Post by bigfoot on Dec 15, 2015 0:02:44 GMT -7
Where: Warpaint Airsoft Adventures, 45 minutes south east if Calgary, near Gleichen Alberta
When: Jan 2nd, 2016
Cost: $20 cash
January 2nd, 1945
Strasbourg, France
This is the coldest winter of the war. Men shiver in their dugouts, barely staving off frostbite. The cold is the least of their worries now. German troops have launched an offensive to recapture the town of Strasbourg in an effort to destroy the exhausted and beleaguered US 7th Army. Alsace-Lorraine may yet be claimed for the Fatherland in one last bid to push out the Allied invaders.
Axis: Recapture Strasbourg for the Fatherland and eliminate all Allied resistance!
Allies: Hold the line until reinforcements arrive! Not one step back!
The Game
Unlike our forefathers braving the elements, our fight will be dependent on the weather. If it gets below -10°C, our guns just simply won't work and I may have to cancel the game. So here's hoping for good weather!
This game will be somewhat structured into a minisim. There will be a few objective based rounds in succession, the outcome of each affecting the next. I will explain each round in detail below. That being said, there is room to be flexible, we can replay rounds if we like and take lunch/water breaks if need be.
Round 1: Forest Firefight!
The area must be controlled, drive out the enemy! Each team will start at either end of the field. There will be a flag in the middle of the field. The flag must be picked up and carried into the enemy base to win. If you are shot while carrying the flag, drop the flag and go back to your respawn point.
Round 2: Extract the VIP!
An informant has come forward with very important intelligence for winning the battle. Whichever team won the last round will now extract one of their own teammates to a designated extraction zone across the field. The VIP can only carry a sidearm and has 2 lives. The other team will have to prevent the extraction by eliminating the VIP. Team One wins by extracting the VIP, Team Two wins by killing the VIP.
Round 3: Capture Strasbourg!
Hold out for reinforcements in the town! Which ever team won the last round will now have to survive against a counterattack on the town. Team One will have one life each and must survive for 15 minutes in the town. At the end of 15 minutes, if Team One still has one player alive, then all dead Team One players re-enter the battle field as reinforcements. At this point, all players have one life and last team standing wins!
General Airsoft Rules
1.Eye protection is required
2.Face protection strongly encouraged
3.No blind firing around corners, must be able to aim down sights
4.No shooting through cracks or holes smaller than fist
5.Within 10 feet, use mercy rule to avoid shooting close range. If ignored, then can shoot
6.When in doubt, call yourself out and be honest about being hit
7.No faking a hit to trick the enemy
Uniform Rules
WW2 Era uniforms, but impression does not have to be totally complete. Better a little WW2 gear than no gear!
That being said, no modern tactical vests, MOLLE, or other modular load bearing gear. No modern camouflage. Use a belt with pouches or an over the shoulder satchel to carry mags. Period civilian clothing is highly encouraged as well to make Collaborator/Resistance impressions.
Exceptions
Axis: German Flecktarn, grey or blue solid colours
Allies: Green or brown solid colours
Weapon and Ammo Rules
Period WW2 weapons only. Exceptions: bolt action sniper rifles.
The only ammo restrictions are on automatic SMG's and assault rifles: 30 rounds in a mag (use a speed loader and push 11 times). All other weapons can hold as much ammo as they can carry (pistols, rifles, LMG's). If using highcap mags, take out mag to wind it to simulate reloading. Speed loaders are highly recommended to be taken into battle to facilitate reloading.
Grenade Rules
Sound and dummy grenades can be used. The grenade can only be used on buildings, and wipes out the entire room even if you are behind cover. As soon as the grenade enters the room, everyone inside is considered killed. Shells of exploded Thunder B grenades or smoke grenades cannot be used as dummy grenades. Smoke grenades are permitted at Warpaint and are highly recommended.
Knife Rules
All metal knives must remain sheathed when in play. Rubber knives can be used. No charging, stabbing, or slashing motions; to kill you must tap lightly with the flat edge of the knife. A player that is killed with a knife cannot move and must remain silent for a few minutes before respawning.
Mobile Spawn Point Rules
Mobile spawn points can be used by each team to respawn closer to the battle than your main base respawn point. The MSP will be a crate with a pillow case tied to it.
1.The crate can be moved anywhere, but can be overrun and neutralized by the enemy team by untying the pillow case and laying it across the crate.
2.The crate can be recovered only by a living teammate by retying the pillow case onto the crate.
3.If you cannot locate your team's crate, then you must respawn at your main base.
4. If the crate is taking fire as you respawn and you are shot within 1 minute of respawning, you must respawn at your main base, not the crate.
5. If the crate is neutralized, then you must respawn at your main base.
Any questions, please post on the event page!
When: Jan 2nd, 2016
Cost: $20 cash
January 2nd, 1945
Strasbourg, France
This is the coldest winter of the war. Men shiver in their dugouts, barely staving off frostbite. The cold is the least of their worries now. German troops have launched an offensive to recapture the town of Strasbourg in an effort to destroy the exhausted and beleaguered US 7th Army. Alsace-Lorraine may yet be claimed for the Fatherland in one last bid to push out the Allied invaders.
Axis: Recapture Strasbourg for the Fatherland and eliminate all Allied resistance!
Allies: Hold the line until reinforcements arrive! Not one step back!
The Game
Unlike our forefathers braving the elements, our fight will be dependent on the weather. If it gets below -10°C, our guns just simply won't work and I may have to cancel the game. So here's hoping for good weather!
This game will be somewhat structured into a minisim. There will be a few objective based rounds in succession, the outcome of each affecting the next. I will explain each round in detail below. That being said, there is room to be flexible, we can replay rounds if we like and take lunch/water breaks if need be.
Round 1: Forest Firefight!
The area must be controlled, drive out the enemy! Each team will start at either end of the field. There will be a flag in the middle of the field. The flag must be picked up and carried into the enemy base to win. If you are shot while carrying the flag, drop the flag and go back to your respawn point.
Round 2: Extract the VIP!
An informant has come forward with very important intelligence for winning the battle. Whichever team won the last round will now extract one of their own teammates to a designated extraction zone across the field. The VIP can only carry a sidearm and has 2 lives. The other team will have to prevent the extraction by eliminating the VIP. Team One wins by extracting the VIP, Team Two wins by killing the VIP.
Round 3: Capture Strasbourg!
Hold out for reinforcements in the town! Which ever team won the last round will now have to survive against a counterattack on the town. Team One will have one life each and must survive for 15 minutes in the town. At the end of 15 minutes, if Team One still has one player alive, then all dead Team One players re-enter the battle field as reinforcements. At this point, all players have one life and last team standing wins!
General Airsoft Rules
1.Eye protection is required
2.Face protection strongly encouraged
3.No blind firing around corners, must be able to aim down sights
4.No shooting through cracks or holes smaller than fist
5.Within 10 feet, use mercy rule to avoid shooting close range. If ignored, then can shoot
6.When in doubt, call yourself out and be honest about being hit
7.No faking a hit to trick the enemy
Uniform Rules
WW2 Era uniforms, but impression does not have to be totally complete. Better a little WW2 gear than no gear!
That being said, no modern tactical vests, MOLLE, or other modular load bearing gear. No modern camouflage. Use a belt with pouches or an over the shoulder satchel to carry mags. Period civilian clothing is highly encouraged as well to make Collaborator/Resistance impressions.
Exceptions
Axis: German Flecktarn, grey or blue solid colours
Allies: Green or brown solid colours
Weapon and Ammo Rules
Period WW2 weapons only. Exceptions: bolt action sniper rifles.
The only ammo restrictions are on automatic SMG's and assault rifles: 30 rounds in a mag (use a speed loader and push 11 times). All other weapons can hold as much ammo as they can carry (pistols, rifles, LMG's). If using highcap mags, take out mag to wind it to simulate reloading. Speed loaders are highly recommended to be taken into battle to facilitate reloading.
Grenade Rules
Sound and dummy grenades can be used. The grenade can only be used on buildings, and wipes out the entire room even if you are behind cover. As soon as the grenade enters the room, everyone inside is considered killed. Shells of exploded Thunder B grenades or smoke grenades cannot be used as dummy grenades. Smoke grenades are permitted at Warpaint and are highly recommended.
Knife Rules
All metal knives must remain sheathed when in play. Rubber knives can be used. No charging, stabbing, or slashing motions; to kill you must tap lightly with the flat edge of the knife. A player that is killed with a knife cannot move and must remain silent for a few minutes before respawning.
Mobile Spawn Point Rules
Mobile spawn points can be used by each team to respawn closer to the battle than your main base respawn point. The MSP will be a crate with a pillow case tied to it.
1.The crate can be moved anywhere, but can be overrun and neutralized by the enemy team by untying the pillow case and laying it across the crate.
2.The crate can be recovered only by a living teammate by retying the pillow case onto the crate.
3.If you cannot locate your team's crate, then you must respawn at your main base.
4. If the crate is taking fire as you respawn and you are shot within 1 minute of respawning, you must respawn at your main base, not the crate.
5. If the crate is neutralized, then you must respawn at your main base.
Any questions, please post on the event page!