by the_stange » Thu Jun 12, 2014 10:55 pm
Bump for this event, plus info for those attending:
General Information:
Time- Processing and Chrono@ 9:00
Safety Brief @ 9:30
After Briefing- 30 Minute Count Down, Germans/Czech May take the field, Soviets coordination invasion.
IF YOU HAVE STUFF TO STORE IN RESPAWN, THIS IS THE TIME TO TAKE IT.
After 25 Minutes, Commanders may open orders.
When 30 Minutes are up, the horn goes off, and combat begins.
What to bring: Airsoft gear, water, food, death rag, and a watch. Waivers if you’re new, money if you haven’t paid online.
Safety/Special Rules
General info:
FPS Limits & MED’s
Our FPS Limits and minimum engage distances are as follows:
Weapon(s) FPS Limit (w/.25g bb)
Assault Rifles (Full Auto) 425 FPS
Sniper Rifles,DMR's 550 FPS
Support Weapons 485 FPS
Pistols and shotguns have no MED or FPS limit, but we reserve the right to chronograph any weapon on the field and remove it from competition if it appears to be unsafe.
PolarStar equipped guns are permitted, but users must supply their own competition lock.
Assault rifle MED is 15 ft
Sniper/DMR MED is 100 ft
Support Weapon MED is 50 ft
All bolt action rifles will be ruled sniper rifles (scoped or not, upgraded or not), all DMR's must be incapable of being fired in full auto as personally tested by a game official.
A support weapon is an M249, M60, MG3, RPK, PKM, etc. NOT an M4 or other assault rifle with a box mag.
Special Rules
This event is not a MILSIM, but we have modified the rules of our typical games for some added realism and difficulty.
Respawn/Medic
When your hit display your death rag, go down to the ground (move to the side of a trail), and wait for two minutes (this is known as a bleed out). During this period you may be “mediced” back in, but you DO NOT MOVE. If you are not mediced or cannot be mediced, at the end of the two-minutes walk back to respawn and touch your team’s spawn sign to re-enter combat. If you have an objective that says to interrogate a specific target, the interrogation is to be done during the “bleed out” period
Medic Procedure, when you sign in that morning, you will be given two white “bandages” (strips of cloth). In order for a medic to “heal” you, they must come to your location and place one of your bandages on you. After both bandages have been used, you must go to respawn, you may then take them off to be re-used. Commanders will have a very limited number of spare bandages.
Heavy Weapons
Tank (German)
The Germans will have access to tank during the course of this event. The tank and its crew have specific hit, safety, and respawn rules.
The tank, nor either member of its two man crew (driver and gunner) can be taken out by small arms fire. The gunner will be exposed to small arms fire, but for safety and practical reasons (the gunner is the safety spotter for tank) he CANNOT be killed by small arms, treat him as if he is a mechanical asset of the tank.
The tank is a top heavy vehicle with several blind spots, for that reason, there will be a 15 ft safe zone around the tank that is off limits to all foot soldiers unless they are waived into the safe zone by the tank crew. This limit is in place to all people (on all teams) and at all times.
Killing the Tank
There are two ways to kill the tank.
1. Use the Supplied 40mm rocket launcher to hit the side of the tank.
2. Use one of the supplied satchel charges to hit the tank.
In short, every allowable means of killing the tank is supplied to the Soviets. There are no other ways of killing the tank.
Tank kill procedure
An anti tank round impacts the side of the tank, at this point the tank driver stops in place for a period of two minutes with a white flag displayed, and waits for the anti-tank team to come "claim" the kill, if the kill is not claimed in two minutes, the tank crew assumes the suspected hit was a fluke and continues operations. If the kill IS claimed, the tank drives to a designated tank spawn (white flag displayed) and waits 10 minutes for "repairs" and then reenters combat.
Juggernaut
The Czech team will have a Juggernaut in use during part of the day.
All standard MED’s apply to both the Juggernaut and his opponents.
There are two methods of killing the Juggernaut
1. Hitting one of the metal plates (on front and back) of the Juggernaut
2. Hitting the Juggernaut with an anti-tank round from the 40mm launcher (no satchel charges)
When hit, the juggernaut is to have the same two minute bleed out as anyone else and then go back to respawn and have a 5 minute repair time. He may not medic in the field.
Rocket Crew (Soviet)
This crew has standard respawns and MED’s with their regular weapons.
The anti-tank rocket may be used by the heavy weapons officer and whoever he teaches how to operate the launcher.
The satchel charges may be used by any Soviet player.
The rocket launcher may only be used against the tank and juggernaut, it is not an anti-personnel weapon.
Rule Enforcement-
Each team will have designated Officers, these individuals are R.A. core team and will enforce rules over their own team as field marshals.
Yellow shirt field ref’s will also be patrolling for rule enforcement.
Any breach of the MED’s or failure to call a hit will result in being sent to respawn immediately. Repeat offenders will be further penalized by yellow shirt refs or in the case of severe infractions, ejected from the event.
Video of rules + field description