Operation Blacksheep

Organized events hosted throughout the CONUS(Continental US)

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Operation Blacksheep

Postby goga333 » Mon May 14, 2012 11:25 pm

http://www.opblacksheep.com/
1. SITUATION:

a. Enemy Forces:

1) History: In 1908, Brigadier General Frederick Dent Grant, the oldest son of President Ulysses S. Grant, led thousands of Soldiers back to the area north of Black River, known locally as Pine Plains. Grant commanded 2,000 Regular Army Soldiers and 8,000 militia men from throughout the Northeast. He found Pine Plains to be an ideal place to train troops and money was allocated to purchase the land and summer training continued there through the years. The camp at Pine Plains formally opened on June 11, 1908, and training continued throughout the summer.

The camp’s first introduction to the national spotlight came in 1935 when the largest peacetime maneuvers were held on Pine Plains and surrounding farmlands. Thirty-six thousand five hundred Soldiers came from throughout the Northeast to take part in the exercise. Some Soldiers travelled by trains, which arrived in town every 15 minutes, coming from as far away as Buffalo and New York City. For 36 hours, young men from offices, factories, and farms marched, attacked and defended in tactical exercises on the 100-mile stretch of land the Army had leased for its war games. The maneuvers were judged to be most successful, and the War Department purchased another 9,000 acres of land.

2. MISSION: Operation Blacksheep @ Pine Plains is a force-on-force, objective oriented, 21-hour continuous tactical simulation conducted at the Fort Drum MOUT CTF from 29 June – 1 July 2012.

3. EXECUTION:

a. Intent: Operation Blacksheep @ Pine Plains is designed to provide a “real” military experience through a continuous tactical simulation. Safety and training are the highest priorities in replicating combat scenarios. Our ultimate goal is to provide civilians with a positive military experience through simulation of combat and strategy.

b. Concept of the Operation:

1) Two opposing factions within the community seek to gain dominance over the city

2) On Saturday at 1345 units (including sniper teams) move into their starting positions as determined during Mission/Safety Briefing. Command posts are off limits to opposing forces. Command posts will be used as “respawn” areas to regenerate and remission squad sized units. Command posts are the entry points for all resupply activities.

3) Operation Blacksheep STARTEX at 1400 Saturday.

4) Buildings will be assigned point values. Each team must develop a tactical strategy to acquire buildings and hold them until the end of the game. High value objectives – such as simulated dignitaries and treasure – will also be designated and assigned point values. High value objectives must be secured and held until the end of the game. High value objectives are not allowed to be moved to the command post. Points will be awarded at intervals during the game – SNAPSHOTS – for buildings and designated items. At the end of the game scores will be tallied and a winner determined.

5) FRAGO (Fragmentary Order) The FRAGOs take place outside the main MOUT CTF and points are awarded for successfully completed missions that will contribute to the overall company score. The goal is to have as many different squads complete a FRAGO mission as possible. Each company will designate squads to participate in FRAGOs during the command lunch at 1130 on Saturday in Building 13. The following mission schedule will be executed:

Saturday 1600 – FRAGO #1

Saturday 1800 – FRAGO #2

Saturday 2000 – FRAGO #3

Saturday 2200 – FRAGO #4

Sunday 0000 – FRAGO #5

Sunday 0200 – FRAGO #6

Sunday 0400 – MOUTEX – Units remain in place within the MOUT CTF and establish security/rest plan.

Sunday 0630 – FRAGO #7

Sunday 0830 – FRAGO #8

6) The “MEDIC RULE” will be used to maintain unit integrity, provide a fluid tactical scenario and reinforce squad tactical fire and maneuver. Squads will remain together throughout Operation Blacksheep. There is never a reason for a player to leave his/her squad.

a) Each squad will have two medics designated, one per fire team. Medic role may be transferred from one “LIVE” player to another “LIVE” player at the discretion of the Squad Leader.

b) When a player is “hit”, a medic can regenerate the “wounded” player once a bandage is tied on the left arm of the wounded player. If a medic is “hit”, another medic can regenerate the “wounded” medic once a bandage is tied on the left arm of the wounded medic. A player may NOT regenerate another player. If both medics in a squad are hit, then the squad must withdraw to the command post or get a medic from another squad to regenerate the wounded medic. A medic from another squad may use the bandages from the wounded medic to regenerate the wounded medic.

c) There is no time requirement for a medic to regenerate a “wounded” player. The medic must get to the wounded player and as soon as the bandage is tied the wounded player is back in the fight.

d) Each medic will be issued eight (8) bandages for use within the squad – total bandages per squad is sixteen (16). Bandages must be tied to the wounded player’s left arm. When all bandages have been used the squad must move to the Command Post for resupply. There is no limit on the number of times a squad may be resupplied with bandages. This is a MANDATORY WITHDRAWAL.

e) If an entire squad is “wounded” or a squad has used all of its bandages, they must move as a squad to their respective Command Post to be regenerated after 10 minutes and then remissioned. This is a MANDATORY WITHDRAWAL.

f) Wounded player(s) must remain in place when hit. Another player(s) must simulate dragging the wounded player(s) out of the kill zone to a medic. If the tactical situation prevents retrieving the wounded player(s) from the kill zone – too many additional casualties would be caused – then the wounded player bleeds out after 3 minutes. After the 3 minute bleed out period, the wounded player(s) may move on their own back to their squad. Once rejoining the squad a medic can regenerate the player by placing a bandage on the wounded player(s) left arm.

g) Squad leaders must report Readiness Condition (REDCON) to their Command Post at required intervals as determined by the Commander, upon request from the Commander or when the squad reaches the following thresholds. This is important information for your Commander and replicates actual military reporting requirements, although the thresholds have been modified for game purposes. When reporting, Squad Leaders must identify the reason their squad is at a certain REDCON level – personnel, weapons, ammunition or water – and your ability to fix the problem. This allows the Commander to determine the correct course of action for that squad – resupply, reinforce, relief in place or withdrawal. In some cases it may be advantageous to withdraw a unit to the CP for 5 minutes and send a REDCON 1 squad back into the fight.

*** REDCON 1 *** Squad is 100% mission capable on personnel, weapons, ammunition and water. (11 squad members are ready)

*** REDCON 2 *** Squad is 75% mission capable on personnel, weapons, ammunition or water. (10-8 squad members are ready)

*** REDCON 3 *** Squad is 50% mission capable on personnel, weapons, ammunition or water. (7-5 squad members are ready)

*** REDCON 4 *** Squad is 25% mission capable on personnel, weapons, ammunition or water. (4-1 squad members are ready) MANDATORY WITHDRAWAL for personnel as directed by the Commander.

*** REDCON 5 *** Squad is 0% mission capable on personnel, weapons, ammunition or water. (0 squad members are ready) If a squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flag on their head and move to their respective Command Post for regeneration and remission. MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water.

h) A red flag or RED CHEMLITE designates wounded or withdrawing players for A Company. A red flag or YELLOW CHEMLITE designates wounded or withdrawing players for B Company.

i) Individual movement during Operation Blacksheep is NOT authorized – squads must remain together and move as directed by the Commander or under MANDATORY WITHDRAWAL conditions.

j) Opposing forces are not allowed to capture each other – NO POWs.

7) Physical contact between participants is prohibited.

No role players are planned for this operation. A platoon size OPFOR will be used for FRAGO missions and as needed by the event organizers. This OPFOR is under the direct control of event organizers and issued very specifice rules of engagement and disengagement to add realism to missions.

9) Operation Blacksheep ENDEX at 1100 Sunday.

c. Subunit instructions:

Friday 0800 – 1400 Game Staff Set Up

Friday 1400 – 1900 Registration & Chrono

Friday 1900 – 2400 Assembly Area (AA) Operations – Dinner on your own – MOUT CTF lock down at 2000

Friday 2100 – 2200 MANDATORY Mission/Safety Briefing Mission/Safety Briefing (CP – Building 13) – Squad Leaders and above

Saturday 0000 – 0700 AA Operations (NO loud music or unnecessary noise in the camping area)

Saturday 0700 – 0800 Breakfast (optional meal plan) – MOUT CTF access reopens

Saturday 0800 – 1130 Commander’s Time: MOUT training, familiarization with the MOUT CTF, rehearsals, pre-combat checks, OPORD, troop leading procedures as determined by each company chain of command(MOUT CTF)

Saturday 1130 – 1230 Lunch (optional meal plan) MANDATORY Command Group Working Lunch For Squad Leaders and above

Saturday 1230 – 1300 Gear up and final preparations

Saturday 1300 – 1400 Formation & final safety check (OCs move units into starting positions as determined during the Command Group Working Lunch beginning at 1345)

Saturday 1400 – 2400 Operation Blacksheep (MOUT CTF)

Sunday 0000 – 1100 Operation Blacksheep (MOUT CTF)

Sunday 1100 – 1200 Formation & Policing MOUT CTF

Sunday 1200 – 1300 Formation & Results – Lunch (optional meal plan)

Sunday 1300 – UC Clean up & MOUT CTF clearance

Sunday 1300 – UC Departure & travel Camp site is available Sunday afternoon from 1300-1800 for those who wish to stay and rest before departure. ALL must depart the MOUT CTF by 1800 Sunday.

4. SERVICE SUPPORT:

a. General: Combat Trains are located in Building 13.

b. Material and Services:

1) Class I – Subsistence

a) Friday Dinner – Bring or purchase your own

b) Saturday Breakfast – Optional meal plan available, sign up during registration – Bring or purchase your own

c) Saturday Lunch – Optional meal plan available, sign up during registration – Bring or purchase your own

d) Saturday Dinner & Sunday Breakfast – One (1) MRE and one (1) gallon of water will be issued to players during registration for use during the game. All participants should plan for and bring additional food and water based on personal usage and need.

e) Sunday Lunch – Optional meal plan available, sign up during registration – Bring or purchase your own

f) There is no potable water at the MOUT CTF. All participants should bring extra water with them. One (1) gallon of water will be issued to each player at registration.

g) Optional meal must be purchased during registration. Meal plan is $30 and covers the following meals: breakfast Saturday morning, BBQ lunch on Saturday provided by Philadelphia Fire Department and BBQ lunch on Sunday provided by Philadelphia Fire Department.

2) Class II – Clothing and Individual Equipment

a) We recommend the following MOUT equipment for your safety:

Knee pads
Elbow pads
Eye protection (full seal) (REQUIRED)
Gloves
Helmet
Good boots
b) Weather appropriate clothing is recommended.

c) Typical MILSIM/Airsoft load out is recommended.

d) Company A (GREEN) will be in OD/Green Fatigues, Battle Dress Uniform (BDU), Woodland MARPAT, Woodland CADPAT, Woodland DPM, ATAC-FG & ACU. The PCU jacket is considered part of the ACU.

e) Company B (TAN) will be in Tan/Coyote Brown Fatigues, Desert Camouflage Uniform (DCU), Desert MARPAT, Arid CADPAT, Arid DDPM & Desert A-TACS.

f) International players are authorized to wear uniforms of their respective Armed Forces that are distinctly green in pattern for A Company and distinctly tan in pattern for B Company.

g) All participants must have a red rag to designate wounded status. All participants must have a CHEMLITE to designate wounded status during darkness – A Company = RED CHEMLITE and B Company = YELLOW CHEMLITE. This two color identification is essential during hours of limited visibility to identify enemy kills versus friendly fire kills.

h) All participants will be spending Saturday night in the MOUT CTF as part of the game operations. Recommend bringing a poncho liner or blanket.

i) Plan on packing a bag or ruck for use during the operation. There will be a staging area for personal equipment at each Company CP for resupply activities.

j) All members of a squad must be in the same uniform.




R.I.P Big D.
goga333
 
Posts: 885
Joined: Wed Feb 07, 2007 11:21 pm
Location: kingsport

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