goose
03-07-2009, 05:49 PM
OPERATION: SIN LOI
WOULD LIKE THIS GAME TO BE CANNED FOOD DRIVE GAME[/B] Donate what you can (NO pun intended ;)) Bring a box or a bag full of canned goods for the local soup kitchens in our area. 5 or more cans I think would be sufficient.
Where: Andy's field (Acme, pa)
359 Kessler School Rd.
Acme , Pa 15610
When: Aug 16th 2009
Show up 9-10 AM
Game on 11-1130 AM
COST: No cost, this is a free event. I’m asking that you bring a box or a bag of canned goods to this game for the local soup kitchens.
Owner’s name: Andy Merranko.
Kevin's # 724-454-9645 call if you're camping AND directions.
Goose's # 724-322-1396
Field link: here (http://www.wpairsoft.com/forum/showthread.php?t=1197)
I've been approached by some people concerning the longitude and latitude for this place (think it's on the field link) and if you do the gps, keslar and kessler school rd. is the same road. Don't get confused, they are the same. ALSO, TRY YAHOO MAPS WITH THE ADDRESS. I’ve tried others and have problems but not with Yahoo.
Teams: US and VC/NVA
US=camo (or if you have a VN uniform together please wear it) Let's see if we can leave the Multicam at home for this event.
VC/NVA=Black or civilian clothing, Tan tops with Green bottoms for NVA (if you have a VC or NVA uniform, wear it)
Weapon Restrictions:
US=M-variants, all other US made weapon replicas. M16s, M4s, M14s, Thompsons, M249s, M60s, Scars, etc.
VC/NVA=All other AEGs, AKs, HK variants, Sigs, etc. etc.
(As of right now) Each side will have a 6 man Spec Ops team. USSF for the US and a Sapper team for the VC/NVA. Each SF team will have harder missions and "special" privileges during the game. So what this means is when the game is going on and the "regular" forces are doing there thing, the SF teams have their own little missions to accomplish. You have been warned that these teams will have "special privileges". DO NOT complain to me about said privileges. Suck it up and drive on.
There will be a border the U.S. team cannot cross. Radios will be restricted to one per squad. The squad leader will have to communicate through his radio man. Expect to have booby traps at this event. Nothing that will harm anyone. They will be "noise makers" but MUST BE KILLS MUST BE HONORED IF YOU TRIP ONE. See rules below. Still a possibility of Artillery, Airstrikes and mortar fire missionsvia radio and map coordinates. (still thinking this one out). Medics for US side and respawn only if they hold LZs so the helos can land and drop reinforcements. Respawn for VC/NVA forces. Must have red rag to show you are wounded. Trying to give this event an air of Vietnam to it.
WAIVER:
People under 18 get it signed by a parent and bring it with you. If you're parent is going to be with you they can sign the mass waiver we will have at the chrony station. EVERYONE 18 and older needs to sign the waiver. Again, we'll have a mass sign in sheet/waiver like we did last game. People under 18 need to have a signature of your parent/guardian on the waiver. People under 14 need to have a parent on the premises at all times from beginning to end of the event.
The file for the waiver is attached to this post at the bottom.
CAMPING IS ALLOWED! But don't do anything stupid or we'll lose the permission to airsoft on his land :( The guy that owns this land is an ex-cop so nothing stupid.
IF YOU PLAN ON COMING AND CAMPING LET US KNOW PRIOR TO COMING DOWN. YOU WILL HAVE TO COME BACK UP TO THE BARN FOR START OF GAME SUNDAY AND BRIEFING 9-10 ARRIVAL.
There are three locations where people can camp. Near the staging area by the barn, when you start getting in to the AO off to the right, there is a nice flat clearing with a couple of small buildings. Probably fit quite a bit of tents in there. Last one is at the "cabin" deeper in the woods. These areas will also be used for the two main base camps, so leaving the tents up would make for a good effect as well.
SCHEDULE:
0900-1000hrs.
Show up time
900-1015hrs.
Chrono BRING AN EMPTY MAG AND AEG(S) TO THE STATION.
1020-1040hrs.
Staff briefing of the teams (at barn area). Concerning ROE, boundaries, etc. for the day. BOTH teams must be present at the briefing at the barn (staging area) before game start.
1045hrs.
Both Teams move to designated base camps.
1100-1130hrs.
CO Briefing of their troops. Game start no later than 1130hrs.
Scenarios
1130-1300hrs.
1300-1430hrs.
Staff Change. Staffers who did not play in the morning switch roles with their counterparts.
Scenarios
1430-1600hrs.
1600-1730hrs.
1800hrs.
Debriefing at barn.
Eat.
Mingle.
Raffles. (if any)
1830-2000hrs
Pack up Leave
THIS SCHEDULE IS NOT SET IN STONE. WE THE STAFF RESERVE THE RIGHT TO CHANGE THE SCHEDULE AS WE SEE FIT. SCENARIOS WILL BE GIVEN, SEALED IN ENVELOPES, TO THE TWO CO’S AND IT’S THE CO’S RESPONSIBILITY TO PASS ON ORDERS AND MOTIVATE THEIR TROOPS TO ACCOMPLISH THEIR GOALS.
There is a possibility of having random EXTRA missions thrown in to each scenario via radio.
People arriving late will be folded into the next scenario and will not be permitted onto the field until this time.
Yes, I’m asking that you read these all the way through and abide by them. There will be staff on the field to enforce these rules.
RULES:
Lunch in the field. Take what you need with you including but not limited to: H2O, Food, bbs, batteries, magazines, dead rag, AEG, side arm, radio, etc.
NO returning to staging area. Only the following reasons are legitimate for returning to the staging area.
1. Real life medical condition or medical emergency.
2. You are leaving the event.
3. Battery dies. (plan accordingly, carry what you need for all day play, carry 2)
4. Replica stops functioning
5. out of ammo (plan accordingly, carry what you need for all day play)
FOOD:
1. Please BRING YOUR OWN FOOD AND BEVERAGES, water is a smart choice for the day so you can stay hydrated. Make sure you bring stuff you can carry into the woods and ENOUGH FOR AN ALL DAY EVENT. We're talking approximately 6 hours in the field. Possibly more. BE PREPARED.
2. No drugs or alcohol during game play. You will be booted off the property if you are caught doing this during the game.
RESTROOMS
1. Unfortunately we have no access to restrooms. There are plenty of woods to pick a tree from though. Come prepared to squat in the bush, so to speak.
2. W also do not have access to running water other than what nature provides us in the form of a creek.
MEDICAL (REAL LIFE) CONCERNS:
If you have a medical condition, such as diabetes ( or allergies to bee stings and where you’re Epi Pen is), please inform staff of your condition.
EMERGENCY CODES:
If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
EVENT STAFF:
Will be the Commanding Officers (CO) of each team plus the event organizers which may include but not exclusive to: Angus, goose (me), Kevin, Death Idol, Joker, Goose (nuke0070), Din, GoRed6, Bird of Prey, Badger, Cap, Greg, TDG.
1. These individuals are volunteers and need to be shown all due respect. They are doing this for themselves, you and for the game.
2. They will be helping out at the event in areas such as showing the places for parking, chronoing, directing people and making sure the rules are being followed. The rules for this event are there for everyone’s safety and so the day goes smooth and we have fun.
3. If you are approached by anyone of these individuals for breaking the rules of any kind do as you’re told.
4. If you argue or cause a scene with these individuals or with ANY individual, you will be ejected from the scenario, 1st offense. Do it again you’ll be ejected from the event and off the property and most likely from future games with this event staff.
5. IF YOU HAVE AN ISSUE WITH WHAT SOMEONE IS DOING, NOT CALLING HITS, NOT FOLLOWING SAFETY RULES, ETC. INFORM THE STAFF AND WE’LL TAKE CARE OF IT. DO NOT HANDLE IT YOURSELF. THANK YOU.
6. Depending on the severity of rule breaking and frequency of a player doing so, we have set up the three strikes and you’re out policy of enforcing WPAMilsim rules
a. First strike: break a rule and you get a verbal warning.
b. Second strike: do it again and you will sit out a scenario/mission.
c. Third and final strike: shame on you! You will be asked to leave the field and may possibly be banned from future WPAMilsim games.
BATTERY CHARGING:
1. We will have battery charging on site as long as the generator has fuel and it is working properly. LET ME SAY THAT AGAIN… We will have battery charging on site as long as the generator has fuel and it is working properly. We do not have access to electricity other than the generator and only if we have fuel for it.
2. Charge all batteries before the event and try to have at least 2 batteries. DO NOT rely on us having the generator working for the day. We will post it up if it’s available.
3. Event staff is not responsible for any damage to your battery that occurs because of overcharging or bodily harm if your battery or anyone else’s explodes near you.
GENERAL GAME PLAY RULES
1. Airsoft is a game of HONOR. Please call YOUR OWN hits!
2. Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and you will be warned and possibly sit out or asked to leave if you continue with your behavior.
3. Allow the embedded staff to handle any non hit calling incidents. Inform your CO so they can pass it along or contact staff via radio comm.
At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills) use (see)bang rule or surrender rule.
STAGING AREA WEAPONS SAFETY
1. All long arms must be carried on the sling (if on one) wherever possible with magazines out and muzzles down.
2. Side arms must be holstered.
3. No horseplay will be tolerated with weapons! Offenders may be asked to leave the Op.
4. Treat your weapon like it was real steel.
5. No firing of weapons is allowed in the staging area at any time.
6. Designated areas at or near the Chronograph stations will be assigned for weapons testing. Those areas (excluding the Chronograph stations) are the only areas near staging area where weapons may be discharged. This rule will be aggressively enforced. Use only those areas. If in doubt where to shoot, contact a staff member.
7. All players must have and wear eye protection during game time. DO NOT remove your eye protection during the game for whatever reason. If you’re having difficulties (ie. fogging), make it back to the staging area and take care of it there. If needed, contact an event staff and/or signal “Blind Man”.
8. Full seal is required. Full face is also recommended for those younger and for those close quarters shots.
9. Mesh is allowed
10. NO BLIND FIRING!
You do not know how close anyone is to your AEG muzzle and you DO NOT know if that person has eye- protection on or not.
SQUAD MAKEUP – 5 INDIVIDUALS
-1 Medic per squad of 5
-1 Gunner per squad of 5. (can be substituted with a rifleman and only with a rifleman)
-1 Grenade Launcher per squad of 5. (can be substituted with a rifleman and only with a rifleman)
-1 Demo expert per squad of 5 (when applicable) (can be substituted with a rifleman and only with a rifleman)
-Snipers need a spotter, they go out in pairs.
-QRF - Quick Reaction Force can be utilized by both COs at their discretion. QRF can be a 3 person team to provide quick support anywhere on the field. The people on this team can change anytime, and can consist of any type of weaponry. ONLY ONE PER SIDE.
HIT RULES
1. If a player is hit ANYWHERE: you’re wounded. GUN AND GEAR HITS COUNT.
2. When wounded by bb/rocket/grenade/mine/booby trap, or otherwise wounded/removed from combat, players should immediately do the following:
a. Wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control.
b. Call “hit” Letting your team mates know you are wounded and yell “MEDIC!” Take a look at your watch and note when 5 minutes is up symbolizing bleed out time. If the medic cannot reach you before the 5 minute bleed out time expires, you are dead.
c. Keep the red dead rag visible and return to your nearest designated regeneration point or staging area. SEE REGEN RULES BELOW.
d. Return your red rag to your pocket/pouch once your regen time is up.
e. Red ball caps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget.
3. REMEMBER DEAD MEN CAN NOT TALK. On the way back to regen, you CAN NOT tell your team mates where the enemy is. YOU ARE DEAD! NO POINTING, NO TELLING WHERE THE ENEMY FORCES ARE.
MEDIC RULES:
1 medic per 5 people.
1. Medics will get a piece of red tape on each corner of their collar to signify they are medics.
2. Medics are the only ones who can “heal” any player.
3. Only Medics can heal other Medics.
4. Medics cannot heal themselves.
5. Bring a RED dead rag. If you have one PLEASE bring it. If you do not have one, it will be provided for you. All I ask is that you give it back before you leave.
6. BLEED OUT TIME IS 5 MINUTES, then move to nearest team regen. SEE Regen rules below.
7. All players must have a watch/stopwatch to keep track of their bleed-out time.
METHOD OF HEALING
1. When wounded by bb/rocket/grenade/mine/booby trap, or otherwise wounded/removed from combat and after the player displays his/her red dead rag, they have a 5 minute bleed out time to wait for a medic to arrive.
2. If the medic arrives before the 5 minutes is up the medic will use the two (2) hands method of healing. Both hands must be in contact with the wounded soldier for a total of thirty (30) seconds. (This may change. If it does you will be informed prior to event)
3. If the medic does not make it to the wounded player within the 5 minute bleed out time the wounded player is dead and must move to their regen site.
MOVING WOUNDED PLAYERS
1. ANYONE (Medic or non medic) can move wounded at a walk but must keep ONE HAND upon the wounded player throughout the walk to their destination.
2. USE TWO HANDS ON THE WOUNDED PLAYER, YOU CAN RUN.
3. NEITHER THE HELPING PERSON OR THE WOUNDED PLAYER CAN SHOOT while being moved in this manner. They must stop where they're at and only the person helping can return fire.
4. A last option is having 2 (non) wounded players, one on each side of the wounded player, placing one hand on him and move him at a run or walk. This time THE INDIVIDUALS DOING THE "CARRYING" CAN FIRE WHILE MOVING BUT WITH JUST THE FREE HAND. ONE HANDED SHOTS.
This is where teamwork comes into play and cover/suppressive fire comes in handy.
NO CARRYING ANYONE OR DRAGGING WOUNDED PEOPLE. Some peoples gear isn't Military quality and you don't want to harm anyone in the drag process.
"BANG BANG!" RULE
1. If a player enters a close range situation where firing his/her weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the "Bang, Bang!" rule.
2 "Bang, Bang!" is a safety call ONLY. It is NOT a way of killing someone tactically.
3 If a player says .Bang, Bang! to you, YOU SHOULD HONOR THE CALL and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
4 Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than 15 feet from behind the opposed player, do not say "Bang, Bang!". DO NOT:
EX 1: You see multiple players from a distance and run though the group yelling "Bang Bang!" at everyone.
EX 2: You are hidden behind a bush, and opposing player approaches from the front. You call out "Bang Bang!" before he/she reacts.
EX 3: You come around a bush and immediately face to face with another player less than 10 feet from you. DO use PARLAY instead.
PARLAY
1 If two players encounter each other at 15 feet or less in the forward arc, one should call "PARLAY" and back off 15 paces. This is a safety call to avoid point blank exchanges.
2 Calling "PARLAY" means you have surprised an opposing player in a dangerous situation and should immediately back off.
3 DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a parlay call.
REGEN/REINFORCEMENTS:
Regeneration/Reinforcement sites will be predestinated. In the event that the CO of each team sets up mobile regen sites he/she will inform his team of location of said sites.
1. After your 5 minute bleed out time expires, you die.
2. Keep the red rag securely attached to your head or front sight of your rifle and proceed to the nearest regen site.
3. Once there you must wait for 4 others ( a total of 5 people ) to come back into the scenario.
4. You can come directly back into game play once 5 people show up. You do not need to wait another 5 minutes but must wait for a total of 5 people to make up a squad.
5. You can wait for your previous team to regen or make up another squad with 5 different players. It's your call.
6. EXCEPTION TO THE REGEN RULE. Snipers and spotters only need two for them to regen. Same rules apply but only need the sniper AND the spotter to regen.
SPECIAL RULES PERTAINING TO BUILDINGS USED IN GAME PLAY.
1. When inside of the cabin windows must be open so the glass will not be broken as well as allowing the chance for the other team to utilize throwing balls as grenades.
2. BB Shower Hand grenades, rubber grenades or rubber balls can be used to clear buildings.
Only 4 grenades per person.
3. Grenade thrown into a room will automatically kill all players in that specific room protected or not. If there are 2 stories to the building a grenade needs to be used for the upper floor as well.
One grenade thrown in the first floor area does not kill the person upstairs.
4. Grenade MUST be hand tossed or fired from a grenade launcher into the room. DO NOT INTENTIONALLY FIRE OR THROW THE RUBBER OR FOAM BALLS OR ROCKETS AT ANY INDIVIDUAL TO HIT THEM.
5. A grenade, once tossed, cannot be reused in the same scenario.
6. You can not pick up a grenade tossed at you and throw it back at the opposing team. Honor the blast radius (explained below).
7. Grenade thrown into a hallway only kills players in that specific hallway.
8. Foam and rubber grenades are allowed. Firing grenades such as the Tornado or Deep Fire MK26 are also allowed.
9. These grenade rules apply to any building or any hole in a rock someone is hiding in.
10. Semi-auto in buildings. No blind firing!!!
11. Grenade Launcher BB shower grenades fired into buildings kill only the people the bbs hit. It does not kill like a thrown or launched grenade. Personnel can carry as many bb shower grenade launcher grenades as they can.
AREA EFFECT/BLAST RADIUS (This includes noise making booby traps as well.)
1. Hand Grenades, rockets, booby traps, and mines (except claymore mines) are defined as area effect weapons.
2. Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them. HONOR THE KILL.
3. The player at the center of the blast radius calls out all other players, regardless their side.
4. Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
5. Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
6. Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle.
7. If a rocket destroys a vehicle, the vehicle is considered the blast radius center.
OTHER SIMULATED ORDINANCE
1. Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
2. No pyrotechnics at this event.
3. Smoke may be allowed depending on the condition of the terrain during the event. ASK A STAFF MEMBER BEFORE USING, PRIOR TO START OF EVENT.
FPS RULES:
1. No bb restrictions. (Bios not required)
2. Velocity reducers are NOT allowed.
3. Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.
4. The following engagement rules must be obeyed at all times (FPS measured with 0.25 gram BBs):
• 0-350fps: Full Auto, no minimum engagement distance.
• 350-399fps: Full Auto, 25' minimum engagement distance.
• 400-449fps: Full Auto, 50' minimum engagement distance.
• 450-500fps: Semi Auto only, 75' minimum engagement distance.
• 501fps & up: Semi Auto only, 100’ minimum engagement distance.
+/- fps isn’t going to hurt you on this scale. No worries.
COMMUNICATIONS
1. RADIOS FOR OPERATION SIN LOI WILL BE RESTRICTED TO ONE PER SQUAD (5 people). Simulating their use in the Vietnam war. Squad leader will need to relay orders/intel through their radio man.
2. AT NO TIME DURING ANY WPAMILSIM EVENT IS ELECTRONIC WARFARE PERMITTED.
(Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.)
3. Radio Frequencies: COs will determine what channels to use for their troops. COs will also inform WPAMilsim staff members of radio frequencies they will utilize.
4. There will be a designated WPAMilsim Staff radio channel as well.
Even though I'm not separating sides yet please inform me which side you can do. We need some good AK (non U.S. AEG) wielding commie bastards to step forward for the VC.
WE NEED A CO FOR EACH TEAM. LET ME KNOW IF YOU WANT TO VOLUNTEER.
Roster thus far: ~69
US-31 peeps-CAMO'S-let's try to stay away from Multicam if possible. US weapons.
Sholef
Joker +1
Dart +2
ArmCav
Andy
HK
Ghostdm
Yosh
Cap
Frankensteiner
Cricket
*LT*KillaEagle91592
Skyline119988
724 (possible +2)
Chunk
grenadelauncher-m4
xxdemonxx
$BwFOOtBALL24$'s Dad
Reese
Louie
Airsoft_Oracle
Lewis12
Bedzy13
Spyco
Mav
DeAtHMaTcH
VC/NVA-21 peeps
-ALL BLACK UNIFORMS, Tan tops with green bottoms or civilian clothes. Foreign AEG
Me (if I play that day)
Ian My son
Alex My daughter
Josh my other son
Kevin
Phantom
Snipy
Hribal
Red Spartan
Red Spartan guest
$BwFOOtBALL24$
Ronin
a Random Bullet
RussianGunner
Hoytie (possible)
canttypemyname +1
ekinser
Zeta
Skyline119988's guest
Pudding xVKv
THE FOLLOWING PEOPLE LET ME KNOW WHAT AEG YOU WILL BE USING. Anyone willing to be a VC needs a foreign weapon.
BroinArm
Silvertip
Alex
HOS
SlipKnot
Horvath +1
Pbpro9988 +2
Raider1010
QueenBee
GhostSniper
Medic
Razor
gFawkes
dslamoreau
WOULD LIKE THIS GAME TO BE CANNED FOOD DRIVE GAME[/B] Donate what you can (NO pun intended ;)) Bring a box or a bag full of canned goods for the local soup kitchens in our area. 5 or more cans I think would be sufficient.
Where: Andy's field (Acme, pa)
359 Kessler School Rd.
Acme , Pa 15610
When: Aug 16th 2009
Show up 9-10 AM
Game on 11-1130 AM
COST: No cost, this is a free event. I’m asking that you bring a box or a bag of canned goods to this game for the local soup kitchens.
Owner’s name: Andy Merranko.
Kevin's # 724-454-9645 call if you're camping AND directions.
Goose's # 724-322-1396
Field link: here (http://www.wpairsoft.com/forum/showthread.php?t=1197)
I've been approached by some people concerning the longitude and latitude for this place (think it's on the field link) and if you do the gps, keslar and kessler school rd. is the same road. Don't get confused, they are the same. ALSO, TRY YAHOO MAPS WITH THE ADDRESS. I’ve tried others and have problems but not with Yahoo.
Teams: US and VC/NVA
US=camo (or if you have a VN uniform together please wear it) Let's see if we can leave the Multicam at home for this event.
VC/NVA=Black or civilian clothing, Tan tops with Green bottoms for NVA (if you have a VC or NVA uniform, wear it)
Weapon Restrictions:
US=M-variants, all other US made weapon replicas. M16s, M4s, M14s, Thompsons, M249s, M60s, Scars, etc.
VC/NVA=All other AEGs, AKs, HK variants, Sigs, etc. etc.
(As of right now) Each side will have a 6 man Spec Ops team. USSF for the US and a Sapper team for the VC/NVA. Each SF team will have harder missions and "special" privileges during the game. So what this means is when the game is going on and the "regular" forces are doing there thing, the SF teams have their own little missions to accomplish. You have been warned that these teams will have "special privileges". DO NOT complain to me about said privileges. Suck it up and drive on.
There will be a border the U.S. team cannot cross. Radios will be restricted to one per squad. The squad leader will have to communicate through his radio man. Expect to have booby traps at this event. Nothing that will harm anyone. They will be "noise makers" but MUST BE KILLS MUST BE HONORED IF YOU TRIP ONE. See rules below. Still a possibility of Artillery, Airstrikes and mortar fire missionsvia radio and map coordinates. (still thinking this one out). Medics for US side and respawn only if they hold LZs so the helos can land and drop reinforcements. Respawn for VC/NVA forces. Must have red rag to show you are wounded. Trying to give this event an air of Vietnam to it.
WAIVER:
People under 18 get it signed by a parent and bring it with you. If you're parent is going to be with you they can sign the mass waiver we will have at the chrony station. EVERYONE 18 and older needs to sign the waiver. Again, we'll have a mass sign in sheet/waiver like we did last game. People under 18 need to have a signature of your parent/guardian on the waiver. People under 14 need to have a parent on the premises at all times from beginning to end of the event.
The file for the waiver is attached to this post at the bottom.
CAMPING IS ALLOWED! But don't do anything stupid or we'll lose the permission to airsoft on his land :( The guy that owns this land is an ex-cop so nothing stupid.
IF YOU PLAN ON COMING AND CAMPING LET US KNOW PRIOR TO COMING DOWN. YOU WILL HAVE TO COME BACK UP TO THE BARN FOR START OF GAME SUNDAY AND BRIEFING 9-10 ARRIVAL.
There are three locations where people can camp. Near the staging area by the barn, when you start getting in to the AO off to the right, there is a nice flat clearing with a couple of small buildings. Probably fit quite a bit of tents in there. Last one is at the "cabin" deeper in the woods. These areas will also be used for the two main base camps, so leaving the tents up would make for a good effect as well.
SCHEDULE:
0900-1000hrs.
Show up time
900-1015hrs.
Chrono BRING AN EMPTY MAG AND AEG(S) TO THE STATION.
1020-1040hrs.
Staff briefing of the teams (at barn area). Concerning ROE, boundaries, etc. for the day. BOTH teams must be present at the briefing at the barn (staging area) before game start.
1045hrs.
Both Teams move to designated base camps.
1100-1130hrs.
CO Briefing of their troops. Game start no later than 1130hrs.
Scenarios
1130-1300hrs.
1300-1430hrs.
Staff Change. Staffers who did not play in the morning switch roles with their counterparts.
Scenarios
1430-1600hrs.
1600-1730hrs.
1800hrs.
Debriefing at barn.
Eat.
Mingle.
Raffles. (if any)
1830-2000hrs
Pack up Leave
THIS SCHEDULE IS NOT SET IN STONE. WE THE STAFF RESERVE THE RIGHT TO CHANGE THE SCHEDULE AS WE SEE FIT. SCENARIOS WILL BE GIVEN, SEALED IN ENVELOPES, TO THE TWO CO’S AND IT’S THE CO’S RESPONSIBILITY TO PASS ON ORDERS AND MOTIVATE THEIR TROOPS TO ACCOMPLISH THEIR GOALS.
There is a possibility of having random EXTRA missions thrown in to each scenario via radio.
People arriving late will be folded into the next scenario and will not be permitted onto the field until this time.
Yes, I’m asking that you read these all the way through and abide by them. There will be staff on the field to enforce these rules.
RULES:
Lunch in the field. Take what you need with you including but not limited to: H2O, Food, bbs, batteries, magazines, dead rag, AEG, side arm, radio, etc.
NO returning to staging area. Only the following reasons are legitimate for returning to the staging area.
1. Real life medical condition or medical emergency.
2. You are leaving the event.
3. Battery dies. (plan accordingly, carry what you need for all day play, carry 2)
4. Replica stops functioning
5. out of ammo (plan accordingly, carry what you need for all day play)
FOOD:
1. Please BRING YOUR OWN FOOD AND BEVERAGES, water is a smart choice for the day so you can stay hydrated. Make sure you bring stuff you can carry into the woods and ENOUGH FOR AN ALL DAY EVENT. We're talking approximately 6 hours in the field. Possibly more. BE PREPARED.
2. No drugs or alcohol during game play. You will be booted off the property if you are caught doing this during the game.
RESTROOMS
1. Unfortunately we have no access to restrooms. There are plenty of woods to pick a tree from though. Come prepared to squat in the bush, so to speak.
2. W also do not have access to running water other than what nature provides us in the form of a creek.
MEDICAL (REAL LIFE) CONCERNS:
If you have a medical condition, such as diabetes ( or allergies to bee stings and where you’re Epi Pen is), please inform staff of your condition.
EMERGENCY CODES:
If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
EVENT STAFF:
Will be the Commanding Officers (CO) of each team plus the event organizers which may include but not exclusive to: Angus, goose (me), Kevin, Death Idol, Joker, Goose (nuke0070), Din, GoRed6, Bird of Prey, Badger, Cap, Greg, TDG.
1. These individuals are volunteers and need to be shown all due respect. They are doing this for themselves, you and for the game.
2. They will be helping out at the event in areas such as showing the places for parking, chronoing, directing people and making sure the rules are being followed. The rules for this event are there for everyone’s safety and so the day goes smooth and we have fun.
3. If you are approached by anyone of these individuals for breaking the rules of any kind do as you’re told.
4. If you argue or cause a scene with these individuals or with ANY individual, you will be ejected from the scenario, 1st offense. Do it again you’ll be ejected from the event and off the property and most likely from future games with this event staff.
5. IF YOU HAVE AN ISSUE WITH WHAT SOMEONE IS DOING, NOT CALLING HITS, NOT FOLLOWING SAFETY RULES, ETC. INFORM THE STAFF AND WE’LL TAKE CARE OF IT. DO NOT HANDLE IT YOURSELF. THANK YOU.
6. Depending on the severity of rule breaking and frequency of a player doing so, we have set up the three strikes and you’re out policy of enforcing WPAMilsim rules
a. First strike: break a rule and you get a verbal warning.
b. Second strike: do it again and you will sit out a scenario/mission.
c. Third and final strike: shame on you! You will be asked to leave the field and may possibly be banned from future WPAMilsim games.
BATTERY CHARGING:
1. We will have battery charging on site as long as the generator has fuel and it is working properly. LET ME SAY THAT AGAIN… We will have battery charging on site as long as the generator has fuel and it is working properly. We do not have access to electricity other than the generator and only if we have fuel for it.
2. Charge all batteries before the event and try to have at least 2 batteries. DO NOT rely on us having the generator working for the day. We will post it up if it’s available.
3. Event staff is not responsible for any damage to your battery that occurs because of overcharging or bodily harm if your battery or anyone else’s explodes near you.
GENERAL GAME PLAY RULES
1. Airsoft is a game of HONOR. Please call YOUR OWN hits!
2. Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and you will be warned and possibly sit out or asked to leave if you continue with your behavior.
3. Allow the embedded staff to handle any non hit calling incidents. Inform your CO so they can pass it along or contact staff via radio comm.
At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills) use (see)bang rule or surrender rule.
STAGING AREA WEAPONS SAFETY
1. All long arms must be carried on the sling (if on one) wherever possible with magazines out and muzzles down.
2. Side arms must be holstered.
3. No horseplay will be tolerated with weapons! Offenders may be asked to leave the Op.
4. Treat your weapon like it was real steel.
5. No firing of weapons is allowed in the staging area at any time.
6. Designated areas at or near the Chronograph stations will be assigned for weapons testing. Those areas (excluding the Chronograph stations) are the only areas near staging area where weapons may be discharged. This rule will be aggressively enforced. Use only those areas. If in doubt where to shoot, contact a staff member.
7. All players must have and wear eye protection during game time. DO NOT remove your eye protection during the game for whatever reason. If you’re having difficulties (ie. fogging), make it back to the staging area and take care of it there. If needed, contact an event staff and/or signal “Blind Man”.
8. Full seal is required. Full face is also recommended for those younger and for those close quarters shots.
9. Mesh is allowed
10. NO BLIND FIRING!
You do not know how close anyone is to your AEG muzzle and you DO NOT know if that person has eye- protection on or not.
SQUAD MAKEUP – 5 INDIVIDUALS
-1 Medic per squad of 5
-1 Gunner per squad of 5. (can be substituted with a rifleman and only with a rifleman)
-1 Grenade Launcher per squad of 5. (can be substituted with a rifleman and only with a rifleman)
-1 Demo expert per squad of 5 (when applicable) (can be substituted with a rifleman and only with a rifleman)
-Snipers need a spotter, they go out in pairs.
-QRF - Quick Reaction Force can be utilized by both COs at their discretion. QRF can be a 3 person team to provide quick support anywhere on the field. The people on this team can change anytime, and can consist of any type of weaponry. ONLY ONE PER SIDE.
HIT RULES
1. If a player is hit ANYWHERE: you’re wounded. GUN AND GEAR HITS COUNT.
2. When wounded by bb/rocket/grenade/mine/booby trap, or otherwise wounded/removed from combat, players should immediately do the following:
a. Wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control.
b. Call “hit” Letting your team mates know you are wounded and yell “MEDIC!” Take a look at your watch and note when 5 minutes is up symbolizing bleed out time. If the medic cannot reach you before the 5 minute bleed out time expires, you are dead.
c. Keep the red dead rag visible and return to your nearest designated regeneration point or staging area. SEE REGEN RULES BELOW.
d. Return your red rag to your pocket/pouch once your regen time is up.
e. Red ball caps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget.
3. REMEMBER DEAD MEN CAN NOT TALK. On the way back to regen, you CAN NOT tell your team mates where the enemy is. YOU ARE DEAD! NO POINTING, NO TELLING WHERE THE ENEMY FORCES ARE.
MEDIC RULES:
1 medic per 5 people.
1. Medics will get a piece of red tape on each corner of their collar to signify they are medics.
2. Medics are the only ones who can “heal” any player.
3. Only Medics can heal other Medics.
4. Medics cannot heal themselves.
5. Bring a RED dead rag. If you have one PLEASE bring it. If you do not have one, it will be provided for you. All I ask is that you give it back before you leave.
6. BLEED OUT TIME IS 5 MINUTES, then move to nearest team regen. SEE Regen rules below.
7. All players must have a watch/stopwatch to keep track of their bleed-out time.
METHOD OF HEALING
1. When wounded by bb/rocket/grenade/mine/booby trap, or otherwise wounded/removed from combat and after the player displays his/her red dead rag, they have a 5 minute bleed out time to wait for a medic to arrive.
2. If the medic arrives before the 5 minutes is up the medic will use the two (2) hands method of healing. Both hands must be in contact with the wounded soldier for a total of thirty (30) seconds. (This may change. If it does you will be informed prior to event)
3. If the medic does not make it to the wounded player within the 5 minute bleed out time the wounded player is dead and must move to their regen site.
MOVING WOUNDED PLAYERS
1. ANYONE (Medic or non medic) can move wounded at a walk but must keep ONE HAND upon the wounded player throughout the walk to their destination.
2. USE TWO HANDS ON THE WOUNDED PLAYER, YOU CAN RUN.
3. NEITHER THE HELPING PERSON OR THE WOUNDED PLAYER CAN SHOOT while being moved in this manner. They must stop where they're at and only the person helping can return fire.
4. A last option is having 2 (non) wounded players, one on each side of the wounded player, placing one hand on him and move him at a run or walk. This time THE INDIVIDUALS DOING THE "CARRYING" CAN FIRE WHILE MOVING BUT WITH JUST THE FREE HAND. ONE HANDED SHOTS.
This is where teamwork comes into play and cover/suppressive fire comes in handy.
NO CARRYING ANYONE OR DRAGGING WOUNDED PEOPLE. Some peoples gear isn't Military quality and you don't want to harm anyone in the drag process.
"BANG BANG!" RULE
1. If a player enters a close range situation where firing his/her weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the "Bang, Bang!" rule.
2 "Bang, Bang!" is a safety call ONLY. It is NOT a way of killing someone tactically.
3 If a player says .Bang, Bang! to you, YOU SHOULD HONOR THE CALL and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
4 Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than 15 feet from behind the opposed player, do not say "Bang, Bang!". DO NOT:
EX 1: You see multiple players from a distance and run though the group yelling "Bang Bang!" at everyone.
EX 2: You are hidden behind a bush, and opposing player approaches from the front. You call out "Bang Bang!" before he/she reacts.
EX 3: You come around a bush and immediately face to face with another player less than 10 feet from you. DO use PARLAY instead.
PARLAY
1 If two players encounter each other at 15 feet or less in the forward arc, one should call "PARLAY" and back off 15 paces. This is a safety call to avoid point blank exchanges.
2 Calling "PARLAY" means you have surprised an opposing player in a dangerous situation and should immediately back off.
3 DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a parlay call.
REGEN/REINFORCEMENTS:
Regeneration/Reinforcement sites will be predestinated. In the event that the CO of each team sets up mobile regen sites he/she will inform his team of location of said sites.
1. After your 5 minute bleed out time expires, you die.
2. Keep the red rag securely attached to your head or front sight of your rifle and proceed to the nearest regen site.
3. Once there you must wait for 4 others ( a total of 5 people ) to come back into the scenario.
4. You can come directly back into game play once 5 people show up. You do not need to wait another 5 minutes but must wait for a total of 5 people to make up a squad.
5. You can wait for your previous team to regen or make up another squad with 5 different players. It's your call.
6. EXCEPTION TO THE REGEN RULE. Snipers and spotters only need two for them to regen. Same rules apply but only need the sniper AND the spotter to regen.
SPECIAL RULES PERTAINING TO BUILDINGS USED IN GAME PLAY.
1. When inside of the cabin windows must be open so the glass will not be broken as well as allowing the chance for the other team to utilize throwing balls as grenades.
2. BB Shower Hand grenades, rubber grenades or rubber balls can be used to clear buildings.
Only 4 grenades per person.
3. Grenade thrown into a room will automatically kill all players in that specific room protected or not. If there are 2 stories to the building a grenade needs to be used for the upper floor as well.
One grenade thrown in the first floor area does not kill the person upstairs.
4. Grenade MUST be hand tossed or fired from a grenade launcher into the room. DO NOT INTENTIONALLY FIRE OR THROW THE RUBBER OR FOAM BALLS OR ROCKETS AT ANY INDIVIDUAL TO HIT THEM.
5. A grenade, once tossed, cannot be reused in the same scenario.
6. You can not pick up a grenade tossed at you and throw it back at the opposing team. Honor the blast radius (explained below).
7. Grenade thrown into a hallway only kills players in that specific hallway.
8. Foam and rubber grenades are allowed. Firing grenades such as the Tornado or Deep Fire MK26 are also allowed.
9. These grenade rules apply to any building or any hole in a rock someone is hiding in.
10. Semi-auto in buildings. No blind firing!!!
11. Grenade Launcher BB shower grenades fired into buildings kill only the people the bbs hit. It does not kill like a thrown or launched grenade. Personnel can carry as many bb shower grenade launcher grenades as they can.
AREA EFFECT/BLAST RADIUS (This includes noise making booby traps as well.)
1. Hand Grenades, rockets, booby traps, and mines (except claymore mines) are defined as area effect weapons.
2. Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them. HONOR THE KILL.
3. The player at the center of the blast radius calls out all other players, regardless their side.
4. Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
5. Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
6. Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle.
7. If a rocket destroys a vehicle, the vehicle is considered the blast radius center.
OTHER SIMULATED ORDINANCE
1. Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
2. No pyrotechnics at this event.
3. Smoke may be allowed depending on the condition of the terrain during the event. ASK A STAFF MEMBER BEFORE USING, PRIOR TO START OF EVENT.
FPS RULES:
1. No bb restrictions. (Bios not required)
2. Velocity reducers are NOT allowed.
3. Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.
4. The following engagement rules must be obeyed at all times (FPS measured with 0.25 gram BBs):
• 0-350fps: Full Auto, no minimum engagement distance.
• 350-399fps: Full Auto, 25' minimum engagement distance.
• 400-449fps: Full Auto, 50' minimum engagement distance.
• 450-500fps: Semi Auto only, 75' minimum engagement distance.
• 501fps & up: Semi Auto only, 100’ minimum engagement distance.
+/- fps isn’t going to hurt you on this scale. No worries.
COMMUNICATIONS
1. RADIOS FOR OPERATION SIN LOI WILL BE RESTRICTED TO ONE PER SQUAD (5 people). Simulating their use in the Vietnam war. Squad leader will need to relay orders/intel through their radio man.
2. AT NO TIME DURING ANY WPAMILSIM EVENT IS ELECTRONIC WARFARE PERMITTED.
(Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.)
3. Radio Frequencies: COs will determine what channels to use for their troops. COs will also inform WPAMilsim staff members of radio frequencies they will utilize.
4. There will be a designated WPAMilsim Staff radio channel as well.
Even though I'm not separating sides yet please inform me which side you can do. We need some good AK (non U.S. AEG) wielding commie bastards to step forward for the VC.
WE NEED A CO FOR EACH TEAM. LET ME KNOW IF YOU WANT TO VOLUNTEER.
Roster thus far: ~69
US-31 peeps-CAMO'S-let's try to stay away from Multicam if possible. US weapons.
Sholef
Joker +1
Dart +2
ArmCav
Andy
HK
Ghostdm
Yosh
Cap
Frankensteiner
Cricket
*LT*KillaEagle91592
Skyline119988
724 (possible +2)
Chunk
grenadelauncher-m4
xxdemonxx
$BwFOOtBALL24$'s Dad
Reese
Louie
Airsoft_Oracle
Lewis12
Bedzy13
Spyco
Mav
DeAtHMaTcH
VC/NVA-21 peeps
-ALL BLACK UNIFORMS, Tan tops with green bottoms or civilian clothes. Foreign AEG
Me (if I play that day)
Ian My son
Alex My daughter
Josh my other son
Kevin
Phantom
Snipy
Hribal
Red Spartan
Red Spartan guest
$BwFOOtBALL24$
Ronin
a Random Bullet
RussianGunner
Hoytie (possible)
canttypemyname +1
ekinser
Zeta
Skyline119988's guest
Pudding xVKv
THE FOLLOWING PEOPLE LET ME KNOW WHAT AEG YOU WILL BE USING. Anyone willing to be a VC needs a foreign weapon.
BroinArm
Silvertip
Alex
HOS
SlipKnot
Horvath +1
Pbpro9988 +2
Raider1010
QueenBee
GhostSniper
Medic
Razor
gFawkes
dslamoreau