam Dong was one of the most prolific battles for the American forces during the entire Vietnam conflict. Against overwhelming odds, 12 United States Green Berets along with a handfull of of south Vietmamese fighters held off 900 PAVN and NVA troops who had besieged the base at Nam Dong. The Green Berets and South Vietnam troops there were subjected to an intense onslaught for over 5 hours by the oposistion.† The courage shown at Nam Dong was an inspiration to US troops all across Vietnam and still stands as one of the greatest victories over the communist regiem of the North.

Objectives:
US Team - Hold Nam Dong
NVA/VC Team - Capture Nam Dong


2. Jungle Ghosts
1966 - 1972 - In 1966, the 1st squadron of Australin Special Air Service was deployed into Vietnam.† There main goal was to gather vital intelligence through covert reconaissance, while also using guerilla tatics to disrupt NVA/VC operations in the area.† Thier speicalty was to combine intelligence and combat missions by ambushing roving NVA and VC squads, seizing doucments and surviving enemy personal before dissapearing as quickly as they appeared.† The SAS became know as "Ma Rung" or "Jungle Ghosts" by the NVA and VC/NLF forces.† The "Ma Rung" became so good at what they did, NVA and VC command offered a $5,000.00 bounty on any captured or killed SAS member.

Objectives:
US Team - POW grab,turn in captured NAV/VC for points, gain intel held by NVA/VC troops
NVA/VC Team - POW grab, turn in captured GI's for points, SAS cards are worth triple, gain intel held by US troops

During this mission, each team will be grabbing POWs. Regular Players are worth points for 2 hours. Each team should try to capture as many players as possible in the next two hours. To capture any player simply kill them - either by gun or bang rule - and preform a "wounded player carry/drag*" back to your base. Turn POW over to the base ref for points.

SAS players will carry SAS cards, when you kill an SAS member, ask them for 1 (ONE) card. During this 2 hour time, the points are worth triple. Card is good for face value points throughout the corse of the event.

*See "Event Rules" below for explanation and detail of rule.


3. Hill 937 (Hamburger Hill)
May 10, 1969 - During the Vietnam war, Ap Bia Mountian became known as "Hamburger Hill" to US troops. US Airborne - 101st division - and ARVN troops were deployed on the 10th of May, 1969. Action began with US 3rd Battalion compaines B and D, 187th regiment, ascended the 3,000 ft Ap Bia Mountain known simply as Hill 937.† Vicous fighting broke out between the US troops and the NVA, who were already entrenched on the top of the hill, and the US found themselves fighting for dominance. The steep slopes and harsh underbrush made hill 937 extremely hard to assault. The fighting for hill 937 lasted just over ten days and cost US troops 56 lives with another 420 wounded. It was considered one of the most ferocious battles of the entire war.

Objectives:
US Team - Capture Hill 937
NVA/VC Team - Hold Hill 937


**2 Hour Meal/Camp setup Break**

Night Play - 2.5 hours


4. Siege of Plei Me
October 19th, 1965 - 1930, General Man orders the 33rd PAVN regiment to seize the camp at Plei Me. The 33rd launched the attack by bombarding the camp imdeatly followed by infantry attacks, intailly overrunning a 20 man outpost. The remaining troops inside the base repelled the PAVN forces from the perimeter of the camp. The intial raid then turned into a siege. The next morning 250 ARVN Rangers led by Major Charles Beckwith arrived by helicopter at the camp.† The camp was continued to be resupplied with ammunition, medical supplies, and troops by airdrops throughout the siege. On October 25th, 1965 an armoured collum of ARVN troops and vechiles broke through NVA/VC lines to end the siege at Plei Me.

Objectives:
US Team - Hold Plei Me
NVA/VC Team- Capture Plei Me


End Day One.

Missions - Day 2


5. Hue City
February 4th, 1968 - The NVA began thier ground attack on the city of Hue in central Veitnam under the cover of darkness on the night of January 31, 1968. NVA troops quickly seized most of the city, save for a group of 100 south Vietmanese troops that resisted the NVA assault, but by morning, had been pushed nearly out of the city. On Febuary 4th, Two USMC battalions were ordered into the city, most of the Marines were replacements and had little to no experience fighting in what is considered to be the toughest and most dangerous of military operations, that of urban combat. With no air or arterilly support, the Marines ground thier teeth and went in alone. Over the period of three weeks the Marines fought street by street, house by house, brick by brick, to retake the city from a more experenced and organized enemy. The battle culminated around the last NVA strongpoint, "The Citadel" on Febuary 24, 1968.

Objectives:
US Team - Defend Hue City
NVA/VC Team - Capture Hue City


6. Mekong Delta
1963 - 1972 - In 1966, there were 80,000 VC troops based in the Mekong Delta mounting savage attacks againt south Vietnamese civilains from the saftey and cover of the swamp and rice patties. From 1963, SEAL teams 1 and 2 were committed to war in the Mekong region. Thier main focus was to stay unseen, observing and mapping out the VC supply routes into the area. The SEALs needed to rely on thier skill of sleath in order to remain undetected by VC troops in the area, staying hidden for up to two weeks at a time. Only when the SEALs were certain they knew what was going on in the area did they bring in fresh teams to mount operations.

Objectives:
US Team - Secure area from NVA/VC and stop thier supplies
NVA/VC Team - Escort supplies through the delta, each successful trip is worth points


7. OP: Frequent Wind
April 30th, 1975 - PAVN forces under the command of the General Nguyen Van Toan began their final attack on Saigon. By 1600 hours North Vietnamese troops occupied all strategic points within Saigon. Soon there after the North Vietnam flag was raised over the Independence Palace. South Vietnam quickly collapsed shortly after. All American Armed forces were then evacuated from the city in the largest helicopter evacuation in history. Your objective is the same, evacuate all team members before your stronghold is overrun with north Vietnamese regulars.

Objectives:
US Team - Make your way through Saigon and evacuate by helicopter. Escape with as many men as possible.
NVA/VC Team - Push US team out of Saigon, taking and holding POWs for points.


End Game: Please return to the safezone for raffle.


IF AT ANY TIME YOU HAVE A QUESTION ABOUT ANY RULE, CONTACT BREECH DIRECTLY ON CHANNEL ONE (1)


Event Rules


Country Borders:
For this event, the main playing area will be surrounded by either red or yellow caution tape. While inside this tape, you are within the country of Vietnam. Special teams will be allowed to cross these borders and traverse into surrounding "countries". Only special teams given access via a mission pack are allowed to cross country borders. Regular players are NOT ALLOWED to cross these tape lines. Players caught out of bounds without permission will be removed to the safezone for a period of 20 mins to study their handbook as to not happen again. Players continuing to break this rule will be ejected from this event without a refund. We will even make fun of you inability to follow rules at the end of the event.


Medical Rules:

3 Step Method:

1. Syringe
Each player will be issued one "medical" syringe. These can be reused by players throughout the coarse of the event. When hit, a player will call out for a medic. When the medic reaches the downed player, the player will give, or the medic can take, his medical syringe. The medic will then administer a painkiller via the syringe coming into contact with the downed player. The player always retains his syringe as a personal medical kit. Medics will carry 6 syringes in the event that an individual player looses theirs. IN THE EVENT THAT A NON-MEDIC PERSONAL COMES ACROSS A WOUNDED PLAYER, THEY MAY ADMINISTER THIS STEP TO THE WOUNDED PLAYER. PROVIDED EITHER THE WOUNDED OR LIVING PLAYER HAS A SYRINGE. After this step has been completed, continue with Step 2.

2. Sulfa Drugs
Medics will carry "Sulfa" type drugs on them to prevent bacterial infections in wounded players. When a player is hit and wounded, he we call for a medic, after the medic or another teammate has administered the 1st step, a "Syringe", the medic will use a "Sulfa Pack" or "Salt Pack" to simulate disinfecting the wound. The "Sulfa" or "Salt Pack" will be emptied by the medic, either on the ground or on the player, their preference. Once this step has been completed, continue to Step 3.

3. Cards
Each player will be supplied with a short piece of rope, when hit, a player must call for a medic. When a medic arrives he will have a stack of cards on him.† After step 1 and 2 have been completed, the wounded player will draw a card, dependent on how many numbers are on the card indicates how many knots the medic must tie in your rope. you may continue to play until you have three knots tied in your rope.

If no medics are available you are required to stay where you are hit for a period of 5 minutes in order to bleed out, after 5 mins, you may walk back to your respawn point.

Examples:
1. You are hit and draw a "3", the medic ties three knots in your rope and you are back in the action, the next time you are hit you must return to your base to re-spawn.
2. You are hit and have 2 knots tied in your rope, if you draw a 1 you may continue to play, if you draw a 2 or 3 you must return to your base in order to re-spawn.
3. You are hit and have 1 knot tied in your rope, if you draw a 1 or 2 you may continue to play, if you draw a 3 you must return to your base in order to re-spawn.

At anytime if you draw a card marked "KIA" it signifies a head shot and you are dead and must return to your base to re-spawn.

After you reach three knots, you must re-spawn at your base when you are killed, upon re-spawning, you will untie your knots.


Medic Cards:
4 types of medic cards will be used for this event in order to depict the severity of wounds.
1. Card marked with a 1, indicates a superficial wound
2. Card marked with a 2, indicates a moderate to severe wound, most likely an limb
3. Card marked with a 3, indicates a torso wound
4. Card marked with a KIA, indicates a head shot


Wounded Player Drag/Carry:
Any live player may carry any wounded player back to a medic or away from direct action.† To carry a wounded player you will need to grab the player by the shoulder and escort them.† While carrying a wounded player the live player may continue to fire his weapon, the wounded player may not.† At anytime if the live player breaks psychical contact with the wounded player, the wounded player must stop moving, he cannot move under his own accord.† Live players carrying wounded players may not run, they must walk.† We the staff at Midwest Airsoft Guerillas would like to see players actually dragging wounded players back to safety, since we cannot enforce an actual "drag" rule, we simply recommend that if the wounded player wishes to be dragged for realism, then please, feel free to try it out.†


Rules of Engagement:

US troops:

What not to shoot at.

1. US troops will NOT fire upon unarmed civilians.

What you can shoot at.

1. Any NVA - Tan based - soldier.
2. Any personal carrying a weapon, wearing assault gear. Defined as an assault type vest, SWAT style vest, Chest Rig, Bandoleer, or Any type of rig holding magazines or weapons in a tactical fashion.
3. Any personal trying to "sneak" into a US controlled area without permission.

What you can do:

1. Approach ANY VC and ask for "intel bag" - OD canvas bag some VC troops will carry.
2. Approach ANY VC and ask "Weapons?" - if carrying hidden weapons, they must surrender them and may be taken POW. If VC has weapon and runs, you are clear to engage
3. Instruct ANY VC to stop moving, sit down, and may question them - BUT - If they are unarmed and run, you must give chase or let them go, DO NOT OPEN FIRE, RUNNING AWAY UNARMED IS NOT A HOSTILE ACTION. - I would suggest to watch them though, they may be headed back to a hidden weapon cache.
4. Ask ANY VC to leave the immediate area - 100' -, if they do not leave after 5 minutes, you may take them POW, but may NOT open fire unless hostile action is instigated.


PUNISHMENT:

ANY US TROOPS FOUND TO BE ENGAUGED IN COMBAT WITH UNARMED OR UNPROVOKED CIVILIANS WILL RECIEVE A COURT MARSHALL COUNT TOWARDS THE US TEAM.† COURT MARSHALL COUNTS WILL DEDUCT POINTS FROM YOUR TEAMS' OVERALL SCORE

SO BE EXTRA CAREFUL WHO YOU SHOOT AT!

US Troops found to be engaged in repeated acts of random violence towards unarmed players will be pulled from play and given a "time out" for about an hour so they can re-read their engagement rules. Further acts of random violence by the same personal towards unarmed civilians will result in a court marshall, where they will be found guilty, photographed, and executed, i.e. removed from the game for the rest of the day.

An article will then be added to the official AAR summarizing this persons actions and inability to follow directions, respect the game, and play with honor.


NVA:

You are marked as North Vietnamese solders, you follow no engagement rules other then to kill and sometimes take POWs


PAVN/VC:

As in the real world, the VC guerrilla team will be just that.

VC will be designated as civilains, until they are precived as a threat or give themselves up as guerrilla fighters to the US team

to be precived as a threat, one of the following must be confirmed

1. Carrying any type of weapon - if hidden weapon is found, hostile action confirmed.
2. Wearing any type of assault gear - we suggest cheapo chi-com rigs for all VC operators, these rigs can be ditched and put on very quickly
3. Acting in a threating manner towards US army troops - i.e. a large group running at US army personal

What VC are allowed to do.

1. Able to walk anywhere, except into controled US army bases...provided you are not suppose to be there - You may approach US army controlled areas in order to try to "sell" your "goods" i.e. food/intel to US army troops.

What VC MUST do.

1. If carrying an Intel Bag and a US troop asks for it, you must give it to them.
2. If a US troop asks you for a hidden weapon and you have one, you must show them, or shoot them cause you are about to be taken POW.

Not following these rules will result in a "time out" for about an hour. Further repeated offensives of this rule will result in a court marshall, where they will be found guilty, photographed, and executed, i.e. removed from the game for the rest of the day.

An article will then be added to the official AAR summarizing this persons actions and inability to follow directions, respect the game, and play with honor.


Bunkers:
During the corse of the event, ALL troops will have the option of reinforcing thier bunkers using sandbags.

But, there is a catch...

You will be given EMPTY sandbags.† You will be given a limited number of entrenching tools.† Like Vietnam, when not out on patrol, when AT your base, you can use the natural sand base of the field to fill sandbags and create extentions onto the exsisting bunkers.

Or you can create new foxholes/bunkers


Props:
Various props will be in play today.† Please do not move props without authorization.† Do not collect props that you are not looking for or on a mission to retrieve.† Do not hide props.† We work very hard on our in game toys for you guys so please, treat them with respect and do not intentionally mistreat them.


Bombs:
Today, we will be able to blow up the 5 bridges that separate the playing area. Once these bridges have been blown up, they are down for the day. They will "rebuild" for the second day. When the bridge is blown up it will be marked destroyed by caution tape. You will still be able to use the bridge to cross if you are heading back to the safe-zone, but that it is. Players caught crossing destroyed bridges will be pulled from play by either myself or one of my marshals.

To arm a bomb simply set tape the bomb to a main support leg and set the timer for 5 mins. If an OC isn't present, call one into the area. Once the timer counts down and the bridge "blows up" an OC will mark it destroyed

To disarm a bomb simply remove it from the bridge and remove the timer from the bomb, please return to an OC.


POWs:
Today, you will be able to capture anyone.† POWs will be kept in the capturing team's base until they are rescued, escape, or are a POW for the time period of 30mins.† You can capture anyone and it's rather simple.† Once you kill an enemy, perform the "wounded player carry/drag" and escort your POW back to your base.† They will remain there until rescued, escape, or the maximum sentence of 30mins passes.


Character Players:
Each team will have players that are worth points to capture.† These players will carry capture cards that will be worth points.† Each time you capture a player that carries capture cards, they must surrender one to their captor.


Points:
Everything is worth points, from who gets captured, who captures the Intel, completing missions, who controls what areas on the Field, and capturing supplies.† Scores will be tallied at the end of the game to determine the winner.


Kill Rags:
ARE MANDATORY


Barrel blocking Devices:
All weapons MUST have a pre-approved barrel blocking device, this would be either an "airsoft made" barrel blocking device or a paintball barrel condom. Gloves, socks, bandanas, or pieces of cloth tied around the barrel will not be sufficient


Respawn Areas:
Will be marked by colored flags on the field.


Ammo/Mag Restrictions:
1. Only one hi-cap type mag allowed per player, hi-cap mag defined as a mag holding over 200 rounds.
2. Players may carry as many low/mid capacity mags as they wish.
3. Support weapons may use anytype of mag they wish


Getting hit:
Once a bb strikes you, you are out.† This is anywhere on your body, gear included.† Ricochets do not count.† Weapon hits disable the weapon, the player is still alive until the bb strikes his person or something directly attached to his person.† Remember, this is a game, when you get shot you don't die.† take the hit, respawn, then go get that bastage that shot you.† Even if you think you were hit, call yourself out, you can always come right back to where you were.† honor is key.


Blind Fire:
You are not to do this, this is very bad. This is when you stick just you gun around a corner, tree, bunker, somewhere you are not directly looking, and proceed to fire. if i catch you doing this i will use you as an example to why point blank shots can really hurt.


Bang Klls:
Due to the CLOSE proximity of kills that will be occurring, a bang rule is set up for any "dead to rights" shot under 10 feet.† You can only "Bang Kill" another player if you are at or within 10 feet of said player. You may only "Bang Kill" one player every 3 seconds.


Parlay:
When two players surprise each other in a dead to rights shot under 10 feet or are considered too close in proximity to engage with weapons at hand, a Parlay will be called and both players will back off until at the appropriate range to engage.


Knife Kills:
Allowed only with pre-aproved rubber training knives. see an OC for approval of training knife and proper "kill stroke" technique before using in game. Usage of non-approved items will result in ejection from game and future MAG events.


Weapon Engagements:
There will be a 10 foot no shoot zone on all weapons for this game.†


Radios:
All players must have a working FRS type radio, this is a requirement to play the game. If you do not have a working radio you will not play, i may have radios available to rent, but that's a big MAY and it would probably be cheaper to buy one then rent it from me.


Point Blank Shots:
Are defined as within 5 feet of another player. You will not take shots at point blank range, if you take a shot at point blank range you will be ejected for the current match. Do it again and you are gone from this and future events.

Last edited by breech; 04-24-2009 at 07:44 PM.
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Old 04-24-2009, 07:42 PM
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Old 05-06-2009, 05:00 PM
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TO ALL THOSE REGISTERED AND NOT YET PAID...

To get the pre-register price of 50.00/2-days or 25.00/1-day

You will need to pay BEFORE June 1st, 2009

any payment made after June 1st or at the game, reguardless if you had pre-registered, will be 60.00-2days/30.00-1day
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