Post by bigfoot on Jul 25, 2015 17:53:53 GMT -7
Where: Warpaint Airsoft Adventures, 45 minutes south east of Calgary, near Gleichen, AB
When: August 8th, 2015
Cost: $20 cash
Why: Inspired by Bob Johanssen's awesome real cap event at Warpaint held a few weeks back, I wanted to revitalize an old event plan that I had wanted to run for my ill-fated Operation Hammerfall but never saw come to full fruition. I will be borrowing heavily from Bob's game style for this event, so all credit to Bob. I originally was toying with an overnight game at Silvercreek Paintball, but for simplicity's sake and given how much I loved the real cap mini-milsim style game play that we just did, this is what we're going to do!
Prelude
August 8th, 1944 - A little over a month after the Allies have made a beachhead on Hitler's Fortress Europe and the press of the attack continues to gain ground every day. In a desperate counter-attack only days ago, German armoured units were repelled in what was called Operation Luttich, with over 60 German tanks destroyed. A spearhead of Canadian, British, and Polish troops stand poised at the ready to lead an assault to cripple and cut off German units near the town of Falaise.
Allies- Now is the time to seize the initiative and exploit the vulnerability in German lines! A strike will be made to punch a hole through the front and send German units into retreat. Drive the Germans back from Falaise at all costs!
Axis- Hold the line at all costs! The advance must be stopped at Falaise, or else we will be forced into retreat and risk being cut off from Germany! The Fuhrer will not accept surrender!
Rules
The game itself will be very similar to Bob's real cap game, but with a few twists:
Real Cap Magazine Capacities - 32 rounds for SMG mags, bolt actions can hold whatever they can hold, High Capacity mags will be restricted to one "winding" of the spring, pistols can hold whatever they can hold.
Mobile Spawn Points - Each team will be permitted one mobile spawn point (henceforth called "MSP") that they can deploy in the field during each round. MSP's will be crates with a red kill rag attached to a handle. The MSP can be used unlimited times but have rules around their use:
1. MSP's can be deployed anywhere on the field other than a Base Spawn Point (BSP).
2. Communication of where the MSP is key! Every one on the team must know where the MSP is. If your teammates cannot locate the point, they obviously cannot spawn there and will have to spawn back at their original BSP.
3. The MSP can be overrun by the enemy team. If the other team manages to find the MSP, they can place a red kill rag over top (one will be attached to the MSP for convenience). At this point, the MSP is destroyed and no one can spawn there until a friendly living teammate reclaims the MSP. The enemy cannot move the MSP for either team, but only tie the kill rag on it to neutralize its spawning ability.
4. When spawning at the MSP while it is under fire from the enemy, one must yell "BACK IN, THREE, TWO, ONE" to indicate you are returning to battle. If the MSP is taking heavy fire and you are killed within 30 seconds-1 minute after spawning and are in close proximity of the MSP, you must spawn back at your main BSP rather than the MSP.
5. The MSP can be moved to a new location by friendly teammates, but again communication for the new location must be known by all members. If the person carrying the MSP is shot, they must drop the MSP where they died but no one can spawn there! The MSP must be deployed in a secure location by a live member before anyone can spawn, and until the MSP is deployed safely, all dead team members will have to spawn at the BSP.
6. You can reload at a MSP if you have extra ammo available. Reloading will only be permitted at MSP's and BSP's, but no where else.
Medic Rules - Each soldier will be issued a white strip of cloth. Keep it in a pocket, do not wear it openly. Upon being shot, the soldier can CHOOSE to immediately die and spawn at a MSP or BSP as described above or wait for a medic. If the soldier chooses to die and respawn back at a MSP or BSP, they cannot be saved with a bandage and must walk back to spawn. The injured soldier will have to kneel or lie down on their back and yell "MEDIC" until saved. If the injured soldier has to wait more than a few minutes to be saved, they die and have to spawn at the MSP or BSP. Any friendly soldier can act as a medic and can use the injured soldier's bandage to get them back in the fight. Tie around an arm or a piece of equipment and yell "BACK IN". After a bandage has been applied and the soldier is shot again, they will have to spawn at a MSP or BSP as if they were dead, no more bandages can be applied. Once at the MSP or BSP, take off the bandage and place in a secure pocket to use again after spawning.
Grenade Rules - Thunder B grenades can be used. They can clear an entire floor of a building even if it lands in another room. Depending on weather and if we get permission, smoke grenades can be used.
Basic Airsoft Rules - Use the Mercy Rule if you are at Point Blank Range. Don't blind fire around corners or holes smaller than your fist, you have to be able to aim at your target down your sight! Call yourself out when in doubt and be honest about your hits!
WW2 Kit Requirements - No modern uniforms, modular or tactical vests, modern guns (unless wrapped in burlap and pre-approved), no modern anything! A little WW2 kit is better than no kit, so even if your kit is incomplete, come out anyway!
The Game
The game will be split into 3 phases. Each phase will start and end with 3 air horn blasts. At the end of each phase, each team can go back to their main base to reload and wait for the next round to start. Generally, there will be a 15 minute break in between each round to accomodate this.
Phase 1: Breakout!
There will be one flag in the middle of the field in between the two Main Bases. The flag must be pushed into the enemy's base in order to win. If the game goes on longer than 30 minutes, whoever has made the most ground towards the enemy base will win the round.
Phase 2: Capture Falaise!
Each team will now have to fight over control of the town. There are 3 flags within the town that have to be raised (Blue for German, Yellow for Allied) in 3 different buildings. The round will last 30 minutes; whichever team controls 2 out of 3 (or 3 out of 3) flags wins the round.
Phase 3: Counter attack!
The winning team of the second round will now have to defend the town against the losing team of the second round. The defenders only have one respawn and can spawn in the Town Hall or at their MSP. They cannot use their medic bandages for this round. The attackers have unlimited lives and can respawn at their BSP, MSP, and the Medic Hut outside of town. After 30 minutes, if the defenders still have a surviving member in the town they win the round. The attackers win once everyone is dead in the town before the timer runs out.
The game set up seems complicated, but I assure you it is not! It will provide for quick and fluid game play with that extra hint of realism that we all crave. If we get too tired we can always take a lunch break in between one of the rounds, but I suspect the rounds will be quick. We can probably shoot through this in a little over two hours, the maximum it should take is 2.5 hours. We can stop for lunch, and maybe do some small skirmishes afterwards.
The rules and game design are not set in stone! We can always tweak stuff to make it more fun and exciting and easier to understand. If anyone has any questions, please reach out to me, I am more than happy to help. Hopefully see you all there!
When: August 8th, 2015
Cost: $20 cash
Why: Inspired by Bob Johanssen's awesome real cap event at Warpaint held a few weeks back, I wanted to revitalize an old event plan that I had wanted to run for my ill-fated Operation Hammerfall but never saw come to full fruition. I will be borrowing heavily from Bob's game style for this event, so all credit to Bob. I originally was toying with an overnight game at Silvercreek Paintball, but for simplicity's sake and given how much I loved the real cap mini-milsim style game play that we just did, this is what we're going to do!
Prelude
August 8th, 1944 - A little over a month after the Allies have made a beachhead on Hitler's Fortress Europe and the press of the attack continues to gain ground every day. In a desperate counter-attack only days ago, German armoured units were repelled in what was called Operation Luttich, with over 60 German tanks destroyed. A spearhead of Canadian, British, and Polish troops stand poised at the ready to lead an assault to cripple and cut off German units near the town of Falaise.
Allies- Now is the time to seize the initiative and exploit the vulnerability in German lines! A strike will be made to punch a hole through the front and send German units into retreat. Drive the Germans back from Falaise at all costs!
Axis- Hold the line at all costs! The advance must be stopped at Falaise, or else we will be forced into retreat and risk being cut off from Germany! The Fuhrer will not accept surrender!
Rules
The game itself will be very similar to Bob's real cap game, but with a few twists:
Real Cap Magazine Capacities - 32 rounds for SMG mags, bolt actions can hold whatever they can hold, High Capacity mags will be restricted to one "winding" of the spring, pistols can hold whatever they can hold.
Mobile Spawn Points - Each team will be permitted one mobile spawn point (henceforth called "MSP") that they can deploy in the field during each round. MSP's will be crates with a red kill rag attached to a handle. The MSP can be used unlimited times but have rules around their use:
1. MSP's can be deployed anywhere on the field other than a Base Spawn Point (BSP).
2. Communication of where the MSP is key! Every one on the team must know where the MSP is. If your teammates cannot locate the point, they obviously cannot spawn there and will have to spawn back at their original BSP.
3. The MSP can be overrun by the enemy team. If the other team manages to find the MSP, they can place a red kill rag over top (one will be attached to the MSP for convenience). At this point, the MSP is destroyed and no one can spawn there until a friendly living teammate reclaims the MSP. The enemy cannot move the MSP for either team, but only tie the kill rag on it to neutralize its spawning ability.
4. When spawning at the MSP while it is under fire from the enemy, one must yell "BACK IN, THREE, TWO, ONE" to indicate you are returning to battle. If the MSP is taking heavy fire and you are killed within 30 seconds-1 minute after spawning and are in close proximity of the MSP, you must spawn back at your main BSP rather than the MSP.
5. The MSP can be moved to a new location by friendly teammates, but again communication for the new location must be known by all members. If the person carrying the MSP is shot, they must drop the MSP where they died but no one can spawn there! The MSP must be deployed in a secure location by a live member before anyone can spawn, and until the MSP is deployed safely, all dead team members will have to spawn at the BSP.
6. You can reload at a MSP if you have extra ammo available. Reloading will only be permitted at MSP's and BSP's, but no where else.
Medic Rules - Each soldier will be issued a white strip of cloth. Keep it in a pocket, do not wear it openly. Upon being shot, the soldier can CHOOSE to immediately die and spawn at a MSP or BSP as described above or wait for a medic. If the soldier chooses to die and respawn back at a MSP or BSP, they cannot be saved with a bandage and must walk back to spawn. The injured soldier will have to kneel or lie down on their back and yell "MEDIC" until saved. If the injured soldier has to wait more than a few minutes to be saved, they die and have to spawn at the MSP or BSP. Any friendly soldier can act as a medic and can use the injured soldier's bandage to get them back in the fight. Tie around an arm or a piece of equipment and yell "BACK IN". After a bandage has been applied and the soldier is shot again, they will have to spawn at a MSP or BSP as if they were dead, no more bandages can be applied. Once at the MSP or BSP, take off the bandage and place in a secure pocket to use again after spawning.
Grenade Rules - Thunder B grenades can be used. They can clear an entire floor of a building even if it lands in another room. Depending on weather and if we get permission, smoke grenades can be used.
Basic Airsoft Rules - Use the Mercy Rule if you are at Point Blank Range. Don't blind fire around corners or holes smaller than your fist, you have to be able to aim at your target down your sight! Call yourself out when in doubt and be honest about your hits!
WW2 Kit Requirements - No modern uniforms, modular or tactical vests, modern guns (unless wrapped in burlap and pre-approved), no modern anything! A little WW2 kit is better than no kit, so even if your kit is incomplete, come out anyway!
The Game
The game will be split into 3 phases. Each phase will start and end with 3 air horn blasts. At the end of each phase, each team can go back to their main base to reload and wait for the next round to start. Generally, there will be a 15 minute break in between each round to accomodate this.
Phase 1: Breakout!
There will be one flag in the middle of the field in between the two Main Bases. The flag must be pushed into the enemy's base in order to win. If the game goes on longer than 30 minutes, whoever has made the most ground towards the enemy base will win the round.
Phase 2: Capture Falaise!
Each team will now have to fight over control of the town. There are 3 flags within the town that have to be raised (Blue for German, Yellow for Allied) in 3 different buildings. The round will last 30 minutes; whichever team controls 2 out of 3 (or 3 out of 3) flags wins the round.
Phase 3: Counter attack!
The winning team of the second round will now have to defend the town against the losing team of the second round. The defenders only have one respawn and can spawn in the Town Hall or at their MSP. They cannot use their medic bandages for this round. The attackers have unlimited lives and can respawn at their BSP, MSP, and the Medic Hut outside of town. After 30 minutes, if the defenders still have a surviving member in the town they win the round. The attackers win once everyone is dead in the town before the timer runs out.
The game set up seems complicated, but I assure you it is not! It will provide for quick and fluid game play with that extra hint of realism that we all crave. If we get too tired we can always take a lunch break in between one of the rounds, but I suspect the rounds will be quick. We can probably shoot through this in a little over two hours, the maximum it should take is 2.5 hours. We can stop for lunch, and maybe do some small skirmishes afterwards.
The rules and game design are not set in stone! We can always tweak stuff to make it more fun and exciting and easier to understand. If anyone has any questions, please reach out to me, I am more than happy to help. Hopefully see you all there!